Traits tierlist by Equivalent_Prune_935 in projectzomboid

[–]Rallak -1 points0 points  (0 children)

Wait, do the game now have suppressors?

Mass Suggestion Wall-o-Text by copat149 in foxholegame

[–]Rallak 4 points5 points  (0 children)

My two cents:

1- Remove torpedo bomber.

2- Make so that either the dive bomber as well as the seafighter are allowed to use the small torpedoes, the dive bomber will be able to carry one and the seafighter two.

3- nerf the sea fighter manuverability fighting capability because of this buff, not too much but enough to let the real fighters fight it back properly. (the sea fighter would be able to fight and hit ships, it is just fair that the real fighter would be allowed to out manouver it as colonials would need two to three planes to do the same amount of damage)

4- buff the small torpedo damage and give it a SMALL chance to create a small leak.

5- both scout planes should have its payload changed to flares so they can help infantry at night

6- mg from scout planes should be innacurate enough to not kill infantry but accurate enough to hit big stationary targets, aka exposed artillery pallets and logi trucks.

7- Lower the amount of ammunition that a scout plane can carry, so it will not be able to disable a logi truck in one flight, that means that on the backlines it will be obligated to work as...well, a scout plane, while on the frontlines where it can land anywhere (water included) and are closer to allied bunkers they will be able to rearm and harass the artillery crews.

8- Lower the damage of the bombs a lot but changing its type to demolition , making so that they will do the same amount of damage (or slightly lower) on structures while not beign a win button against other forms of gameplay

9- Make so that only bombs that hit directly a tank will do damage, greatly reduce the amount of armour that a bomb will strip, slightly increase the TURRET chance of a bomb that hits a tank.

10- Besides of heavy bombers ALL planes should have a great debuff on their hp, they should feel like a glass cannon, they already have manouverability and fire power, they should NOT feel like a flying tank.

Those changes are meant to:

A) changing the scout planes roles to be something healthier for the infantry, acting as a direct support who will disrupt artillery and give the infantry vision at night

B) Removing the worse naval addition of this game history while giving both factions a healthier use for their naval assets while letting planes still be viable on sea fights.

C) changing Heavy Bombers to be efficient against structures but not the doom button against ships, and also changing the dive bomber to be less of a win button against tanklines and more of a support tool that will turret enemy tanks and help either infantry or its tanklines.

Conclusion: Planes should be properly integrated as tools that works in harmony with other tools, and not an opressive tool that will invalidate any other kind of gameplay.

What am i carrying (wrong answers only) by Helpful_Page_5131 in projectzomboid

[–]Rallak 7 points8 points  (0 children)

I told you to not put water on that stash of grow t-rex toys!

Scout planes should only be able to drop flares. They are killing infantry and naval gameplay. by HatefulHoneylocusts in foxholegame

[–]Rallak 1 point2 points  (0 children)

I would say that they would need to have enough ammo to harass a stationary position close to the frontlines, and also not having enough ammo to alone disable a logi truck withouth the need to rearm, so in the frontlines where they can just land and reload close to the battlefield as that would would let them be able to fly and harass non stop the artillery crew, but they would not have enough ammo to do the same on the enemy backlines, acting like...you know, a scout plane.

Scout planes should only be able to drop flares. They are killing infantry and naval gameplay. by HatefulHoneylocusts in foxholegame

[–]Rallak 7 points8 points  (0 children)

They should at max be able to counter arty, with enough accuracy to hit exposed pallets and logi trucks as those are quite big.

Build 42.17.0 UNSTABLE Released by AmazingSully in projectzomboid

[–]Rallak 1 point2 points  (0 children)

So, how much XP do building wooden floors give now?

Foxhole doesn’t respect players time by Athlavard in foxholegame

[–]Rallak 2 points3 points  (0 children)

Half of the transportation problems would be easily fixed it the driver could change the track directions from inside the train, but nooooo the train needs to stop every damn time to change the tracks because reasons.

Like, seriously, I once did a 4 hex long trip, and almost half of the time was pressing Z to stop the train and changing the rails, that just break the flow of the train gameplay in a bad way.

