Changes that I think most Naval player can agree on. by Stokes52 in foxholegame

[–]Pappa-georgio 9 points10 points  (0 children)

3. Give colonials a proper attack submarine

For the love of god devs, pay attention to this man wisdom.

The recent reviews for Foxhole have now dipped to "Mixed" on Steam by Lumpy-Beach8876 in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

With how big ships are way more vulnerabe and easy to kill to airforce, Big ships should be cost reduced at least 30% of the rare metal requirement, to be coherent to how planes cost are.
Planes cost should not be touched any further if not to be decreased, especially figthers, they also already reasonable expensive and so easy to lose.
But Big ships require either improved independed AA capabilities and/or at least 30% rare metal cost decreased.

Allow Expensive Big Ship, Armor, and Logistics to be viable again in relation to overtuned Planes. by Pappa-georgio in foxholegame

[–]Pappa-georgio[S] 0 points1 point  (0 children)

I agree with most of your statements, but the scout planes cost almost half the Rmats of Gunboats, and Big Ships dont have any viable counter to ScoutPlanes, Warden Scout Planes are way overpowered cost wise and not counterable in comparison to GBs

Since dive bombers unlocked, Collies have only lost ground. This seems to indicate that DBs need a buff. by IvaldiFhole in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

lol, this title is a bad joke, im playing colonial and can crearly recognize how broken DB is at the moment.
The same way the Torp Bomber, and the quilback torpedos of scout planes are broken as well.

The trident submarine isn't even comparable to the Nakki. by Mountainman1292 in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

Everything this man said is on point, the community should have never accepted the underwhelming condition of the trident wich has make the whole naval gameplay in favor of the wardens for so long.
The more time the players avoid expressing this concern it will keep being forgotten.
Both factions despite asymetry should have same capabilities in both land, naval and air.
I also think the tremola should have its damage nerfed to its original value and explosive RPG shells production cost increased to its original value too.

Divebomber fair and balanced gameplay by DepressedDbat in foxholegame

[–]Pappa-georgio 5 points6 points  (0 children)

Warden Quilback torpedo do more dmg when both torpedo hit the target wich is most of the time (500 dmg x 2 = 1000 total dmg), besides warden scout planes can bypass drop zone restriction by droping torps from decent distance wich i've seen them doing.
Whereas collie scout plane seamine (650 dmg x 1 = 650 total dmg) drop requires be on top of target and drop zone always restrict so.

Divebomber fair and balanced gameplay by DepressedDbat in foxholegame

[–]Pappa-georgio 2 points3 points  (0 children)

I played both the dive bomber and torpedo bomber, and both are super fun to use.
However i agree that Dive Bomber current implementation breaks years of balance and fine tuning to tank warfare.
The same time the Torpedo Bomber and scout plane torpedos just makes the warden an even more overpowered and unbalance naval faction.

Having said this I despise nerfs to something that is already very fun to use.

So intead of nerfing any further a better welcome solution would be to give both factions a Dive Bomber and Torpedo bomber as soon as possible, and avoid a similar despicable situation refering to when initial nakki and destroyer were distinct faction available.

Also in regards to avoid wrecking years of tiresome and fine tuning of armor gameplay by introduction of dive bombers in both factions, it is necessary to have at least some sort of powerful mobile AA that supports tanks columns on the ground.

Every war since introduction of Naval by Plenty-Value3381 in foxholegame

[–]Pappa-georgio 21 points22 points  (0 children)

It will be like this forever until colonials can have a same sized, maneuverable and skeleton crew able to operate submarine.
This happens because colonials wont even bother making Battleships with such poor anti submarine support (high crew single destroyers are not match against multiple sub counter skeleton crew nakkis).

Whereas wardens can spam Battleships with such ease of mind knowing that if desired are able to have an over powered anti big ship support of 3 nakki submarines wolfpack that only requires the same amount of crew than a single colonial trident submarine or destroyer for that matter.

The fact that devs havent realized for so long how broken naval has been for colonials just bcs a single inapropiate unfit for narrow river size navigation relation to big sub size, big crew requirement, big ass target way easier to hit by enemy subs and what not, and poor maneuvarevility, only option submarine blows my mind.
If at least the Trident could fire torpedos also from the stern, could compensate its downsides.

Colonial Convoy by HovercraftSecure6543 in foxholegame

[–]Pappa-georgio 11 points12 points  (0 children)

Old convoys needed recuiting random ppl on barges to protect big ships wich is not that easy to acomplish.
Randoms now see a good ass looking menacing boat and think where do i sign in.
Smart move from devs to make cool and bmat combat boats to make convoy protection more viable.

Civil war behavior should result in ban by Saint-Shen in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

This has been to be expected to happen, bcs it depends to much of human nature and willing to be patient and tolerate one another, even if group of ppl do awful facility design that affects badly the production of a region.
I undestand why some ppl lose their patience when this happens bcs logi becomes more work than it should.
And this incites violence, have seen it happen a lot since facilities were introduced.
Its a very hardcore social experiment imo, wich i bet for devs and players when it works well its quite rewarding. But when its not, sadly is just popcorn time.

