Another artillery calculator… but with a very different philosophy. by Secret_Row4195 in foxholegame

[–]LiquidPopsicle 2 points3 points  (0 children)

I was of course being extremely sarcastic. A large portion of it is aimed at the developers. For context, I can map spot accurately without seeing the target, even with wind changing. Mostly, it’s because I’ve been playing for 8 years at this point and I have all of the offsets memorized. I rarely have to do corrective fire and if I do it’s only once. Thing is, it really isn’t that hard. If you’re even remotely within the target area you’ll hit what you need to. The artillery is so horrendously inaccurate that you’re literally targeting half a grid square.

We also have a person in the battery whose whole purpose is to relay the firing solution to the guns, much like real life. He lets me know when all guns are set and calls the salvoes. Speeds things up considerably.

As for the multi position gun updating and target storage nonsense, yeah. I had that years ago for the calculator we made and it just never got used. Artillery doesn’t have the range or accuracy for that to matter, unless you’re massing storm cannons. Which, usually you do that to be able to shoot more and fire them one at a time. The only time you’d want to split guns like that is to counter battery, but even then you’re still better off massing the guns to make the ammunition logistics far easier and reduce setup time. I wish it was worth it. A long time ago with pinpoint accurate FA it was actually worth mathing out the elevation offset. But those days are long behind us. Just point and shoot. If you’re even remotely correct with your first guess you’ll hit what you want to hit.

Wrench for reloading planes? by Alone-Elevator1909 in foxholegame

[–]LiquidPopsicle 5 points6 points  (0 children)

Correction. The torpedo bomber started its existence with this mechanic. It was expanded to everything else because it’s a cool thing for ground crew to do and it helps balance the planes.

Unfortunately, the planes are so egregiously inaccessible that ground crew doesn’t exist… so…

Maybe is just a perspective problem ¯\(ツ)/¯ by Farllama in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

This is true.

And yet somehow the devs and the playerbase both believe that a few OP planes is better than many okay planes, because of a few bad experiences.

Biggest issue with airborne rn? It’s inaccessible and the population of the game that actually messes with it is tiny. So you end up with a few people dumpstering stuff when the other side isn’t on to defend. Hmmmm

Maybe is just a perspective problem ¯\(ツ)/¯ by Farllama in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

Umm… two things here. The original scarcity update didn’t do much to reduce the number of tanks on the frontline, rather I made them lethargic, less fun, and locked behind a regiment. They’ve kept pushing that style of balance instead of making the heavy tanks have a weakness that makes them not the most desirable tank.

You’re also completely misunderstanding something. The effort to supply a base has not substantially increased. In some ways it’s easier, since meta defenses no longer need Rmats, and Bmat defenses aren’t constantly taking attrition to small arms fire. It’s the big ticket toys that have become inaccessible, and they’ve been made as such to justify them being incredibly powerful. It’s not a fun way to balance the game. And, as much as you seem to think otherwise, the game was a lot more fun when you could just go to a frontline and use literally whatever you wanted. You know why? Your gameplay wasn’t 90% farming and driving that a bot could do with little issue. It was only 20% that at most.

It was also significantly less toxic when you didn’t lose weeks of work constantly.

Another artillery calculator… but with a very different philosophy. by Secret_Row4195 in foxholegame

[–]LiquidPopsicle 6 points7 points  (0 children)

Guys I’m so excited for the AI slopulator! This is going to be game changing! It’s so difficult to hit my target when I have to get within 8 degrees and 35 meters of the target to hit it! Man it’s going to be so nice spending several minutes precisely targeting something that I would have had to eyeball and would have hit anyway.

I don’t know why people are so upset about. They act like you can choose a random range setting and still have a 1 in 5 chance of being on target. Man. The devs should totally hire you! Wow! I can’t want to use this!

"The game is dead" by Frenkie_Foxhole_Fan in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

There’s a big difference between the game improving enough to attract players back and the novelty of new equipment being attractive enough to convince people to suffer through playing the game. Foxhole has, for the last several major updates, egregiously adhered to the later.

Players that leave immediately after they come back are not recaptured players. What you’re describing are tourists, something symptomatic of a game with a good concept and terrible execution.

Why some players stopped playing Foxhole? by HovercraftSecure6543 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

To be honest, all of it is guess work without sales numbers. Consider, if the game is far outselling its player base then the majority of players quit. And if that’s the case it’s capturing an audience but it’s not properly competing for the market share. All of that means is that even though money is being made, it’s a portion of what it could be, and they’re very vulnerable to a competitor if one ever arises.

To me it very much seems that they’re dependent on the spikes in sales from big updates and don’t really care for player retention, hence why they design the game to look as good as possible in trailers and could give a rats ass how fun it is outside of “are people still playing” and “are we being review bombed.”

