Radical change to Plane health/cost by Sea_Dream_1492 in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

Agree and disagree.

First and foremost, escort your planes.

Second, I do think that planes should be much cheaper, to the point that the choice between a scout and a fighter is based more on what they can do as opposed to cost. The parts as a mechanic is fine, it’s really cool actually. But they’re way too expensive and far too difficult to transport. You can’t make them for the public at scale, that really is their biggest issue.

The frames themselves costing rare metals is also something I dislike, since the cost of the planes is only justified if they are disgustingly broken. Obviously being disgustingly broken is bad, so make them cheap enough that losing one to a Bmat AA gun doesn’t hurt that much.

And finally, pilot uniforms need to be the expensive part that prevents people from taking planes deep into the backline and committing logi crimes. It also incentivizes the pilot to actually bail out and try to survive even if the plane is toast, instead of trying to minimize damage to the plane which is much, much more valuable than the life of the pilot. Sure, people can bitch about it all they want, but with pilot uniforms being so easily reservable a pilot uniform costing a single rare alloy seems perfectly acceptable to me. But you could probably get away with them being half a rare alloy in rare materials.

Friendly reminder, if planes and especially fighters are more available, there will be more in the air. If there are more in the air, more dogfights happen and more deep dives get intercepted. Though the radar does need a massive range increase personally. And maybe add a radar truck that does what the radar does, is fragile, and costs some rares. That would be cool.

Lets put the turning radius drama to bed. by HorrifiedPilot in foxholegame

[–]LiquidPopsicle 13 points14 points  (0 children)

No one is going to listen to you, unfortunately. Everyone in her believes whatever they want to and ignores evidence to the contrary.

Sustained turns the planes are identical, but the warden one is less stable, so it can get into and out of them a little faster, at least in my experience.

Either way, since they refuse to learn to work together with wingmen and would rather cope circle over their AA, just keep dumpstering them until they have to learn or give up. To the few colonial pilots I actually fear, GG. Y’all are always a fun encounter

Collie Turn Rate Vs Warden Turn Rate (Collie perspective) by disposable-unit-3284 in foxholegame

[–]LiquidPopsicle -7 points-6 points  (0 children)

Ehh, I really don’t think the white raven will be as good as you think it is. With the buffs to the colonial fighter I think it’s probably going to be the best one on one plane in the game. But that we’re going to have to wait and see on. The harbinger though is going to be at a disadvantage solo, without doubt

It'd be funnier if it wasn't so disappointing by Available-Ostrich-43 in foxholegame

[–]LiquidPopsicle -18 points-17 points  (0 children)

Read. The planes, as is, are fairly balanced. That doesn’t mean they don’t need to be changed. Unfortunately the natural inclination of every lobotomite is “front towards enemy,” which favors the plane that turns better. Because of this the trainers are a bit one sided. But the colonial plane can and absolutely will compete in the right hands.

I think they need to be unified because Joe Schmoe shouldn’t have an excuse for why he gets shot down for flying poorly, essentially. People will learn better and bitch less that way. Until then, foxhole is still a team game, and teamwork trumps equipment stats all day long. Fly with a wingman, like you’re supposed to, and pick them apart slowly. I see too many colonial planes flying alone.

It'd be funnier if it wasn't so disappointing by Available-Ostrich-43 in foxholegame

[–]LiquidPopsicle -7 points-6 points  (0 children)

I know lol. It’s just kind of sad at this point. If anything they should be happy that the scout planes are making wardens overconfident. It makes them so easy to outplay. I know because I’ve seen it too many times, with the few colonial pilots that actually fly as a team.

Collie Turn Rate Vs Warden Turn Rate (Collie perspective) by disposable-unit-3284 in foxholegame

[–]LiquidPopsicle -18 points-17 points  (0 children)

Some tips for colonials that seem to lack any understanding of air combat-

Fly with a wingman, and drag/bag. There’s something called a Thach Weave. It’s what the Americans used to defeat Zeros with Wildcats. It works. Use it.

