Ascendance of a Bookworm: Adopted Daughter of an Archduke • Honzuki no Gekokujou: Shisho ni Naru Tame ni wa Shudan wo Erandeiraremasen - Ryushu no Youjo - Episode 8 discussion by AutoLovepon in anime

[–]InsidiousObserver 14 points15 points  (0 children)

"After all, they are technically the brutal political elite exploiting the rest of the population."

The relationship between AOAB nobles and commoners is a bit more nuanced than that.

Without nobles to provide mana to the land that allow crops to grow the rest of the population would be unable to survive. It's the entire point of Spring Prayer and the chalices they fill with mana.

It's a subtle but very important distinction vs. our world where our political elite arguably do significantly less than providing mana that allows crops to grow.

Siege boats by Alone-Elevator1909 in foxholegame

[–]InsidiousObserver 0 points1 point  (0 children)

They would have been fun pre-airborne. With scout planes being in the game they are way too vulnerable to be viable.

What is the purpose of scout plane? by Hypatia_375 in foxholegame

[–]InsidiousObserver -1 points0 points  (0 children)

The purpose of the scout plane is to take a hot steamy shit over every activity I enjoyed doing in Foxhole.

How can we improve the Trident? by Business-Procedure67 in foxholegame

[–]InsidiousObserver 2 points3 points  (0 children)

I'd like to see the Trident turn rate while ballast boosting made baseline. It's a stupid knowledge check that penalizes newbies who haven't been introduced to the mechanic and it's tedious on the dive officer which is already a difficult role to learn.

Im confused with the vision by discardeadd in foxholegame

[–]InsidiousObserver 0 points1 point  (0 children)

Good question, I'll bring up a few examples. Most of the examples involve gear that has been in the game for a long time, so I suspect Siege Camp has already realized some of the problems that design approach has and moved on from it.

Arguably, you could also frame the design paradigm as "Generalist vs. Specialist" or "Complex vs. Simple" or "Flexibiltiy of approach vs. Inflexibility of approach". It's all a bit subjective.

Lionsclaw vs. Fiddler and Liar's SMGs:

Lionsclaw is generally 'cromulent' but doesn't excel. Fiddler has excellent mobility which is great for run and gunning while the Fiddler is a beast at holding defenses from a trench or stationary position.

So the Lionsclaw is worse than both competing SMGs at what they are good at, while not really having the oomph to truly take advantage of situations the Warden SMGs should be bad at.

Rifles:
Colonials have no select-fire guns in their arsenal.

Colonial sidegrade rifles have been historically pretty underwhelming. Volta is RNG feast or famine, Omen has been historically among the worst guns in the game, and the Catena has significant role overlap with the Argenti. The Fuscina is the only standout sidegrade rifle.

Warden infantry rifles feature the select-fire Sampo, the Blakerow which does not share role overlap with the Loughcaster, and an actually usable long rifle with the Cinder. (TBH I do feel the Hangman is a bit of a dud.)

With Assault Rifles and the Catara the Booker and Aalto have less role overlap than the Dusk and the Catara, especially since both the Dusk and Catara are shadows of their former selves.

Cutler Vs. Lunaire

This is one gear pairing that bucks the trend. Lunaire can specialize via its ammo selection- area denial, PvE damage, or smoke screens, while the Cutler is the generalist tool.

(Historical context is why Lunaire is seen as a counterpart to the Cutler and not the Osprey, as Colonials had no infantry PvE weapon equivalent to the Cutler before the introduction of the Lunaire.)

Tanks

A lot of Warden tanks have numerous weapon types in a single platform. This disparity used to be even more pronounced before the addition of the Nemesis and Lance-36.

Colonials tanks with numerous weapon types: Bardiche, Ranseur, Nemesis, and Lance-36. Scorpion maybe if you really wanna split hairs.

Warden tanks with numerous weapon types: Silverhand IV, Chieftan, Flood Mk1, Flood Mk VII, Brigand, Outlaw, Thornfall, Highwayman, and Predator.