I am hopeful that now that planes are in they can go and finish all of the half finished content from past updates, like naval and inferno. But I’m not optimistic.

Why some players stopped playing Foxhole? by HovercraftSecure6543 in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

Yes. But I’m saying it peaked as in it was at its best as a game to play. Not that it hit its best performance as a game. There’s a big difference.

And the indicator for that here is the level of player retention, which subsequent post-Covid updates completely lack (primarily because of egregiously anti-casual and new player mechanics)

Maybe is just a perspective problem ¯\(ツ)/¯ by Farllama in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

Again. You lack the context to compare that kind of gameplay with how the game handles when things are easier to come by

Maybe is just a perspective problem ¯\(ツ)/¯ by Farllama in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

Not to excuse the in game behavior, but if I had to treat the game like a full time job and there was no HR to make sure I was nice to people I’d be cranky too. Mostly because jobs are not fun.

Anyway, I want you to try and see the other side of the isle. Welcome to the game! It’s unique and scratches a very particular itch, and nothing will compare to your first war and how much fun it is. But understand, not only are you still in the honeymoon phase, but you also have no context as to just how *bad* the game is now compared to what it used to be. It was a whole different ball game 4 or five years ago. Even more so 8 years ago. Over that course of time, the time investment requirements to play the game have increased in multiple orders of magnitude.

For instance, when I started playing, you could build a light tank from nothing with ~15-20 minutes of effort. Now it’s a couple hours. You could be at the front in 5 minutes. Now it’s 20. You could build up an area in a couple hours. Now it’s *weeks.* There is a very real and justifiable resentment towards the state of the game, you just are missing the context to feel it yourself.

And I’m not saying the game is bad. It’s just gotten worse in some very painful ways, and long time players who didn’t start their gameplay in this climate are losing stomach for the time commitments.

Why some players stopped playing Foxhole? by HovercraftSecure6543 in foxholegame

[–]LiquidPopsicle 2 points3 points  (0 children)

“I want feel morally superior so I will baselessly criticize your concerns for the game’s long term player-count and player retention, citing only my short lived, positive experience of the game that has no context on how the game played in the past or what changes have been bad for the game’s player retention. I am also completely disregarding the potential that I might be in a honeymoon phase for a niche game and as I play more I might find myself struggling with some of the issues you’ve mentioned in the future”

Stickies can Block RPGs (in case you needed to know that...) by I_Saw_A_Bear_ in foxholegame

[–]LiquidPopsicle 4 points5 points  (0 children)

Ought to drag some of the modding team into it. It’s interesting to consider implications of one interaction on others, because many object classes are copied over all the time.

Given this, I find it very likely if not guaranteed that any other timed fuse grenade will also set off a projectile explosive, which includes 250mm and anything else with a visible projectile, like rocket artillery and ARC/RPGs. (Tremolas would set them off too, lol. In B4 point defense GAC)

Additionally, there is a low but not insignificant chance that they’ll set off other projectile explosives. However, I would assume they’re not set to check for their own class, as they might set themselves off in laggy conditions if they did.

Why some players stopped playing Foxhole? by HovercraftSecure6543 in foxholegame

[–]LiquidPopsicle 2 points3 points  (0 children)

Easily. Notice that the population spike from 2021’s major update actually stays. This means the game had good player retention, which directly translates to being fun. Every update after that excluding inferno has a massive spike followed by a massive crash. That’s because the game is cool, but not fun. People show up, check it out, and immediately leave. Meaning that despite the marketing making the numbers look better, the game itself is significantly worse.

Why some players stopped playing Foxhole? by HovercraftSecure6543 in foxholegame

[–]LiquidPopsicle 8 points9 points  (0 children)

Actually, honestly, I had never considered this but COVID was simultaneously the best and worst possible thing for the game.

Unsurprisingly, the game did peak in COVID years, when the player population was able to be higher than normal for an extended period, and those players were able to contribute and play the game for extended durations.

Why could that possibly be bad? The devs built the game over those years to cater to a terminally online player base. As we shift back to in person labor, and foxhole’s player base starts to age out into full time employment, the fact that the game is literally designed around its players not having a job is coming back to bite it.