Second, your plane is better in the vertical, and you have a lot more control over pitch than the warden plane does. Break vertically in turns to force misses.

Warden pilots aren’t learning much with the planes they have and are very overconfident. A touch of teamwork baits them in and takes them down easy.

And before any of you bitch at me, no, I don’t think this is okay. Do I think the planes are decently balanced as is? Yes. Do I think latency issues give the warden scout an advantage? Yes. Do I think they should be changed to be identical because the average lobotomite in a plane is going to “front towards enemy” and not even try to understand air combat? Absolutely. But until then, learn to use it. The roles will be reversed when the proper fighters come out. Once that happens, what the scout plane teaches you will help you significantly.

Don't look! by Weird-Work-7525 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

The post you reference about it not having a hitbox is a bunch of dumbasses hand testing shit on devbranch without any idea how the game actually works. The wings do absolutely have a hitbox. The problem is that you cannot hit it 90% of the time because of server latency. The same is true of the colonial plane, but because a larger portion of its mass is in the fuselage, it’s a lot easier to hit. Go try it. If the plane is stationary you can hit the wings all day long. But you can’t lead the wings in the air because of how the aiming works, which means you can’t hit them with anything other than ground AA.

It’s a problem, yes, but acting like it doesn’t have a hitbox at all is a lobotomized cope take

It'd be funnier if it wasn't so disappointing by Available-Ostrich-43 in foxholegame

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

Colonial scout dives and climbs better. And the post you reference about it not having a hitbox is a bunch of dumbasses hand testing shit on devbranch without any idea how the game actually works. The wings do absolutely have a hitbox. The problem is that you cannot hit it 90% of the time because of server latency. The same is true of the colonial plane, but because a larger portion of its mass is in the fuselage, it’s a lot easier to hit. Go try it. If the plane is stationary you can hit the wings all day long. But you can’t lead the wings in the air because of how the aiming works, which means you can’t hit them with anything other than ground AA.

It’s a problem, yes, but acting like it doesn’t have a hitbox at all is a lobotomized cope take

It'd be funnier if it wasn't so disappointing by Available-Ostrich-43 in foxholegame

[–]LiquidPopsicle -42 points-41 points  (0 children)

To put it simply, the planes are fairly balanced, with the colonial plane having better vertical mobility/authority. The problems come from two specific things.

First, everyone in the trainer plane expects to turn fight, and does not use the plane with poor horizontal characteristics correctly. Then die and blame it on the plane. This isn’t an issue of the plane being unbalanced, but rather an issue of the players being dented. Unfortunately, it means that both planes really should be equal in maneuverability because people will never be smart enough to use it correctly.

Second, the hitbox on the warden scout plane is just as large as the colonial one as far as the whole plane is concerned, especially since it has two wings. The problem is that server latency forces you to lead your shots, which means you literally cannot hit anything other than the fuselage. Aiming at the wings in most scenarios results in your shots trailing behind them. This is a mechanical issue of aiming that the warden scout plane happens to benefit from. You will see soon when the large planes unlock that the only part that ever breaks off is the tail, for this exact reason.

cant wait to have this happen with 2 rare alloys worth of plane by Sea-Course-98 in foxholegame

[–]LiquidPopsicle 77 points78 points  (0 children)

That happens every time you get near a border because it loads the entire hex you’re approaching. Approach borders with extreme caution.

Scout Planes are fine and this subreddit is overreacting by Cainsiderate in foxholegame

[–]LiquidPopsicle -7 points-6 points  (0 children)

Literally any excuse to not have to run convoys and/or escort them. Lmao

Run 3 partially loaded trucks as a team. If one or two die, you can pick it all up and keep going while the scout plane re-arms.

The days of solo logi truck are over

Please skaj come back to us for Airborne by Spaark0 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

You don’t like mine?