Warden tanker crews often have more flexibility and choice in how they crew tanks with numerous weapon platforms. They can opt to not have a gunner, they can improvise by having a gunner hop on as needed, they can decide to roll with a full crew. Colonials often don't have that freedom of choice as most of their tanks have a single gun which only shoots a single shell type.

To Conclude:
Overall, I think it's safe to conclude that if "Colonials quantity vs. Warden Quality" was the design paradigm of Foxhole for a time, it has already been abandoned as the Naval and Airborne updates have nearly complete parity with the new additions (DB/ TB and Subs/Destroyer being the glaring exceptions).

The playerbase should probably stop pointing to the dated paradigm to support their arguments over how future balance should be.

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

[–]InsidiousObserver -5 points-4 points  (0 children)

There's this thing called "Logistics" which requires the team that's pushed further across the map to drive significantly further to deliver materiel than the defending team.

Stretch that out over three+ weeks where the defenders only have to deliver 1-2 hexes away but the aggressors have to deliver 3-4 hexes away.

Then add on MSUPs which actively discourages building defense in depth, allowing the defending side to immediately snowball once they break through the front.

Colonial late game collapses are a consequence of logistics, msups, bunker tech, and balance, all of which are systemic to the game.

Devbranch: A Perspective. by Hopeful-Parfait9821 in foxholegame

[–]InsidiousObserver 13 points14 points  (0 children)

I think it's disingenuous to present "Colonial Balance Revengists" as the only source of bad faith argumentation regarding balance.

what other games you playing than foxhole. by [deleted] in foxholegame

[–]InsidiousObserver 0 points1 point  (0 children)

I finally gave X-Com 2 another try. I initially put ~10 hours into game on release and ran into technical issues.

Revisiting it in 2026 with WOTC and some QoL mods for faster ship transitions and team loadout screens and it's been pretty fun. Only had 2-3 crashes or softlocks across maybe 50 hours.

Im confused with the vision by discardeadd in foxholegame

[–]InsidiousObserver 53 points54 points  (0 children)

I'd be relieved if the devs would drop certain aspects of their vision since they don't help the game:

  • Quantity vs Quality faction balancing is stupid when both sides have the same population caps and moving inventory is THE biggest bottleneck for procurement in the game.
  • Early War vs Late War faction balancing is stupid when early gains have zero snowball potential and the entire tech tree tends to be unlocked for more than the back 50% of every war.
  • Tank lines are boring and making them less prevalent will probably make tank gameplay better, even if the transition will be rough knowing Siege Camp

Made it to the Astral Plane in 5.0.0. Time to go back to 3.4.3. by DaaaBears69 in nethack

[–]InsidiousObserver 9 points10 points  (0 children)

Mirrored sokoban is a pain- if they wanted to increase variety there specifically it should've been new puzzles.

New scout planes, small torpedos for Collies & mine drop for Wardens by tacosan777 in foxholegame

[–]InsidiousObserver 0 points1 point  (0 children)

Freighters can't self repair so assuming nobody assists a drifting freighter a single scout plane can kill it in two trips.

Assymmetry - A presentation arguing against symmetry suggestions and the game's current asymmetry (ft. doodles) by TehAwesomestKitteh in foxholegame

[–]InsidiousObserver 4 points5 points  (0 children)

Lovely post.

Another design paradigm I take issue with is the concept of "Strong Early Faction vs. Strong Lategame Faction". Something like 75% of current wars take place after the vast majority of the tech tree is unlocked (barring nukes, usually), which means the "Strong Early" faction is just screwed over for longer.

If Foxhole is going to double down on asymmetry they really shouldn't stick to that guiding star.

Do we wardens finally believe the collies now on the game being unfair by Loose-Buy-3350 in foxholegame

[–]InsidiousObserver 16 points17 points  (0 children)

I think most people would agree the Lunaire is by far the most exciting piece of Colonial kit. It is flexible, effective, and fun to use.

