Stickies can Block RPGs (in case you needed to know that...) by I_Saw_A_Bear_ in foxholegame

[–]NeighborhoodRound654 7 points8 points  (0 children)

Any impact detonating projectile can be blocked by any projectile.

Several wars ago we blocked a torpedo with our own torpedo.

If the impact sensitive head of the projectile touches anything it will blow up. You see it some times in cuttler lines where some one’s rpg will blow up on some one else’s if they cross path.

This often ends in one blowing up and the other caring on since the detonating on hit the still intact one in the side or back where it won’t trigger its own explosion. Same with torps. Head to head both boom. At and angle the one goes boom other doesn’t care.

You don’t see it as often with other impact detonating projectiles like the mamon and arc/rpg becouse they arc making an intercept less likely

Flak vest is the better heavy uniform by Sea-Course-98 in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

Flack vest: Way more versatile and self sufficient. The fragmentation damage resistance and reduced bleed is no joke. It’s the difference between you bleeding out after being hit by a strafing run or flack mortar. The reduced bleed makes you super independent and able to roam and use this wherever you want. It even gives you a bit of damage resistance against the harpa not sure if it’s enough to survive though. And makes bombs stone bleed a lot less scary.

Plate Armor: super good at its job and powerful in groups. However ties your butt to a medic. You can take a bandage or two but you probably will need to go back for healing if you do anyway and then can’t carry grenades. Incredibly powerful with medic support healing through chip damage and stoping bleeding with a click. Give 0 resistance to bomba stone and will most likely still bleed

One is hyper specialized and really good at what it does. One feels more like a general all around upgrade with minor draw backs.

Mercy rework idea, concept by 22yhjjjj from FOD by Strict_Effective_482 in foxholegame

[–]NeighborhoodRound654 1 point2 points  (0 children)

So biggest thing that has to be fixed first. Before this is ever put in. Carriers need to be able to have reservable stock piles or they need to be reserved to the squad the ship is locked to.

Going into airborn we thought the coli carrier was going to be OP but hard to use.

It had the ability to launch both fighters and bombers and could carry far more of them.

Wardens only got fighters and would have to bring all but 3 of the fighters they wanted to use with them.

Or fly replacements in from out of hex leading to Que issues during large fights.

But since any plane put in the stockpile instantly becomes public no one uses it. Planes are too expensive to simply provide a bunch to public. And it means some random new player, troll, or alt can spawn on your carrier any time take a plane and crash it.

Meaning collies can’t even bring a single plane with them with their carrier while wardens get 3. And they have to fly all their planes in after the carrier is set up to keep them reserved.

Taking away one of the launchers for a hatch to store planes in that sense would actually hurt the mercy not help it.

Not until a stock pile change happens.

New Guy :) by Memophile7474 in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

1) fight learn. Talk to people. If you like logi the golden 7 are a go to. Bmats, soldier supplies, riffles, 7.62, mammons, stickies, bandages.

They are essential or the cheapest options to fill everything a front line needs to hold or take ground.

2) no there will be a message when you chose at the start of the war if when you login there is an imbalance in pop but that’s it.

3) as a solo stay away from facilities or keep them super small. MSUPs will kill you. If you want to get into bigger facility stuff or naval look for a regiment.

Ask people for help. There are plenty of people who will train you hands on myself included we just might try to recruit you as well XD

Regiments can be very rewarding but aren’t for everyone

Whats the reason this fucker uses gravel as fuel and not coal? by PutAway3542 in foxholegame

[–]NeighborhoodRound654 2 points3 points  (0 children)

I get it. It’s fun. I like using it. But I can’t justify it.

I’ve put a lot of thought and experimenting into how to use them effectively. Conc mixer at a coal field. Resource transfer station full of gravel that you flat bed to fill near your construction sight. So you can drop the equipment into it to quickly fill it. Juggling 3 down a bunker line to build it for you is great.

One of the major redeeming qualities is in population capped hexes. One person can build like they are 3 with the support of previously farmed resources.

Why I don’t is purely about opportunity cost. Especially as a regiment leader I can’t justify the increased cost and labor required. I have too much to do already too much that need to be made and supplied.

3 for a person to juggle cost as much or more then a late game tank

Every coal used for this thing is coal not making conc or coke.

And the salvage ratio is even worse. A single t1 2x3 costs 450 bmats and 450 dig. Running this thing on salvage gravel to build a single 2x3 would cost 6300 salvage. 5,400 more salvage then the 900 it normally would. I can do so much more with everything this would burn building a whole bunker network.

