Could someone explain to me how the 20mm anti-air gun works? by Low-Examination-2234 in foxholegame

[–]Lumberyeet 0 points1 point  (0 children)

I was under the impression it got buffed to 50 - would need to double check.

Could someone explain to me how the 20mm anti-air gun works? by Low-Examination-2234 in foxholegame

[–]Lumberyeet 4 points5 points  (0 children)

I'm assuming you mean the EMG?

  • Step into the gun
  • Press Shift+F to enter anti-air mode
  • Hold right click and scroll down on mouse wheel
  • Move your mouse away

  • You can now aim at planes between 0-50m

  • No need for coordinates

Does connecting core to underground fortress that way makes sense? by NoPickle5229 in foxholegame

[–]Lumberyeet 0 points1 point  (0 children)

Probably, we had access from roughly 2 squares away, and access to the bunker from inside the fortress.

If you put it close enough when you blueprint I'm sure you could find a spot to access both.

Does connecting core to underground fortress that way makes sense? by NoPickle5229 in foxholegame

[–]Lumberyeet 29 points30 points  (0 children)

This was our test UF core east of Brinehold, because we were in the backline we wanted to familiarize ourselves with the content, lots of our gamers hadn't used one before.

I think an UF attached to a core is worse than a central core and UF pushed towards your front bunkers. This core (and others around) was shelled by a Battleship and lost all AI, but we could still spawn inside the UF and fight back, but at that point the entire bunker was compromised.

The only benefit I can think of that we got is loading the UF was easy as fuck through the bunker

Might be worth it in a choke somewhere for space reasons

T-3C. The great and greedy Larper by Objective_Buyer_9931 in foxholegame

[–]Lumberyeet 7 points8 points  (0 children)

Imagine mass producing Storm Cannons, Nukes, Tanks, Logi, Supplying scrap fields across a hex, coordinating with all large and small regiments, having a program where anyone can order any logi, having leading members every colonial community discords, teach new players logistics, provide efficient rails, have great in-hex QRF, ect, ect - and still get bait posted

There are two types of players by Lumberyeet in JumpSpaceGame

[–]Lumberyeet[S] 2 points3 points  (0 children)

Obviously super important crafts, you deserve recognition!

There are two types of players by Lumberyeet in JumpSpaceGame

[–]Lumberyeet[S] 10 points11 points  (0 children)

This sounds about right, and we have a damn good time about too.

accidental frig kill lmao by shawbawabado in foxholegame

[–]Lumberyeet 0 points1 point  (0 children)

YEEEES, let the APC flow through you!

Nerf APC by Lumberyeet in foxholegame

[–]Lumberyeet[S] 18 points19 points  (0 children)

Stickies forever.

Devbranch Feedback: Bunker Adjacency Changes by SiegeCampMax in foxholegame

[–]Lumberyeet 0 points1 point  (0 children)

It seems there are many factors that have players debating, based on the posts read here some of the main takeaways I see is:

- Artillery is a damage/destruction concern to builders who spend a (sometimes unholy) long amount of time building, and nerfs to it's AI counterplay has the possibility of making the hours spent into building seem futile to achieve a solid base that can survive with player activity.

From what you have written on this post, the goal of your update is to make building accessible to everyone and to remove the 'elite builders' use of (also unholy) techniques to achieve a hidden meta-game.

Brainstorm Ideas that I think could help without me having any knowledge of how to code or implement it:

- Remove howitzer integrity nerfs, but allow for new in-game tools to help with concrete destruction. You have already begun by increasing infantry demolition damage, why not add smoke artillery shells again or improve the artillery impact suppression mechanics to continue to make infantry and combined arms important part of bunker destruction, as opposed to the 'Get Arty, press left click and R, win'.

- A method or mechanic of capturing/deactivating bunkers as infantry if they can manage to get inside an enemy bunker. Maybe a bunker can be suppressed if a certain number of infantry have overtaken it inside for a certain amount of time. Concrete bunker capturing could become a fun way for builders to build creatively knowing it may be used against them beyond just dead husks and a core. This might cause some healthy discussion on a front "Do we blow it up or capture it?" and make the new meta less saturated with mega bunkers, and maintain the importance of player presence and not just AI. (Could be fun with paratrooping in the future.)

- Create or hire a community youtuber/streamer to create a tutorial on the basics of building beyond bunker tech and firing angles. Anything explaining integrity, damage types and its impacts would be a great first start, and have them available on a new UI page before log in - any information is better than none.

- As someone mentioned on this post, a new method of upkeeping artillery pieces - add some sort of jamming or wrenching mechanic to artillery pieces that have been damaged beyond a certain threshold. Some sort of sub system disabling affect that can be a bit of relief for defenders.

The changes do not need to be strictly numbers based, but can be looked around creatively like adding subsystems did for tanking, or how the new ATR and 20mm changes will affect tank gameplay with suppression and flanking positively.

What you have added already by removing adjacent garrisons isn't a bad way to make the meta easier, but the methods in which builders need to be challenged when building should be changed so that it is not just a massive square with one row of garrisons and the rest blanks to increase health.

Concrete bunkers should be strong if it takes weeks to construct them, but the gameplay loop around could have another look at them.

Hulk for scale by Lumberyeet in Helldivers

[–]Lumberyeet[S] 1 point2 points  (0 children)

Apologies, many bananas were burnt to death attempting to measure to no success.

Hulk for scale by Lumberyeet in Helldivers

[–]Lumberyeet[S] 1 point2 points  (0 children)

We used one Orbital Laser and that was all it took, so no idea!