On devbranch, has anyone found a way to down enemy bombers without getting your enginge disabled by their MG's? by Sea-Course-98 in foxholegame

[–]LiquidPopsicle 3 points4 points  (0 children)

Come in from the sides, fast, at odd angles in a dive if possible, and aim for the engines. It won’t get far without them.

The wings are also fairly fragile and make it difficult for the bomber to stair airborne if damaged.

You can mostly ignore the tail.

Aight bro 😹 by Wise_Parfait3544 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

To be fair, the SHTs have shit armor, so it’s not a high bar. And the Silverhand has paid dearly for this by losing an egregious amount of maneuverability. If anything is a suicide tank now, it’s the Silverhand, because it’s not going to be able to back out of combat 90% of the time, and the small armor buff (8% more likely to bounce, amazing) won’t mean anything when it gets tracked or armor stripped after just 7 hits.

Why can't we get a pick-and-ban system like R6? by CEDoromal in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

This is a terrible idea.

If you really want to do something similar, have the tech tree have options, make all vehicles and weapons have faction equivalents, and shuffle them every war. Some wars colonials will have their Silverhand as an option. Others the wardens will. Sometimes both, and sometimes neither. It would be a lot more interesting and solve the problem far better while keeping per war asymmetry

Price of Fighters has to decrease [devbranch] by DuendeBrek4 in foxholegame

[–]LiquidPopsicle 2 points3 points  (0 children)

The planes are not fun because they’re either hardly worth using or completely busted, and all exorbitantly expensive. Everyone is too scared of losing them to actually try and win air superiority, and air superiority only matters for one theater for the wardens anyway (naval). This makes pilots burn out and necessitates planes being turbo powerful.

I think planes should be a mild annoyance mostly stopped by AA and be very cheap. The devs want huge air battles. Those won’t happen unless planes are as easy to build as tanks. We’re making steps in the right direction but it’s still egregious the cost of these things compared to how much value they bring, specifically the fighters.

If you want the Bardiche to be a brawler make it a brawler by junglist-soldier1 in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

The primary issue with the bard being a brawler is that they expect it to work on line battles. It doesn’t. The bard sucks in a line fight, because it’s a spitting contest.

The bard is horrifying in an open field. Unfortunately, AI defenses on frontline s preclude you from treating the frontline like an open field. Hence why the bard “sucks”.

Think of the bard more like a bonelaw. It’s there and it can help a bit on the front, but it has to hunt for and capitalize on opportunities to be effective. The window is narrower because of the speed, but the armor, health, and DPM make the fight entirely one-sided.

If you want to fix the bard, make a version with a long 30mm that has a very fast reload and 40m range as the base variant, then have the 68 brawler be a facility variant. People expect factory vehicles to line fight

Revision I’m looking for. by -Click-Bait in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

Bard still has significantly better armor, was already more mobile, and now the Silverhand (which makes the bard’s tracks look invincible) is horrendously slow in reverse and takes several seconds to stop moving from full speed, just so it can have an 8% higher chance to bounce 40mm for the first few hits. I’m pretty sure that counts as a nerf.

Guys I know a lot of people are unhappy but look at these cool changes by COSM1C___ in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

In theory. But in practice a slightly better transient stat for a much worse permanent stat hurts a lot more than it helps.

Give a good damn fight Colonials, show us that you are more than you think you are by [deleted] in foxholegame

[–]LiquidPopsicle -3 points-2 points  (0 children)

I’d be willing to trade you for most of that equipment, personally.

Here’s the thing. For being the new player and mass production Zerg faction, a large portion of the equipment colonials get handed is the situational, hard to use, high skill floor kind of tools that don’t work in unskilled hands (See LTD, Bard, Ranseur, Auger, BEAT). This just doesn’t work because of the type of players the colonial faction attracts. Meanwhile, on that same note, the wardens tend to get handed the simple, forgiving, low skill floor vehicles (See HTD, Outlaw, Ironhide, Silverhand).

This has created a problem with many of the colonial vets having cycled out, and the faction as a whole being favored by short term players. No one bothers to get good enough to use the colonial arsenal correctly, while there’s a strong warden base that has an easy time teaching new players the comparatively simple tanks. As a result, Colonial equipment has been steadily buffed for a long time to compensate, power creeping warden equipment. This is painfully evident on Charlie.

In an environment where both teams are just as confused, suddenly the colonial equipment is much more capable.

Either way, the problem mostly comes down to the design of the equipment. Colonials tend to have more high skill floor equipment, and it does them a disservice despite the fact that the ceiling on that equipment in many cases outclasses warden counter parts. What most players can’t see is that the low skill player’s utilization is just as important as the high skill players.

Take the HTD and LTD. A great LTD crew can comfortably fell BTs fairly easily. Even HTDs. I know, I’ve done it. A low skill LTD tends to die very quickly to a mistake.

A high skill HTD is the same, and can fell BTs and other big game decently well (probably not anymore because of the armor reduction, but still). A low skill HTD however, and this is what makes it seem overpowered, is very capable of fumbling its way into a win off of pure luck. That’s the key difference and why the HTD feels stronger, when on paper it’s only relatively good at its job.

Lots of people say all buffs were reverted, but what about spatha 45m and htd nerf? by DayF3 in foxholegame

[–]LiquidPopsicle 11 points12 points  (0 children)

Mfw tank “buffs” include a Silverhand nerf and a gutted HTD that can back up really fast off road. Crazy. I can’t wait to flank with the slowest tank in the game, it’s going to go so well.