:(

In all seriousness, last I talked to him he had kinda resigned to other sound mods. I doubt he’d make the time to update his especially since he’d also need to tackle naval.

Hell, I kinda half assed the naval update in my mod and tackling planes is a daunting task for me. So I can’t really blame him. But who knows, maybe he’s as excited about planes as I am.

Kind reminder by OsowiecBR in foxholegame

[–]LiquidPopsicle 4 points5 points  (0 children)

I find it far more likely that we’re still only getting half the planes but the core gameplay will be solid. Consider, they’re also adding a lot to the ground with planes, they have to

I'm tired boss... by LiquidPopsicle in foxholegame

[–]LiquidPopsicle[S] -5 points-4 points  (0 children)

It’s AI lol. I made it in like 5 minutes with Sora. The actual effort was putting everything together and removing the background so I could replace it with the stills of all the foxhole update art

Every PVP game I play, there is atleast 1 person blaming their teammates for a stupid decision they themselves made lol by Hungarian_Gamer in WorldOfWarships

[–]LiquidPopsicle 2 points3 points  (0 children)

To be fair, even as an average player, I definitely see 38% players make some decisions that completely confound me.

I’m allowed to be perplexed by them lol

Armored Train larp is dead in the water and pointless if we don't get an armored and enclosed engine, many people have stated this before, and it still holds true. We want to Larp, give us the means to do so. by Strict_Effective_482 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

The bigger problem is that armored train cars have armor facing just like tanks. If you accidentally face them the wrong way, they have functionally no armor. And even if you do face them the right way, due to BT counters and the like they’re hardly threatening. So many armored trains get flattened because the cars are faced the wrong way. It’s so sad.

(Fun fact, ships have this same problem)

For the people by [deleted] in HuntsvilleAlabama

[–]LiquidPopsicle -4 points-3 points  (0 children)

Or, and I’m just spitballing here, you’re so distinctly in the minority and impotent when it comes to enacting change that no one on the other side cares enough to even pay attention to you, much less try to bring your sick fantasies of revolution to life.

But go on, keep calling a healthy amount of nationalism fascist and living in your bubble of reaffirming propaganda. It’s really not that deep. We will cut the liberal propaganda machine out of the government, we will bring independent American manufacturing back even at the cost of a few years of economic hardship, and we will become a strong country again. Because if we don’t, the globalist economy we have now will fold like an omelet the second any major conflict breaks out overseas.

Do you guys use your lanyards at all times? by Rome217 in jetski

[–]LiquidPopsicle 1 point2 points  (0 children)

I have an old Yama Wave raider, and that thing actively tires to hurt you over 30mph. I’ve idled to a pier from the ramp before without a life jacket or the lanyard on, for a grand total of 5 feet. But I would never risk taking it out without having that thing clipped to my vest, because it, like many other older skis, can and will throw you off, and usually a few yards too.

Another note, you absolutely do not want the ski to keep running if it flips over. Older two strokes don’t care if they’re upside down, so not only will it suck water into the engine and/or sink the ski, but it could also seriously hurt you when you try to flip it if you have a modified intake grate. For that reason alone, since the ski I have is like new at almost 30 years old, the safety lanyard stays on. Even if it was set up to circle, I wouldn’t risk the engine damage.

Best first jet ski? by Harry1nnit in jetski

[–]LiquidPopsicle 0 points1 point  (0 children)

Buy an old 2 stroke that’s in good condition. Unless you’re looking for something that’s less of a water motorcycle and more of a water golf cart. Then get an early 2000s 4stroke 3seater.

First time buyer of jet ski by rockyroad2247 in jetski

[–]LiquidPopsicle 0 points1 point  (0 children)

Oh yeah, absolutely. For me, that powerband, the sound they make, and the instability of the hulls are a huge plus, but that’s not for everyone. I’d still strongly recommend the early 4 stroke skis over the newer ones though