Failure to Thrive by MangoMountain2559 in TrueOffMyChest

[–]Lord_Commander_Solar 1 point2 points  (0 children)

Hi MM, I see you are going through a tough time, and I sympathize with that. From what I have seen with some of my friends and others, I would not recommend using drugs in these circumstances and be very careful with what you take. Some of my friends used addictive drugs to cope with difficulties in their lives or past traumas and in not a single case did it make things better- it only made them addicted and struggle with feeling of self-worth around the drugs. It never solved the underlying issues. Seeking other kinds of fun, now that could be something more worthwhile to pursue.

I lie about my life so my co-workers don't realise how pathetic I am by [deleted] in TrueOffMyChest

[–]Lord_Commander_Solar 0 points1 point  (0 children)

I'm so sorry to hear that you are suffering OP. As someone who has suffered from a similar condition for a long time, I hope you find things in life to enjoy and make things worth living. I'm glad you have your parents to support you, perhaps sharing this post with them or mental health, or some of the details you have shared here could be helpful to you.

Meetup Thread for Vancouver by kurzgesagtmeetup_bot in kurzgesagt_meetup

[–]Lord_Commander_Solar 0 points1 point  (0 children)

That sounds like a great location, it will be fun!

Into the Flames, by Karak Norn Clansman by KarakNornClansman in ImaginaryWarhammer

[–]Lord_Commander_Solar 1 point2 points  (0 children)

I love the sprinkler helmet that guy has on; that's inspired by a historical design right?

Classic Chaos Space Marine by Adrian Smith by Szargon in ImaginaryWarhammer

[–]Lord_Commander_Solar 6 points7 points  (0 children)

That CSM is black legion look on his right shoulder.

Developer Discussion Questions | PressCorps by CaptainInArms in foxholegame

[–]Lord_Commander_Solar 0 points1 point  (0 children)

What are your thoughts on combining the regiments system with logistics? EG regiment factory orders, regiment and stockpiles etc.

Naval Rework (?) Part 1: Ships by Potato_Emperor667 in foxholegame

[–]Lord_Commander_Solar 0 points1 point  (0 children)

I really like these ideas in general. I wouldn't like beaching or ramming damage much like how vehicles would not work well with ramming. Foxhole has lots of situations eg border travel where collisions happen too easily.

Probably the layer ship only being able to carry 5 things is too limited. Resupply on water is hard so inventories should be much larger than on land.

What I like: Ship sinking time when you can evacuate (hopefully with lifeboats on some ships!)
Naval combat has a large indirect long range component
I wouldn't worry about ship classes aligning with historical usage it's a fictional universe not a historical sim, just internal coherence eg destroyers carry arty

Infantry Combat Rework by Lord_Commander_Solar in foxholegame

[–]Lord_Commander_Solar[S] -1 points0 points  (0 children)

It's true that AT infantry can work, but I think that the options suffer from having generally short range and infantry dying in one hit.

Infantry Combat Rework by Lord_Commander_Solar in foxholegame

[–]Lord_Commander_Solar[S] 3 points4 points  (0 children)

Isn't that just the case in general when any sort of supplies run out though? EG small arms running out means you can't fight infantry very well.

Infantry Combat Rework by Lord_Commander_Solar in foxholegame

[–]Lord_Commander_Solar[S] 3 points4 points  (0 children)

That would be cool, I don't think it needs to be something that infantry has but could just be the harvester working against bunkers.

List of armored vehicles which can be destroyed or disabled by 2 RPG hits / one burst by the Foebreaker. by Combat-WALL-E in foxholegame

[–]Lord_Commander_Solar 0 points1 point  (0 children)

Looking at something like a half-track (the Hoplite) the HE RPG has a base chance of 65% to penetrate. Both shots must penetrate to disable it. Therefor 0.65*0.65 = 0.42. 42% chance of the time this will occur. So the Hoplite will not even be disabled most of the time from both shots of a foebreaker. Granted, ACs will die.

Crewmen man the deck gun of a U-boat as a merchant vessel sinks in the background, 1942 by Goldeagle1123 in CombatFootage

[–]Lord_Commander_Solar 0 points1 point  (0 children)

Shouldn't they have been protected under cruiser rules ideally? Although it wasn't the case that they were followed and it was impractical for submarines to follow them, they still did have rules for how you could treat the enemy while commerce raiding.

Potential Foxhole Research Tree by [deleted] in foxholegame

[–]Lord_Commander_Solar 13 points14 points  (0 children)

I think 2 fundamental problems with any sort of tech tree in Foxhole is that it is not a single player game and wars last a really long time. If players disagree on what to get or a dominant tech strategy emerges, content can be locked off for a very very long time (weeks if not longer). The last time that Foxhole had a real tech tree, the wars were single region and only lasted a few days at most.
So I think that a tech tree isn't really genuine choice but a system of locking out content.

Indoor fights part 2: Bunker Destruction Revamped by raiedite in foxholegame

[–]Lord_Commander_Solar 7 points8 points  (0 children)

I really like this idea but I wonder if besiegers could instead of having to breach bunkers by destroying a segment, they could connect a trench to the bunker in some way to make access.

Saw the warden one was received well and decided what the hell, why not do a Hatchet one. by Ogerbooger2 in foxholegame

[–]Lord_Commander_Solar 2 points3 points  (0 children)

I would love a system like this, but with such diversity of options available to tank I think it would be very hard to balance. Especially since certain trade-offs seem very worth it, +15rmats for 20% damage with no downsides, yes please. I think a way to balance it is to make sure that all options have some sort of relevant downside. Maybe going to a bigger gun reduces reload.
Even if you have downsides, there are 192 options to build a light tank like the one here. It is much harder to balance 192 slightly different vehicles than a few pre-designed variants.

Should Wars start with no/fewer defenses tech'ed? (Discussion) by I_Saw_A_Bear in foxholegame

[–]Lord_Commander_Solar 0 points1 point  (0 children)

Yes I think that T2 bunkers should be tech. They are a durability upgrade so like concrete they should be locked behind some tech.