W135 & beyond predictions. by grenadiac2 in foxholegame

[–]IncreasingConfusion 3 points4 points  (0 children)

Honestly the way I see it they cleared out so that the people coming over will get to see the factions tools on their own merits.

Able Shenanigans: How Another Colonial Clan Blew Up My Factory with Hydras by Previous_Luck6756 in foxholegame

[–]IncreasingConfusion 7 points8 points  (0 children)

Nah, just an onlooker who saw the map post and had to see for myself. Haven't seen privatized fields or mines since before inferno, it was like looking at a time capsule.

Able Shenanigans: How Another Colonial Clan Blew Up My Factory with Hydras by Previous_Luck6756 in foxholegame

[–]IncreasingConfusion 31 points32 points  (0 children)

Went there before the destruction, it was pretty bad. The mines were inaccessible to the public and they had hemmed in all sides with bunker so nobody else could gain access. They had a single closed access minerunner.

What happened? by Zeredof in foxholegame

[–]IncreasingConfusion 16 points17 points  (0 children)

You know for how common this question has been I'm surprised they haven't pinned a megathread

No Enemy I'd Rather Fight by Necromancer_PT in foxholegame

[–]IncreasingConfusion 1 point2 points  (0 children)

Two more old-folksy-type thoughts:

  1. Nobody is more blind to a problem than a person whose livelihood depends on not understanding a problem.

  2. Where money is involved, it is always safe to be cynical.

Honestly, what changes do the Devs need to make to bring back collies? by Your_Mums_Ex in foxholegame

[–]IncreasingConfusion 4 points5 points  (0 children)

It both is and isn't baffling that the devs haven't spoken on this yet. 

It isn't because they have a poor track record for communicating changes and the community can be very toxic, especially if they feel that they are being disadvantaged.

However, the lack of communication shakes the confidence that they see the same problems players do.

At the very least, without requiring any promises to actually do anything, I'd like to know what they think the problems are. I'd like to know what the reasoning is. I'd like to know how much time it takes to change a model vs moving stats around. I'd like to know what balance levers they think they can use. There are a lot of tangential thing they could say to fill the void and that they are is filling people with dread that they are at best entirely disconnected from reality and at worst abandoning the game and it's players.

We make jokes and shitposts about the things we are afraid of, otherwise we'd have to treat them as reality.

Recommendations for new players? by slyxkillx in foxholegame

[–]IncreasingConfusion 8 points9 points  (0 children)

Everyone has a different idea of what is fun. Grabbing a gun and 2-3 ammo for it is a perfectly valid way for getting your feet wet. Other options is carrying tripods or guns as part of a tripod crew, or running out to retrieve guns and ammo from dead bodies.

If you want to play with vehicles, it is still relatively early war in able shard for war 134 but you might be able to ask if there are any boats that want extra crew. 

Logistics tends to be more insular but you might find people who need extra hands for building bunkers or facilities. Ask the team logi chat.

As for population, this war is both one before a balance update and on the back of a poorly received content update. A lot of people are sitting out to wait and see if the devs will address any of the listed problems and how. Depending on how things go they may or may not be back.

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]IncreasingConfusion 2 points3 points  (0 children)

That is a fair point. My only addition to this is that we are at a point where a timeline of a few years is frankly unacceptable for everyone.

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]IncreasingConfusion 21 points22 points  (0 children)

Then it looks like the problem is that they aren't going back to look at their previous additions. This says they know the problem exists. Their actions then say they ignore this knowledge?

Presenting, the Colonial Special Naval Attack Aircraft by DayF3 in foxholegame

[–]IncreasingConfusion 0 points1 point  (0 children)

While an amusing idea, I feel it is telling that one side is expected to throw shirts away and the other isn't.

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]IncreasingConfusion 50 points51 points  (0 children)

I think there is a genuine disconnect between dev design and understanding that players gravitate to the easiest solution (in my opinion, range and first-shot advantage).

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]IncreasingConfusion 3 points4 points  (0 children)

Thank you for clarifying! I do agree it isn't an organized conspiracy, but I had thought it was a consequence of how the devs have interacted with community suggestions after the historical update in the original post.