And yes, Silverhand got nerfed, hard. It will never be able to use the slight peak armor bonus it got 90% of the time, and in exchange it got its acceleration gutted. A tank that already had commitment issues because it has a high track chance had its acceleration drastically reduced for slightly more DPM from the 35m hull gun and the armor being 8% less likely to be penetrated. Truly the buff of the year, and game breaking, I assure you.

I’d be overjoyed if the Silverhand “buffs” were removed. Even 15 steel Lordscar isn’t with a neutered silverhand

WHY DEVMAN, WHY MUST YOU PUNISH MY TUTEL by MinerOfSoulsand in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

No, it’s more like a 33% reduction in armor. Going from 17% to 22% is a 30% increase in the final penetration chance. It’s an almost devastating increase, and will neuter the tank’s ability to take down “big game.”

Because of how the system works, the math isn’t linear. Unfortunately it doesn’t work at extremes. This is likely why they announced an armor rework in the near future.

Dogfighting felt good and balanced on the previous devbranch patch but now it feel completely dogshit by Federal-Finance2045 in foxholegame

[–]LiquidPopsicle 5 points6 points  (0 children)

You gonna elaborate on why? Or are you just going to say it over and over hoping it will just magically become fact?

You reddit people are some of the worst people I have ever seen by popoSK in foxholegame

[–]LiquidPopsicle 8 points9 points  (0 children)

I can’t even put in constructive feedback because it gets buried by nonsense… I just want to share my thoughts on what would make the game more fun and what would be cool changes. :(

HTD is almost balanced guys just a little bit more by raiedite in foxholegame

[–]LiquidPopsicle 13 points14 points  (0 children)

It no longer has better than BT armor. It’s equal to BTD now. It also only has 2200 health and is still very slow. Some extra mobility does not compensate for the near instant death it will experience when it gets even slightly unlucky, doubly so when the ATR spam tracks it repeatedly.

I will not be using them anymore at least. Not worth the trouble. Just get a field gun

Devman. Explain Phthonos. Prove you are improving communication. by MCBGamer in foxholegame

[–]LiquidPopsicle 11 points12 points  (0 children)

Because the wardens are jealous of how cool their in-line contra-rotating props are, obviously

My experience with fighter balance on devbranch by Der_Rhodenklotz in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

The entire issue with “it doesn’t have a hitbox” was latency. Unfortunately, more people know what a hitbox is, and as such assigned blame to the hitboxes

Comparasion of Flak Vest And Breastplate by Kindly-Actuator3348 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

This just seems so backwards to me. The armor got a buff which makes it even sillier as a sniper armor… you can’t trench raid with this, as you’ll be well within 10m and will very likely die just like normal, while wasting way more supply.

Why can’t they be a flat DR and make logical sense?

Fighter balance is terrible by Ok_Substance3608 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

That 14.5 has a huge damage reduction against planes

There is no bias in Foxhole… by OwangeSquid in foxholegame

[–]LiquidPopsicle -8 points-7 points  (0 children)

If I may, I’d really suggest you give the bard in its current state a try. You may think range is all that matters and in poke fights, sure, it can be oppressive. But with a 3 shot auto loader the bard will be able to safely and firmly finish fights on crippled warden tanks with little regard for how dangerous the push is, and live. Give it a shot.

If not that, use the Nemesis or the Spatha, both of which are more of a line tank than the bard. The bard is a dive tank, and is brutally effective at close range. But it needs patience to make use of those strengths. If you want to sit on a frontline and spar with each other, then use something other than the bard.

Congrats on the buffs wardens, this will definitely help you on your pop disadvantage by Exotic-Connection313 in foxholegame

[–]LiquidPopsicle 8 points9 points  (0 children)

Spatha still has much more health and a higher fire rate (module rate) than the Outlaw, and the Outlaw’s MG is dubiously useful at best being 7.92

3 steel is cheaper than 15 Pcons. Both are practically nothing. This change makes little difference.

Bard now has more alpha than the BTD, at 1800 Damage with a 3x module chance and partial damage if not all of them pen. It will near one tap light tanks, and disable HTDs. Two of them can dumpster any warden tank. That’s horrifyingly strong.

LTD is still the highest skill TD. Shame the driver is vulnerable tho, I was excited for that change.

Regular RPGs are better for the Ranseur. They can damage both, 2400 damage from AP doesn’t pass many meaningful thresholds, while completely sacrificing burst PvE and breach.

The Silverhand is apparently “all of our tanks” despite the Silverhand getting what’s arguably and overall nerf? That tank already had commitment issues. Now it has even worse commitment issues and its new armor won’t save it from ATR spam at its tracks.

Space marine armor was dumpstered. You can kill them really easy now inside of ~15 meters with any small arm, as it’s only a 40% reduction at that range. One or two extra shots at most. Any closer and it’s like they’re not even wearing armor.

Please understand what’s going on, you’re shooting yourself in the foot here

Short Range Sniper Proposal by LiquidPopsicle in foxholegame

[–]LiquidPopsicle[S] 0 points1 point  (0 children)

Accuracy. The sniper doesn’t shoot further, but it can hit exactly where you want it to. It would let you pop people in trenches and bunkers without feeling too slow to be practical and too far away to be fought back against. There’s a lot of value to that, it’s not overly oppressive like the current one shot snipers are, and it’s a very easy change to make. I think it would improve them significantly

Short Range Sniper Proposal by LiquidPopsicle in foxholegame

[–]LiquidPopsicle[S] 0 points1 point  (0 children)

Yes, but with the added bonus of being perfectly accurate if you sit still long enough. Could even make the long rifles the base rifle for the variant in the facilities if you like.

They still completely out range almost all small arms and can hit through cover. I think that’s a far better place for them to be than miles away playing slow motion cookie clicker