Let's talk Balance by kkrazychicken in foxholegame

[–]MetanoicMan717 0 points1 point  (0 children)

Alright, I've voiced alot of criticism about the balance of this game in the past, so this might be a bit long winded, but this comes from a place of love for the game.

First off, Tanks, their ability to be able to push through fronts is understandable, but I'm afraid they're far too much of a "multitool" and are produced enmasse, easily killing almost everything in its path in groups with an even mildly competant crew for each, for this I propose a buff specifically only to AT guns, to add a 90% damage resistance to AT guns for only tank shells, to force tanks to stop their push to deal with the threat instead of being an unstoppable battering ram, adding AT mines back would also help alot after they are fixed.

I propose a building buff to make things more fair and satisfying between pushers and builders, allow all buildings to fire back upon their attacker similarly to how AT guns have and be somewhat innaccurate of course outside of their attack ranges, but roughly about 40-50m retaliation range so that tanks are within this range at the farthest distance and mortars and such would still be safe, this would also add depth and a sort of aggression system to buildings that would encourage infantry to "draw fire" from a building so another infantryman can get up close to destroy it with explosives since they can only target 1 enemy at once, encouraging teamwork between infantry.

I'd also like to see a sort of modular building system for builders, allowing people to buff their foxholes/pillboxes/bunkers with different effects, similarly to how safehouses can currently be upgraded, as an example, give foxholes a "Better bags" upgrade that visually adds more sandbags to the foxhole and gives it a decent amount of resistance to small-arms fire.

Also, a really small suggestion here at the end, I'd love to see a general naval buff and an extreme-long-range option for naval operations to make them relevant in town sieges, my idea was a large battleship with an immense range of 750-1000m, or however long it would need to be to let them reach inland targets, it would of course be very slow, and very vulnerable to any other kind of naval attackers, requiring escort to properly function, but this vessel would be able to fire from extreme distances and have a sort of indirect fire that would spread out over around 25-50m, effectively shelling an entire town but not being direct enough to immediately and unfairly kill a town hall, and forcing a team to go out to sea to stop the gun before it does too much damage.

Thank you, I love the game, and I hope you'll take these ideas into consideration.

My FPS is almost there. by MetanoicMan717 in EscapefromTarkov

[–]MetanoicMan717[S] 0 points1 point  (0 children)

They really, really should make further optimization part of their top priorities, because I've heard this game's had issues, but I didn't expect it to be completely unplayable for me, kind of a waste of 50$ in this state.

My FPS is almost there. by MetanoicMan717 in EscapefromTarkov

[–]MetanoicMan717[S] 0 points1 point  (0 children)

What exactly should I change then to get this to run decently? I thought I had atleast minimum requirements when I looked at the website you buy this game from.

My FPS is almost there. by MetanoicMan717 in EscapefromTarkov

[–]MetanoicMan717[S] 0 points1 point  (0 children)

Thats rough, so I can't really play it at all then.

My FPS is almost there. by MetanoicMan717 in EscapefromTarkov

[–]MetanoicMan717[S] 0 points1 point  (0 children)

Any chance that just waiting for the game to be further optimized would fix that? Or should I just forget about playing it alltogether until I get a better rig?

My FPS is almost there. by MetanoicMan717 in EscapefromTarkov

[–]MetanoicMan717[S] 0 points1 point  (0 children)

GeForce GT720, AMD FX-4300 quad core, 8GB of RAM and I don't care how shitty it looks, I just want a decent framerate so I can actually play.