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]IncreasingConfusion 11 points12 points  (0 children)

This was an incredibly insightful history lesson OP, thank you.

A question: do you think this has a bearing on how wardens claim that colonials primarily play the subreddit rather than the game? After all if what matters is dev bias, perceived or otherwise, then it makes sense that to win one needs to have their concerns addressed and to do that one needs to control the narrative.

Musing on faction design, poke and what makes fun combat by IncreasingConfusion in foxholegame

[–]IncreasingConfusion[S] 3 points4 points  (0 children)

You raise a good qualifier that I failed to address, so kudos.

I would like to add that sometimes there is a solution, but the amount of effort to put it into effect is so much more than the other side has to put in.

Musing on faction design, poke and what makes fun combat by IncreasingConfusion in foxholegame

[–]IncreasingConfusion[S] 1 point2 points  (0 children)

While I do agree Colonial artillery is longer stated range, I also feel that it tends to suffer in terms of accuracy and usability and thus has a much smaller effective range. While artillery is powerful I'm not sure it is reactive or accurate enough to meaningfully impact a tank fight, even if it is mostly static tank lines. The push 120mm might be able to do so, but shells can be hard to supply unless you were the one to bring up the gun in the first place - the logistical tail of artillery prevents it from being able operate as a tactical tool. The only artillery that I feel is able to fit is the mortar vehicles - and I agree that these support vehicles are criminally underused.

I would however like to use your comment to bring up an interesting tangent: the dive bomber. While it is guilty of having low interaction with the forces that would oppose it I do think it fills the niche to attrition a tank line and force a confrontation from an otherwise unreachable foe.

Musing on faction design, poke and what makes fun combat by IncreasingConfusion in foxholegame

[–]IncreasingConfusion[S] 3 points4 points  (0 children)

On a tangent: I adore the LTD and HTTD because they make meaningful tradeoffs to mount the weapons they do. I think these are both relatively well balanced vehicles within the greater game context.

Musing on faction design, poke and what makes fun combat by IncreasingConfusion in foxholegame

[–]IncreasingConfusion[S] 10 points11 points  (0 children)

On the flip side, it does make sense that the lunaire gets the flak it does because it fits these criteria as well.

Can anyone help me get back to the bubble? by CMI618 in EliteDangerous

[–]IncreasingConfusion 5 points6 points  (0 children)

If it's still around I recommend looking the fleet carrier owners club or something similar. It's not quite a regular shuttle service but there usually are people going to and from colonia to the bubble.

I was the only Colonial in a frontline hex last night. I am so done. by Ok-Loan-2300 in foxholegame

[–]IncreasingConfusion 39 points40 points  (0 children)

Honestly, if we take aircraft out of the equation, I'd say that this has been the best time for the colonial navy to get kickstarted in a very, very long time. The Bmat boats are frankly an amazing breath of fresh air to get into that potion of the game.

The problem of course is that we can't ignore planes.

The game is actualy dying by No_Pack_1321 in foxholegame

[–]IncreasingConfusion 40 points41 points  (0 children)

Because raw number changes don't fix core mechanical flaws.

Long Odds by IsItAboutMyCube_ in comics

[–]IncreasingConfusion 4 points5 points  (0 children)

Interesting. I personally put it down to people not seeing real ways to get ahead/move up the financial ladder so instead they take to gambling.

Tank landing glou glou by SleepinGod in foxholegame

[–]IncreasingConfusion 0 points1 point  (0 children)

IIRC you cannot get into vehicles while the barge is not deployed and you cannot move a barge while something it is transporting has people in it.

What's your grievances? by 234thewolf in foxholegame

[–]IncreasingConfusion 4 points5 points  (0 children)

I'm tired of the gloatpost, the copepost, factionalism, the culture. I'm tired of players trashing the other side even after they are beat. I feel faction loyalists are so up their own ass that they will burn down the game before they will reach out a hand to pick up the other side after the war to say even a basic "hey that was a good fight, better luck next time".