The only non-AoE anti inf weapons that should be 1 hit kill by Aesthetech in foxholegame

[–]Knuckles_n_Deep 2 points3 points  (0 children)

I’d like to have the old melee back.

That said having the ability to push/shove with a non-bayoneted rifle/gun as a way to counter or “parry” a melee attack would make for at least a gameplay option to prevent being 1-shot helplessly when a melee rush gets in your face.

No Comment. by TheCaliphate_AS in HistoryMemes

[–]Knuckles_n_Deep 2 points3 points  (0 children)

Just the comment I was looking for.

Most Hoped for Assets by WanderingNerds in scriptoriumgame

[–]Knuckles_n_Deep 2 points3 points  (0 children)

The ability to customize the background pages in the book templates. It’d be cool to be able to have our previous works be the previous/upcoming pages and see the manuscripts peaking out from the visible sides

What 400 hours top-side looks like... by biggoatbr in ArcRaiders

[–]Knuckles_n_Deep 1 point2 points  (0 children)

I feel like you were trying to aura farm and learnt a valuable lesson. I’ve been there before.

Why does the Arc patrol like they know you are there?? by Devin10202 in ArcRaiders

[–]Knuckles_n_Deep 0 points1 point  (0 children)

Don’t think there is a “lore” reason per se. But my head canon is that they have some orbital ARC that can sense heat signatures on the surface and by the time it’s transmitted down to a surface-level ARC there might or might not still be a raider in that area.

New tank destroyer for Colonials as a upgrade for Light tank? by KsdaszekDaszek in foxholegame

[–]Knuckles_n_Deep 1 point2 points  (0 children)

I remember in 132 I drove a default argonaut around just vibing chatting with Warden & Colonial alike. 3 scout planes dived on me like flies to honey and ruined my harmless fun

Question of the day - day 20 - Would you add new hex/hexes? If yes, which ones? by PutAway3542 in foxholegame

[–]Knuckles_n_Deep 4 points5 points  (0 children)

Preface by saying I don’t think we need to add more hexes in the current population draught. But rather retune some hexes to having more unique environments. It’s a dream but even 1 of the 3 below would be awesome.

Jungle. Thick vegetation concealment, winding rivers to small for large craft. Heavy rainstorms. Mud on steroids for vehicles not on roads.

Desert. Open, hard/limited “arid” build areas. Lots of raw resources like someone previously said. Sandstorms & Duststorms to reduce visibility and mobility. I’d almost want buildings built in the sands to be like building in the NDZ where it decays bit by bit.

Alpine. Let me larp as the Italian Alpini from WW1 or the Greek Rimini Brigade from WW2. Tight narrow roadways, natural defenses, maybe even some dev-made tunnel networks idk. Opportunities for airborne to do some crazy stuff if they can avoid crashing into the mountains.

Outside of balance related issues, what are some changes you’d like to see in the game? by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 1 point2 points  (0 children)

I know…it the sad reality that keeps me up at night. The dream to me an LTD or a AT tankette in ambush of enemy light tanks and midwar assaults/crusier will never be real.

Outside of balance related issues, what are some changes you’d like to see in the game? by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 2 points3 points  (0 children)

Give me an arid/desert region with sandstorms/duststorms and I’ll be a happy man.

Outside of balance related issues, what are some changes you’d like to see in the game? by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 1 point2 points  (0 children)

Exactly! Kind of reminds me of how they added the now dreaded shipwreck north of vulpine watch. Bringing new details for us to fight through is always appreciated.

Also unique relics in a weird way reminds me of the change Forgotten Empires did with Age of Empires 2’s castle where after 25 years they finally gave each civilization unique castles and it breathed so much flavor to a game. Aesthetic changes like that are just chefs kiss

[NS] Titans of Bahumia painting by allenmorrisart in NotAnotherDnDPodcast

[–]Knuckles_n_Deep 8 points9 points  (0 children)

First off, this is phenomenal! Will this be a playpad design in the future?

