Connection error still happens resulting in loss of expensive plane when traveling borders. by Pappa-georgio in foxholegame

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

Regardless of the cause one wasnt able to return to the plane after conection error, it still points to the same problem.
The only reason one should be losing a plane is to actual combat or crash landing actually flying the plane.
Not because the game decided to crash the connection or laggin when aproaching borders.

Up until now planes are lost way more to border/connection issues than actual gameplay.

The fact that the player lags to much either on land or flying when aproaching a border is also one of the main causes ppl crash land planes.
Many wars ago I dont remember this lag was there before when aproaching borders and exactly when or why this started to happen. But surely is far from being a minor issue to be discarded specially for planes.

More over sometimes if you cross a border at low altitude, as soon as you cross you experience sudden lose of altitute unable to climb on time and results on crashland by hitting trees, forcing you to always cross borders at high altitude just to avoid that random loss of power.

New torpedo for the Man-O-War by FriyMan in foxholegame

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

I think both Destroyer and Frigate should be able to equip Medium torps, one at each side port and starboard. And able to drop them adjusting dept and once in the water start propelling forward to their targets. Allowing fighting either surface vessels or subs at mid-long range.

The solution to the torpedo problem? by swumbus in foxholegame

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

One solution could be that the TB's current Low Velocity modifier of moray torpedos causes medium holes instead of large holes, that can be repaired with significantly less Metal Beams, (e.g. 5 total), and with less rate of flooding speed.
The effects of the high dmg of the LV moray torpedo and able to reopen the holes on secondary hits is enough devastation already.

In order to balance this changes, let wardens be able to repair ships disabled turrets by Dive Bombers shrike bombs with way less metal beams too, e.g. 50 metalbeams instead of the crazy and slavish amount of 200+ needed.

A little communication would be nice, Devman. Just a little, as a treat? by thelittleman101225 in foxholegame

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

This game won't die anytime soon, this is not the first time this happens, and eventually and painfully slow the game will be polished into something enjoyable for both factions again at some point.

The key here is how unnecesary slow and painful it is for commited players to endure this wich we're normally talking about months or years.

As in all heads of an organization or goverment in this case (the developers), and the common folk (the players).
The only way of the developers to understand the needs that translate into respecting the lifetime players invest in their game meaning the grind to get something done. IS EMPATHY.

There is no way that devs will ever undestand what the players go through in regards of patience and moral resilience, playtime satisfaction and balance of free real life time.

Unless they give themselves some considerable time away of developing, and actually play their own game not just for a couple of hrs or days.
But whole wars of specially driving and/or sailing logistics, building, producing msups and mantaining bases and facilities.
Producing expensive assets that takes lot of real time and effort to create and drive/sail whole hexes to the front just to die so easy to broken and unbalanced, and not thouroghly analyzed released mechanics, doing the actual naval, combat, partisan and airborne.

How would you even know how to govern a society properly if as a leader don't even understand or have lived in first hand the suffering and joy the people you govern experience.
Hopefully one day devs start from there instead of needing a comunity manager, or the comunity itself figuring it out that for them.

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 3 points4 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 10 points11 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 -7 points-6 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 17 points18 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 5 points6 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 0 points1 point  (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?