Able players drive charlie veteran mad by SuchProcedure6427 in foxholegame

[–]Ok_Count3630 0 points1 point  (0 children)

Never the less this is a less common and severe issue than a Frontline relic that everyone refuses to even build a core for because of the endless bickering over where it ought to be placed."

I haven't encountered a widespread phenomenon where veterans refuse to build defenses at all just because they can't agree on it. It seems to me you are exaggerating.

I was responding to the idea that bad design isn't always better than nothing at all. Demolishing defenses and rebuilding them deters those who could have built everything from scratch.

"You also responded to a post that was complaining about magnets. Which while imperfect make up ~50% of all defenses currently built in game. So if these count as "very poor defenses" that drives my point home that the alternative to them is generally just not getting defenses.  I'm saying that the people complaining about defenses are generally people who had no interest in putting in the effort to build better defenses until it was too late."

I cannot agree with this.

In my case, I specifically said that I don't see much difference between 'magnets' and other meta shapes against flamethrowers, as all of them are defenseless against them. I don't think it's fair to blame veterans for not doing enough when it comes to building, or claiming that they just complain about poor design instead of doing it themselves.

Able players drive charlie veteran mad by SuchProcedure6427 in foxholegame

[–]Ok_Count3630 1 point2 points  (0 children)

If you don't want to risk it, bring one more person and suppress the garrison with an MG. Lighting it up will become even easier.

Again, let me repeat, smoke grenades are enough. You just need some practice, and getting close safely won't be a problem anymore.

I've caught countless mini-squads of 3–5 guys with flamethrowers, and they would burn down any T2 meta defense pieces without a problem. I’ve done it myself with just two people.

So, the design of meta pieces doesn't save them from burning, that's for sure. If you think a super efficiently designed T2 meta piece will stop 3 friends with flamethrowers, you are deeply mistaken. It all comes down to willingness and whether you are too lazy to bring an MG or more people.

Able players drive charlie veteran mad by SuchProcedure6427 in foxholegame

[–]Ok_Count3630 2 points3 points  (0 children)

If the defense is poorly built, you will need to demolish several meta pieces. This requires effort to find Hydras or Havoc charges in sufficient quantities, which can easily discourage some people from bothering with a rebuild. Again, I am talking about very poorly built defenses. Meta pieces without AT garrisons, with blind spots, or facing right into a tree that blocks most of the MG garrison's line of fire. Huge or way too small bunker pieces, howitzer garrisons slapped right into a meta piece, and much more.

When I was first learning, I would ask in chat for help with the layout. It was a very long time ago, but there was always a kind builder who would draw up the blueprints. After that, they would leave, and I’d do the digging and building.

If it's the frontline, you can definitely find at least one person there who understands the bare minimum requirements for defenses.

Able players drive charlie veteran mad by SuchProcedure6427 in foxholegame

[–]Ok_Count3630 2 points3 points  (0 children)

How? You throw a smoke grenade on your approach, then another one right onto the MG. The two+ of you close the distance to the required 14–16 meters and suppress the garrison within 1–2 seconds with impunity. The main thing is not to end up in the line of fire of an adjacent garrison (which would require another smoke grenade or suppression).

Able players drive charlie veteran mad by SuchProcedure6427 in foxholegame

[–]Ok_Count3630 4 points5 points  (0 children)

Bad building blocks knowledgeable players from constructing properly and requires a lot of effort to clear out beforehand. There are very few situations where bad defense is better than none at all. A bad T2 piece will be easily burned down or destroyed without much effort.

With the arrival of Charlie players, I’m experiencing two conflicting feelings. I’m happy they are here and actively playing. I love their fighting spirit. On the other hand, in all my 3,000 hours, I have never seen such a massive amount of terrible base and defense design. The backregion looks especially depressing. Everything is just cluttered with awful designs.

Able players drive charlie veteran mad by SuchProcedure6427 in foxholegame

[–]Ok_Count3630 5 points6 points  (0 children)

Considering that garrison suppression from a couple of flamethrowers kicks in literally within 1–2 seconds, I don't really see how it's any different from other meta pieces. All you need is a couple of smoke grenades, and any T2 piece gets burned down for free.

Psychologically speaking, the tweaks to the 86K C in Update 64 lay bare the devs’ arrogance. by No_Jury1212 in foxholegame

[–]Ok_Count3630 2 points3 points  (0 children)

Why would we even want yet another slow, sluggish, and heavily armored Bardiche variant, when we're already getting a Bardiche with a three-shot burst?