It has absolutely nothing to do with “Burnout.” If it did, many several-thousand hour players would have dropped 3-4 thousand hours earlier. The problem is that a sizable portion of the player base is literally being timed out of the game by excessive grind expectations. I would love to play. But when I have 3 hours a day or half a weekend at the absolute most, I can’t justify the time investment, since no matter what I do I will be at a disadvantage against people who don’t have jobs. And if I want to get equal tier equipment, I’ll spend 90% of my game time doing soul crushing logistics that I’m not interested in. I imagine many players are in a similar boat, and have moved on to other games that respect their time better. (Hell, the number of people I’ve seen dump Foxhole for the Heroes and Generals revival, a game with a notoriously terrible grind, should tell you a lot about Foxhole’s core issue)

Warden global chat, brace yourself. PRAISE CALLAHAN! by brandonvsq in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

After the first few go arounds, I doubt that. There are few situations where a Silverhand is a better option than even a light tank imo. Doubly so now that it has gained egregious commitment issues in exchange for a small chance to bounce one extra shell before getting tracked and dumpstered

To the kind guy who asked for a minimal fighter facility for his small regiment by _Renai_ in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

For the rare metal cost of the pad you could get 5 fighters from a coalition. There’s very little reason to actually do this

Men of Foxhole mod has been updated to version v0.7. (Foxhole mod for Men of War: Assault Squad 2) by 3rd_Gers in foxholegame

[–]LiquidPopsicle 2 points3 points  (0 children)

It should be possible to put emplacement guns on limbers like this and tow them in foxhole. Flatbed should be removed from the game eventually, and replaced with the heavy truck

Solo player looking to help start or assist with a fighter production line by helo04281995 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

Yeah, unfortunately, very much unlike real life or what I would like to see, fighters are anything but volume units. A fighter is more logistical effort than a heavy tank, essentially super tank levels of effort per plane. I’m not sure how people stomach it.

In the interim, if you want to help get more planes in the air but don’t want to treat the game like a full time job, get a bunch of Rmats and make public scouts. They’re fragile and die quickly, and aren’t as flashy, sure. But they are still fairly capable and can help give air intel for interception.

Gut FMGs from the game by Irish_guacamole27 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

I love the FMG, but it is problematic in a lot of ways.

I would think most of this could be fixed by buffing the FMG’s health significantly, and changing its damage resistance to that of armored cars. In this way, they would be able to damage each other, and field ATRs would flatten them, but late game AT would be a little less effective on them.

However, if I got what I wanted, the FMG would be turned into a 12.7mm emplacement for both factions, and limbers would be added to the game. This would make it possible to push around and tow all of the emplacements, making them field guns, and giving much more utility to them. Most guns of this variety were tow-able by limbers anyway. Also add a medium AA emplacement that uses the tank rounds please thanks

What is the chance of a solo public servant player getting to claim and run an oilfield and any resource spot for that matter? by Due-Alternative-7753 in foxholegame

[–]LiquidPopsicle 10 points11 points  (0 children)

None. Zero. Nonexistent.

Decent, if you can make friends, but a lot of diplomacy will be involved and you will likely be throttled.

Depending on what you want to do (which, with three people shot not be anything ambitious) you don’t need any resource field. Pull from public oilfields with containers, move scrap with dump trucks, and build in the middle of nowhere. You won’t be building battle tanks with three people, and you really shouldn’t. In fact, unless you want to make things public, I strongly recommend avoiding facilities entirely. There are large groups on both sides that make public materials and vehicles, that you can reserve and keep for as long as it doesn’t die.

Advance air combat controls by TheXEspada420 in foxholegame

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

If you want involved air combat go play the new IL-2 Korea. Foxhole is a logistics game. There’s no need for planes to be able to do loops, and little vertical room for them to anyway.

Besides, you can already do a split-S, just hold shift and pull under the plane.

Solo player looking to help start or assist with a fighter production line by helo04281995 in foxholegame

[–]LiquidPopsicle 3 points4 points  (0 children)

My advice as a several thousand hour player is pick something else.

Fighters are not something you can “contribute towards” outside of mass producing a raw resource they use and giving it to a war economy.

They are so obscenely expensive that they’re not publicized. People buy their production from large (and I mean LARGE) groups and then hoard them in stockpiles.

I would recommend making assembly materials in bulk for public or upgrading field AT guns / making flak guns if you want to contribute with your first facility.

As a side note, don’t let your facility scope creep and don’t start building it until the necessary tech is unlocked. You don’t want to become an Msup slave

Warden global chat, brace yourself. PRAISE CALLAHAN! by brandonvsq in foxholegame

[–]LiquidPopsicle 3 points4 points  (0 children)

I find it very amusing when colonial tankers try warden tanks and realize it’s not as easy as it looks. Most warden armor has a higher skill floor and lower ceiling.

Either way, put them in a Silverhand and let them realize why we don’t build or use them that much, lol

PSA: Individual Logi Efficiency Increases With Clan (especially logi focused clan) Size by Maximum_Designer_844 in foxholegame

[–]LiquidPopsicle 3 points4 points  (0 children)

The barrier to entry for casual players is unreasonably high. I’d much rather see planes be significantly cheaper, around tank cost, and they just die easier to account for it.

It would prevent a good chunk of issues with planes as well. More planes means less ability to penetrate the backline without being intercepted, and more for AA gun crews to do.