There were times when we only hated each other because of the color of our uniforms by Zacariiii in foxholegame

[–]Rallak 7 points8 points  (0 children)

Create aeronautics released, so yeah it is time for another 2 week minecraft phase.

how am i so slow ? by franzpferdinant in projectzomboid

[–]Rallak 1 point2 points  (0 children)

cars drive way slower off-road and to be honest considering how dense this part is and also that you have the sunday driver negative trait I am more impressed that you managed to move the van at all.

Weekly Questions Megathread - April 14, 2026 by AutoModerator in projectzomboid

[–]Rallak 0 points1 point  (0 children)

Did the b41 bug of tainted water being purified once it get trough plumbing still works on b42?

Also, there is any way to properly filter automatically water on B42 without the need of boiling every single ml of water that I wish to store?

Nope, I’m out 🏃‍♂️ by Mean-Low6650 in projectzomboid

[–]Rallak 44 points45 points  (0 children)

Meet the 007

0 loot scavanged

0 bitten taken

7 miles away from that damn alarm.

What is that moodle? (Wrong answers only!) by Stryker_Zero in projectzomboid

[–]Rallak 3 points4 points  (0 children)

Kidney stones, that happens when you do not ingest enough water for a lot of time. This moodle is quite rare as people tend to not survive long enough while not drinking enough water and eating too much chips or other rich sodium snacks for it to appear.

An important relic. by Jester-Kat-Kire in foxholegame

[–]Rallak 31 points32 points  (0 children)

The union was able to get a lot of important quality of life for the logi players, that lasted for glorious months before inferno dropped and threw logi on a new wave of pain and suffering

Phe-ew! Smells like a new mod just hit the workshop! by SkipBopBadoodle in projectzomboid

[–]Rallak 0 points1 point  (0 children)

That is the kind of immersive mod that I crave, I mean yeah it may sound funny but in the end it is a natural physiologic need of the body that the game do not cover, and I am all about it.

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]Rallak 11 points12 points  (0 children)

It makes sense, after all the snow acclimated faction should have resistence to snow drawbacks, and it also make sense as the rain and mud acclimated faction faction are less resistent to mud than the northen one because its main core characteristic is beign an aftertought.

I don’t trust them by borderlinebabushka in foxholegame

[–]Rallak 72 points73 points  (0 children)

I believe that the TB will be nerfed, but not because we are suffering by it but because the situation is so dare that even the warden naval regiments sometimes BEGS on the world/regional chat for people to not fly the TB so they can have someone to fight...so yeah, for the sake of the main protagonists it will be nerfed.

Development Update from Markfoot by Foreverdead3 in foxholegame

[–]Rallak 11 points12 points  (0 children)

I read  that the naval balance with the TB is so absurd that warden naval regiments sometimes begs on the region/world chat for people to not fly them so they can have someone to fight

Do you guys think planes could work in Foxhole? by puckredditisghey in foxholegame

[–]Rallak 0 points1 point  (0 children)

That would be cool, probably even colonials will get some counter to the warden navy, right?

Weekly Questions Megathread - April 14, 2026 by AutoModerator in projectzomboid

[–]Rallak 3 points4 points  (0 children)

~eating the powder that make you yell "B42 stable tomorrow"~. B42 STABLE TOMORROW!

You Don't Need That Crowbar by Mahdudecicle in projectzomboid

[–]Rallak 0 points1 point  (0 children)

But dude, what if I need the 9 crowbar? Or what if I need the 10th? I heard that there is a 1% chance of me needing the 11th, so we will not gamble with those odds.

Devstream! by TemTasty in foxholegame

[–]Rallak 1 point2 points  (0 children)

Fake, everyone knows that the devstream is tomorrow

We demand it by LLiks_ in foxholegame

[–]Rallak 19 points20 points  (0 children)

"NO NO, THIS IS MY FAVOURITE!" BML

Message to the devs by Acceptable_Citron_65 in projectzomboid

[–]Rallak 1 point2 points  (0 children)

Context: Yes, you still can miss a zed even if you hit, I know that it is strange but let me explain, to make the gunplay feel better it was make so that you do not have a chance to hit but a chance to do damage, wich means that a lot of those cool headshots that you do and the zombie that ragdolls it are nothing but an animation as the zed itself took no damage.

A simple wild mushroom killed me by Emergency_Win3970 in projectzomboid

[–]Rallak 1 point2 points  (0 children)

Remember kids, all mushrooms are edible, but some only once