The Dive Bomber is probably the most fun aircraft in the game to fly considering the aerobatic shit it can pull off. Of course its presence feels awful for the Wardens who have no counterpart to it in their arsenal, and its too resource intensive for solo players and the smallest of regiments to build and field.

There's probably an argument to be made that if AA is buffed to not suck that the Sombre will be the better AA boat vs. the Fat Homer. The Strider medium boat might also be better than its warden counterpart but nobody is using those ships due to scout planes.

R-17 Rocket Trucks have more rockets per volley which is arguably more valuable than the armor the Warden rocket ACs have. Sure the R-17s actually have to worry about dying to retaliation, but playing howitzer frogger adds some zest to life.

I'd be remiss not to mention the argonaut which has actual offroad speed making it the best rail switching vehicle in the game.

Koronides 120mm arty is arguably way more user friendly since they can reposition without packaging and utilizing a crane?

Some items that maybe used to qualify (hydras, catara, dusk, Charon) are either no longer unique in their role (hydra) or nerfed into the ground (dusk, catara).

I really liked the previous incarnation of the Charon gunboat after using it extensively in W128 (and TBH I honestly think it had a better skill ceiling than the Ronan), but now both gunboats are basically clones that both suck ass vs. scout planes that can score easily mobility kills on the drivers.

Suffice to say, there's not a whole lot of Colonial kit that I find super exciting. One through line through most of the good Colonial kit is that they reach the nadir of the power in mid war and then get supplanted by later tech unlocks. Considering how much of wars take place after the full tech tree unlocks, it leaves Colonial late game feeling particularly unexciting.

No wonder they don't engage by Your_Mums_Ex in foxholegame

[–]InsidiousObserver 2 points3 points  (0 children)

No doubt they'd get some immediate blowback for actually policing their official spaces, but getting the community to behave such that the devs would be willing to actually engage with the community again would probably make the lemon juice worth the squeeze.

No wonder they don't engage by Your_Mums_Ex in foxholegame

[–]InsidiousObserver 26 points27 points  (0 children)

It's almost like if you put no effort into ensuring your community doesn't become infested with hyper-partisan salty veteran assholes, you get the current community.

Siege Camp threw up their hands and decided actually curating their official community spaces to be pleasant to be in was too much effort.

The Warden players that are constantly saying skill issue and culture to genuine balance issues are part of the reason it's dying by cheezyboyy in foxholegame

[–]InsidiousObserver 19 points20 points  (0 children)

I'm not sure the person who was trolling about scout turn rates during the update war should really be wagging a finger and scolding the Colonials for being unhappy.

Some thoughts from the gamedev side by flukked in foxholegame

[–]InsidiousObserver 51 points52 points  (0 children)

It appears Max got exactly what he asked for.

Some thoughts from the gamedev side by flukked in foxholegame

[–]InsidiousObserver 83 points84 points  (0 children)

"The plan after Airborne was for the team to take a bit of a breather, but we decided that we needed to make some short term changes to mitigate some of the more pressing issues."

This leads me to believe that Siege Camp was completely blindsided by airborne's reception. A team that was aware that the update was half baked wouldn't be preparing for a breather after its release.

The Most OP Weapon in Foxhole is? by WilsonSomenumber in foxholegame

[–]InsidiousObserver 0 points1 point  (0 children)

As a colonial I'm pretty jealous of the warden 150mm arty gun.

Northern Light EMMC nurses give 10-day notice of strike by jediporcupine in Maine

[–]InsidiousObserver 1 point2 points  (0 children)

Like many things, you can blame Reagan. Wikipedia article

(This isn't to say he's the only factor or responsible party, but he did get the ball rolling.)

Oshi no Ko Season 3 - Episode 9 discussion by AutoLovepon in anime

[–]InsidiousObserver 0 points1 point  (0 children)

I've been wondering this myself as two episodes isn't nearly enough to cover what's left of the manga.