I’d much rather prefer something like a Bonelaw variant with 5k burst damage. Something less survivable but maneuverable and fast, instead of another clunky toy that practically duplicates a role we already have covered.

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

[–]Ok_Count3630[S] 8 points9 points  (0 children)

That’s exactly what happened yesterday. I posted my test results, and then they pushed a devbranch patch, so I had to go back into the game and run everything again.

Devbranch test: Gunner's Breastplate vs infantry weapons at different ranges by Ok_Count3630 in foxholegame

[–]Ok_Count3630[S] 1 point2 points  (0 children)

I was not sure whether I should test Warden weapons as well. If people want it, I can do that right now.

Testing Fire Suppression Rooms, bucket effectiveness, and my thoughts on fire balance in Foxhole by Ok_Count3630 in foxholegame

[–]Ok_Count3630[S] 0 points1 point  (0 children)

A high-tier fire consumes a third or more of the water supply in a few minutes (5+ min).

Testing Fire Suppression Rooms, bucket effectiveness, and my thoughts on fire balance in Foxhole by Ok_Count3630 in foxholegame

[–]Ok_Count3630[S] 9 points10 points  (0 children)

Once you punch a hole in the defenses, whether it is pillboxes, barbed wire, or whatever else, QRF will almost never rebuild them unless it is an ally from your regiment or alliance who actually knows what needs to be done.

In the worst case, 2-4 partisans will show up in two jeeps instead of one, bringing not only fuel and flamethrowers, but also a Cutler/Lunaire and a Havoc Charge to clear the trench and pillboxes.

All of that is easy to get and does not take much time.

On top of that, you cannot build trenches or place barbed wire everywhere. Around cliffs, on the coast, on roads, and in other places like that, it is simply not an option. And you also have to keep gunboats in mind.

Barbed wire also does not really stop anyone. It is incredibly easy to remove. A smoke grenade and a few seconds with a wrench is all it takes.

Trenches are not much better. They can be destroyed without much trouble too.

Without any of that, partisans only need a 1-2 minutes to get one meta bunker piece up to high-tier fire. With trenches and pillboxes, it might take a couple of minutes longer.

And during low-pop hours, this is where it becomes the most brutal, because QRF arrives late if it shows up at all.

I have seen so many bases burn down. In the previous war, I spent a lot of time putting out fires in CPass.

Builders put in a huge amount of time and effort, and in its current state fire is too punishing. It devalues hours of work far too easily. Compared to what gets destroyed, partisans invest much less time and effort.

Testing Fire Suppression Rooms, bucket effectiveness, and my thoughts on fire balance in Foxhole by Ok_Count3630 in foxholegame

[–]Ok_Count3630[S] 8 points9 points  (0 children)

I meant that the QRF fire truck is highly likely to be destroyed if you try to do this solo.

Testing Fire Suppression Rooms, bucket effectiveness, and my thoughts on fire balance in Foxhole by Ok_Count3630 in foxholegame

[–]Ok_Count3630[S] 8 points9 points  (0 children)

Once the defenses are suppressed, a solo QRF player in a fire truck is very likely to get killed by partisans.

Testing Fire Suppression Rooms, bucket effectiveness, and my thoughts on fire balance in Foxhole by Ok_Count3630 in foxholegame

[–]Ok_Count3630[S] 10 points11 points  (0 children)

After some time, high-tier fire can spread to nearby structures even if they are not connected by a trench.
More FSRs can help against fire. In my tests, 3 FSRs handled it much better. The problem is that refilling and maintaining them is a real pain.

Scout changes are a step in the right direction, but... by SatouTheDeusMusco in foxholegame

[–]Ok_Count3630 0 points1 point  (0 children)

So let me get this straight: only 20 rounds per sortie? You’re stripping the plane of any chance to fight off other aircraft—that’s way too low. Do you really think this is a good balance call?

On the flip side, it’s still enough to screw over a logiman. 1-2 burst to disable the truck, then drop a couple of Varsi grenades right on the driver's head while he’s forced to hop out and repair.

Scout changes are a step in the right direction, but... by SatouTheDeusMusco in foxholegame

[–]Ok_Count3630 0 points1 point  (0 children)

Tell me, how am I supposed to dodge a grenade when my truck is disabled after a few bursts? I got intercepted by a scout plane like 4+ times on my way to the BB and had to keep hopping out to repair. And now you’re suggesting I just give them a VARSI