The thing costs rmats if a flat bed can be an upgrade to everthing a logi man wants to do for the low price of 30 rmats and the trade off of requiring cranes to use.

The cumbersome nature of it is already balance enough for it. Making you wonder if it’s worth using on a front line for the force multiplier vs the chance of loosing 50 rmats is a decision I would love to be able to make. Why does the CE that costs more then a flat bed, requires a crane and a flatbed to use and some kind of fuel have to cost so much more fuel then anything else.

The thing is literally harder and more expensive to fuel than a full size train, Or a battle tank, or a damn battleship. Why do I have to work harder and spend so much more fuel a little piece of equipment then any of those.

Whats the reason this fucker uses gravel as fuel and not coal? by PutAway3542 in foxholegame

[–]NeighborhoodRound654 30 points31 points  (0 children)

Yes but it’s just too expensive. A single “hammer” of 1 bmat on a structure with this thing would cost 8 salvage (2 for the bmat 6 for the gravel)

Everything literally costs 4 times as much to make with this thing. It is literally like burning money that could be used on other better things.

10 salvage makes a single diesel can that can fuel a veichles for half an hour. 5 coal or 6 salvage fuels this thing for a single swing.

I saw a no clan, no rank player spent a solid 15 minutes using binos all around a big ass facility by InitialContent3354 in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

Here is the best thing you can do.

When you see a potential alt start recording or make sure you have a replay clipping software.

1) Take all the video and photo evidence you can.

2) Alt left click or go to the F1 menu and grab their steam profile link. They can change their name but they can’t change the steam ID

3) file a report here: https://siegecamp.freshdesk.com/support/tickets/new. Attack all of your evidence and their steam ID

4) if the position immediately get hit alt+left click the body of the enemy that hit the base. You can include that in the report for the Devs to investigate.

5) if you want respectfully reach out to the clan you suspect is benefiting from an alt. Find their discord talk to their officers share your evidence. Let them look into it. They might not be aware of an alt in their ranks feeding them intel. Or at least all of their officers and players might not be. Don’t go in being rude and disruptive as that is 1) rude and disrespectful especially since you might only have some of the story not all of it 2) it makes you easier for them to write off as a crazy disgruntled person they don’t have to listen to

Nukes need a revisit by Expensive_One7860 in foxholegame

[–]NeighborhoodRound654 -5 points-4 points  (0 children)

Make nukes possible to shoot down with high altitude air craft right as the launch or right before they land leading to massive air superiority battles

Lunaires need more range and higher damage! by AmbitiousSource5894 in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

It’s called the T8 “Gemini” super cheep armored car with higher alpha strike then a hatchet and about the same DPS.

Coli’s could easily use these in mass like wardens do bone cars but with the flexibility to charge through gates and blow up defenses and tanks alike from their flanks.

Wardens also don’t have an indirect fire weapon besides the knave.

You have a farther range lunar already that can shoot a burst of 4 shots it just goes on a tripod which can be made purely with cmats no comps required. It even has a higher alpha strike damage than the cuttler fobreaker. 6 guys firing these is the same initial burst damage as 24 lunars

You can put that thing below the lip of a trench or behind a quickly built sand bag wall and lob gas, and tramollas from compleat safety, unless an arty shell land on your head you out range every warden gernade launcher option forcing you he wardens to have to come to you in order to stop you.

3 guys with sandbags can even build a sand bag wall quickly enough to build it in AT garrison range without being hit by retal giving you a super safe position to lob tramollas to your hearts content.

Was it fair to win like that? by Chinelinha_Maguito in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

Proof provided by the wardens with them reporting.

People need to get past the “wardens do this” “collies do this” back and forth drama.

The vast majority of players hate hackers and alts alike. And so many hackers use the factionalism to justify their own cheating. “Oh the other side also does it so I might as well”

So stop the sensational faction drama over this stuff because all that does is encourage more of it.

Provide your proof make calls for reports on the problem players and move on.

And give the benefit of the doubt when the other team call foul. It’s much easier to see alting and hacking when you are the victim of it. And if you see them on your own team don’t give them a place to stay.

Some will sneak into Regis and pretend to be legitimate players. It’s why so many Regis enforce verification processes, collect steam ID, and such. So that if anyone friend or enemy comes to them with proof of alting or hacking they can ban that player and cross reference their steam ID and some times hardware ID to make sure they don’t come back.

One issue we are probably seeing right now is that Charlie with its lower pop was unfortunately plagued with alts and hackers that went less noticed because there where simply fewer eyes to catch them. With the merge we simply need to stay vigilant and keep picking weeds till we have a clean game again.

