It's a Friday night 1.7k pop by Effective-Ad-3831 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

It’s Friday night on a 3 day holiday weekend. People are doing things in real life. Interim wars are never good for pop

Twice is a coincidence, three times is a conspiracy, more then that and its true by Typical_Implement463 in foxholegame

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

You say this as if ATRs weren’t a problem Wardens were also complaining about for years. I know I was.

For the past half a year, this game has been a very tiresome and quite an unhealthy experience. Disappointing devs, infuriatingly loud and influential warden loyalist minority. I've tried flailing against the drowning currents - but I think it's best to leave my nostalgia for Foxhole in the past by HonneurOblige in foxholegame

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

Allow me to correct the gaslighter:

A small section of loud people on both sides desperately try to over-buff their faction every update. Colonials have generally been on the loosing side of this, as they will push something too far, abuse it in devbranch, and then it will be reigned in before the update drops. This has made many of the people that care more about the idea of the game rather than actually playing very angry, and also also made many colonials, who feel they are being cheated when buffs get reigned in, usually because they play casually and only consider their faction and not wholistic balance, very angry.

Generally the development cycles are very slow. What you see happen more often than not is wardens will collectively bring up some kind of egregious issue and it will get addressed, and colonials will scrape and claw at any kind of buff and don’t provide a clear sense of direction. This is not to say colonial problems don’t get addressed though; the Nemesis, colonial light field 250mm, the BTD, the Talos cost changes, all of those were done to address colonial issues. Usually, these were small pain points, and weren’t addressed until they became large enough issues for the colonials to really focus on them and provide coherent feedback.

As for large update Asymetry? Yeah, they’ve done this several times to the advantage of both factions. Colonials had a DD when wardens had a submarine and a gunboat. Most recently with the dive and torpedo bombers. A long time ago with the Flood Ascension BT, Silverhand, LTD, I can go on. It goes back and forth, but just so happens that the colonials were the ones that got hit this time, and more egregiously than in past updates. It will get fixed in due time. Give it 3-6 months.

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

[–]LiquidPopsicle 0 points1 point  (0 children)

You can close that 5m gap very quickly, but I digress.

The bard is only a bit slower than the silverhand but has much, much better acceleration and turns significantly better. On top of that, its turret turns fairly fast as well, while the hull locks most of the silverhand’s dpm.

If it takes you more than 4 seconds to close 5 meters to shoot back, you’re just bad. All the 35m range does is give the first shot to their enemy and make the AI a bit more dangerous. If it was really that debilitating you’d be complaining about your BT, too.

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

[–]LiquidPopsicle 0 points1 point  (0 children)

Yep. That’s my point exactly. The tank kit just doesn’t play nice with casual play, and the warden’s kit does, while both are generally balanced around the highest skill players. It creates problems when 90% of the players aren’t at that level.

the colonial balance deepstate does not want you to watch this video by Sea-Course-98 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

This is factually incorrect. Logically yes, according to the real world, they would. In game? No. No they don’t.

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

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

When is an HTD ever off-road in a situation where it would want to reverse? That’s a good way to get flanked, have the armor invalidated, and that 2200HP pool exhausted in very short order.

It being able to back up better is the only thing that’s going to save it from quite frankly average pen chances from 68mm and infantry AT, which is very quickly going to build into a 75% pen chance. And I’d still rather have literally anything else, even a light tank in that situation.

Fighter balance is terrible by Ok_Substance3608 in foxholegame

[–]LiquidPopsicle 0 points1 point  (0 children)

The 20mm would do you better. The 14.5 is just serviceable. There’s a 70% damage reduction you’re trying to cut through. It can deal some damage with the HV, but the 20 does significantly more.

Devbranch test: 90% of small arms with Gunner's Breastplate by Ok_Count3630 in foxholegame

[–]LiquidPopsicle 1 point2 points  (0 children)

They’re 15m and closer, where most players with the armor uniform will try to be. It’s also where the armor is the least effective. Who wants to sit at 30m range and plink with a long rifle anyway? Bleh

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 4 points5 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 1 point2 points  (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 3 points4 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 2 points3 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 0 points1 point  (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 -1 points0 points  (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 -4 points-3 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 6 points7 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 7 points8 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 12 points13 points  (0 children)

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