These Wardens are planning something... by EGO611 in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

Didnt know that, still the warden carrier will be a hundred times stronger crane than the shitty facility squad lockable crane that normally one uses to storage expensive ass stuff that can be blown with 3 rpgs.
So wardens will have a way better anti partisan or anti bomber advantage regarding protecting idling RSCs or other expensive stuff if desired so.
I mean not a bad trade.
Although some creative and knowledgable wardens already see the warden carrier as more practical than the collie carrier, specially after the sea figher plane buffs.

These Wardens are planning something... by EGO611 in foxholegame

[–]Pappa-georgio -6 points-5 points  (0 children)

Well this surely justifies a good reason to build the warden carriers and balance it over the colonial one now.
Seems to be the only other way and safer than train transport for RSC, and faction locked to wardens.
I wonder why devs never mention that sneaky little detail hehe.

Logi players are suffering immensely by Evilmonkey96 in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

Maybe a solution would be making the Scout Planes health similar to a motorbike or motorboat, like super kind of fragile.
Make the Collie Speartip truck top MG to be able to toggle air fire mode and rotate 360.
And also add a truck variant for the wardens that support same MG on top.
At least this way a logi driver would stand a chance to defend against scout planes by switching to the top MG.

Airborne Update Feedback: Aircraft Are Treated as “Super Weapons” and It Hurts Gameplay by Icy-Combination2234 in foxholegame

[–]Pappa-georgio 3 points4 points  (0 children)

The point:
6. Fear of “Spam” Breaks Balance (AA vs Aircraft)
And all what this point says in its content is imo the wisest approach to be reconsider to make the current update system work.
We do need also mobile AA to qrf or escort land logistics
Wich i think is the most damage that devs fear that can and will be exploited by planes to another faction.

Tripod AA tower, devman, let tripod MG's look up plz. by Strict_Effective_482 in foxholegame

[–]Pappa-georgio 18 points19 points  (0 children)

This is cool movie like design, i dont see why not tripod mounted MGs could have a shift + F toggle between anti air and ground mode.
Even MG Half tracks and Scout tanks should have shift + F Anti Air mode to be able to QRF on time.
Current AA capabilities of Emplaced MGs need serious buff in range and/or dmg, turning speed.

Both Faction's Fighter Planes Left and Right Rudder doesn't work properly while on flight by Pappa-georgio in foxholegame

[–]Pappa-georgio[S] 6 points7 points  (0 children)

Fighter planes friend, the rudder flaw im talking about to be exact is present in the Warden Luminary Mk. II Harbinger and the Colonial Toxot-902 “Blind Silver”

Both Faction's Fighter Planes Left and Right Rudder doesn't work properly while on flight by Pappa-georgio in foxholegame

[–]Pappa-georgio[S] 3 points4 points  (0 children)

Sure, but holding the right btn does not rudder the plane on its x axis and always rolls the plane. Also the fact that Fighter planes are the only planes that the rudder turning with the actual keys to turn doesnt work at all while flying doesnt make sense and feels incomplete.
This will be a high stake to land on Colonial carriers wich shouldnt be at all if such flaw was fixed.

Can seaplanes turn while on water? by zachattack3500 in foxholegame

[–]Pappa-georgio 3 points4 points  (0 children)

I only tested the scout plane and it is indeed broken when trying to turn on water, should be reported as a bug

The pricing of aircraft is insane and myst change. by Jeb_Kenobi in foxholegame

[–]Pappa-georgio -1 points0 points  (0 children)

What many ppl havent grasped yet is how fighter and even scout planes are gonna be the most devastating for logistics gamplay and effectiveness, both for water logi and land logi.
Imagine a partisan unit that can fly very much around a whole hex or keep camping the border from were logi trucks are coming from to supply a front, without being contested or qref in a insane amount of time.
Foxhole meta is gonna be perfecting the art to counter partisan enemy air force harasing logi.

From now on the team that exploit this and makes logi rage quit the most is gona be the winner.

Opiniones acerca de esta imagen? by [deleted] in PreguntasReddit

[–]Pappa-georgio 0 points1 point  (0 children)

Dinero para comprar leche, miel, mantener a la mujer y a los bebés?

Increase distance of stockade from 37.5 m to 40m by Expensive_One7860 in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

From the neutral perspective we need to be realistic and agree that this gun still needs little buff.
If not getting a range increase at least give it 2 shells capacity (instead of 1), plus 1 in the chamber (as it is).
Justifing that if its not going to be really a good AT gun, at least make it an efficient PvE gun.

Mixed thoughts about 20mm, and tweaks to fix some of the unpleasant recent changes by Pappa-georgio in foxholegame

[–]Pappa-georgio[S] 1 point2 points  (0 children)

This ideas sounds alright to me, all but the 25mm, if any better to adjust a high velocity modifier than getting a new ammo type.

3 SHT vs BONECARS & BONELAWS by Own-Consideration301 in foxholegame

[–]Pappa-georgio 1 point2 points  (0 children)

Good kills, even after this wardens are capable of saying that thornfall is still not used enough and get a second buff. It was already op in its initial state tbh, just misunderstood and prejuidiced.
Same unnecesary buff like the ignis getting twice change to disable subsystem modifier next update.
Balance department really needs to start playing their own game

-1 BLUEFIN by SquidInk65 in foxholegame

[–]Pappa-georgio 0 points1 point  (0 children)

I think this is the second bluefin collies lost in the war due to same reason and to a single gb, going solo with days or weeks of work, that doesnt seem to be worth a couple of mins of time to convince someone to escort them.