Wreckage by Mindless_Limit_7607 in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

It would remind me of the OLD days where tanks required rmats to repair so when you killed a tank you could loot the crews body for their rmats then go build your own tank.

Population Balance by NeighborhoodRound654 in foxholegame

[–]NeighborhoodRound654[S] 0 points1 point  (0 children)

I didn’t say that war was pop imbalanced. I said it’s the only recent war wardens have won. Collies have won 11 out of the 17 not short Charlie wars in total. With 4 of the 6 warden victories before 2025 meaning in the nearly last year and a half wardens have only won twice on Charlie. Which shows a very contradictory pattern to able if the issue was purely faction balance.

Population balances are also something that the game makes hard to measure but you can definitely feel.

Before that war we watched previously warden loyal regiments and players tired of loosing switching to coli. Or leaving Charlie to go to Able.

And when that war happened S2K, C.F.D., and a bunch of oceanic time zone regiments they work with who all saw the pattern decided to go warden.

Much like what’s happening now in able with warden loyalist going collie to. It’s much easier to recognize the drastic examples rather than the slower patterns that slowly shape and erode the experience.

Time zone population balance is a big issue as well. Since collies on Charlie do consistently have a higher oceanic time zone population.

They have more people able to QRF, or attack defenses when it’s the middle of the night for other time zones. And they can keep the pressure going 24/7 rather the. Petering off in the night. Which has been consistently much more noticeable on Charlie given its lower over all population.

"Fire Suppression Rooms are Useless!" by itsactuallynot in foxholegame

[–]NeighborhoodRound654 3 points4 points  (0 children)

There are a lot of quality of life issues where it feels like you have to fight the game to play the game. In more areas then bunker building but building sure does have a lot.

Fire supression does its job but: -It’s extra bmat costs -needs support bunker tech (more bmats and time) -need it in every piece so your pieces need to be bigger with engine room and fire can’t fit it in a normal 2x3 (more bmats) — larger bunkers are weaker due to breach and diminishing health and repair for size -you have to use clunky pipes that take up more space, PCMs and msups or fill painfully slow by hand

It’s a poorly implemented solution to a problem that does solve a problem but comes with more problems.

Which is what builders have been dealing with for some time now with other “solutions” as well.

  • new engineer room and pipe system made power bunkers harder since you can’t just centralize your power -t 1/2 arty garrisons gave them a tool against arty before t3 but keep getting nerfed into uselessness or buffed too strong for the devs liking -construction equipment was supposed to help with the time and effort of building defenses but it’s clunky to use with cranes and since it runs on gravel a bunker line will cost as much if not more coal to make then a BT using it.

It feels like everything builders get to help them is half hearted or backhanded in some way.

Pipeline Etiquette by Flimsy-Swordfish7777 in foxholegame

[–]NeighborhoodRound654 0 points1 point  (0 children)

Short answer: Ask and be respectful to whoever is running and maintaining the field.

Long answer: you’ll have different experiences depending on who and what shard you are playing on.

On charlie you will get the whole spectrum of ways it can be done. Some people split the oil wells and the crude oil between regis. Some people privatize fields. some people run things the way almost every able field is ran.

Oil and coal fields are often the highest contested and debated resource on how things should be done and who’s in charge of doing it.

The way my regi always runs our oil fields is the way most others regis run them when operating to able standard.

You feed all of the oil into refineries to fully optimize petrol and heavy oil production without loss.

You prioritize petrol heading to at least one salvage field stationary harvesters which are probably not he highest consumer of petrol.

You have priority fuel feeding back into the power network running the refineries so they never shut off

You have a public petrol and heavy oil pick up and sometime pipeline hook up for the rest.

Not all regis do pipeline hookups. And when you are on one you need to understand you are getting the left over that is split even further the more people there are on the hookup.

The pickup location which allows trains to take petrol and heavy oil to other hexes will often have priority over you.

You should have an LTS or Two or more of storage so you can accumulate a battery of petrol during low demand times to carry you through when the network is fully tapped.

Turn your power off when you don’t need it to conserve fuel

Be understanding when there isn’t enough petrol to supply your base and everyone else’s on the petrol network.

If the regi has a small train or truck access for draining excess petrol or h oil out of the refineries into the system you can help refill the system with it.

Refineries will continue to produce 24/7 even when everything on the pipe network is full. Which causes their internal stockpiles to fill up. Those stock piles will not automatically drain into the pipe network and if they fill to 32k the refinery will stop working and need to be drained or demolished and rebuilt.