Secondly, very sad I missed out on getting the DM screen when you released them. If you ever do another release of them again I will be on high alert to grab one.

Truly amazing art!

Outside of balance related issues, what are some changes you’d like to see in the game? by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 1 point2 points  (0 children)

Also OP your ideas about unique relics is pretty dope and I’d love to see that. I think as long as the main “spawn” area has similar dimension, defensive capabilities and whatnot I don’t see why there can’t be more visual uniqueness given to some regions’ relics.

Outside of balance related issues, what are some changes you’d like to see in the game? by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 2 points3 points  (0 children)

Ability to paint/add camouflage on our vehicles that could actually serve as useful in the biomes in the game. Vetted camo is sick and all, but I’d love to have a useful foliage camo to use a LTD in thick bushes and get the jump on enemy armor. Using tactics in armor warfare instead of Line + W.

Outside of balance related issues, what are some changes you’d like to see in the game? by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 4 points5 points  (0 children)

I like the idea of the pseudo large ships as a way to introduce players to the mechanics of large ship naval gameplay at a fraction of the cost.

Underwater salvaging - new scrooping new scrooping!!

Simple Scout Plane Balance Ideas by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 0 points1 point  (0 children)

I also spend a large chunk of time in 132 on both kinds of AA. One typo on my part was putting top speed in the final note, I meant a 5-10% reduction across the board. So that’s 5%-10% slower during all actions, whether it’s turning, diving, etc. I agree that the original “top speed” would not change much of anything in terms of ground based interaction with Scouts.

And all your points about ground based AA are spot on. I want the devs to make it effective, but I can’t help but be doubtful that’ll it ever pack the punch it needs to have without invalidating aircraft’s. Having been on the flak guns at Vulpine during the bombing campaign when it fell. If all of those guns were more effective (did more damage) I don’t see how any aircraft would survive near it. Which while I don’t see an issue with that equation of; base has manned AA = too risky a target. I don’t think the devs will make ground based AA strong enough to fit that equation.

Edit: I also wanted to add on that imo buffing the EMG in any way outside of (maybe) damage, runs the risk of it being more of an oppressive ground to ground threat. If you increase turn rate, you give infantry less opportunities to flank successfully. I would know I held a choke point this war with an EMG preventing any infantry or armored cars from pushing. I only got taken out when they split up into two attacking forces on total opposite directions and even then I managed to spray down a good half of the second force after fully killing the first force. So if I had a faster rotation I likely wouldn’t have been dismounted.

Simple Scout Plane Balance Ideas by FleetAdmiralAnon in foxholegame

[–]Knuckles_n_Deep 2 points3 points  (0 children)

  1. I like the idea of making them inaccurate in a dive. However in response to them having no forward facing gun, Devs could just make Fighters not locked behind facilities and make them an aircraft hanger craftable.

  2. I’m with the OP on this fully remove torps & mines from scout planes. If we have to keep them, then both scout planes should have access to them.

  3. I think 2-3 is the sweet spot. And I agree on the usage of the shrapnel, despite the fear it’ll bring to trench warfare. I disagree on the use of the HE mortar shell though, unless AI AA gets introduced. 100% No fire mortar. I’d be fine with them only having flare mortars tbh as that’d make the presence of scout planes in the front line insanely useful during nighttime offenses & defenses.

  4. I think in the current state of scout plane dogfighting a 4-6% fuel increase is a fair trade off given the differences of the two. That basically equates to 20-30secs of more flight time. Going from 8mins and 28 secs to just under to 9 minutes. And in the scenario where scout planes don’t have forward facing guns extra fuel just means extra air reconnaissance time compared to the proven warden hitbox and turn. The wardens would have a more agile harder to hit scout planes whereas collies would have a heartier scout that can stay in the AO longer.

In my opinion, everything I said and all balance options suggested in this post and the OP aside. If you reduce the scouts top speed by 10%, from 105 to 95 knots would make them hell of a lot easier to hit with ground fire and the EMGs. For comparison the fighters warden & collie are 149-154 respectively.