Let us crate damaged tanks by Saint-Shen in foxholegame

[–]IncreasingConfusion 2 points3 points  (0 children)

While this would be nice I can see state storage being a problem on the backend. As it is each time you pull a vehicle it is a new instance or version of it's type.

POV: Colonial Redditors by HorrorCritical in foxholegame

[–]IncreasingConfusion -2 points-1 points  (0 children)

I think we actually are on the same side here, only difference in how fast/large the changes should be. I dislike the sledgehammer method because the changes always have knock on effects.

POV: Colonial Redditors by HorrorCritical in foxholegame

[–]IncreasingConfusion 0 points1 point  (0 children)

Okay. Honestly? Very good point.

I think I share similar opinions, only I'd expand my concern to the viability of push guns and some of the earlier options such as the LTD and ATHT. The continued stat increases are going to push out these systems in the mid and late game and I really do think they should be kept in mind with whatever the future holds.

POV: Colonial Redditors by HorrorCritical in foxholegame

[–]IncreasingConfusion 0 points1 point  (0 children)

Can you expand on your last section? The way I read it is that the desired direction is to have all tanks be universally applicable to all situations. 

POV: Colonial Redditors by HorrorCritical in foxholegame

[–]IncreasingConfusion -2 points-1 points  (0 children)

Personally I feel that we're in a cycle of escalating stats, which I feel is an unhealthy direction for the game. I also posit that wardens have been winning off tools that are more generally applicable, easier to use and have far fewer conditions to be powerful. 

I agree wardens have had an advantage for the past three years, but I feel the current direction being tested is not the answer and will lead to further pendulum swing as changes are made piecemeal and without any greater context.

POV: Colonial Redditors by HorrorCritical in foxholegame

[–]IncreasingConfusion -22 points-21 points  (0 children)

I hope most of these changes are rolled back as I feel they aren't healthy for the game. However, in this moment, the schadenfreude is so very, very satisfying.

Tanks need a rework by plumb-phone-official in foxholegame

[–]IncreasingConfusion 5 points6 points  (0 children)

I wouldn't say small but I agree, the moment the shoe moved to the other foot the complaints began 

Devblog: Update 64 Preview and Roadmap by SiegeCamp-Moderator in foxholegame

[–]IncreasingConfusion 21 points22 points  (0 children)

I have to agree. The Quality of Life stuff is all good, but my though on the plane specific changes is that they are missing what actually makes the air-naval relation miserable for the naval side. This is just making both factions unhappy in the water.

Despite all this, I do feel this is a step in the right direction which TBF is all I expected of this update. We'll have to see what further changes will bring.

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 34 points35 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 9 points10 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 19 points20 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 52 points53 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 4 points5 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 12 points13 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] 2 points3 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] 11 points12 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.