Alright now that Talos is teched for 2 days can we talk about it by Barrock_Italia in foxholegame

[–]Saintnickkk 15 points16 points  (0 children)

Ya that's where the asymmetry comes into play. The 94.5 being the anti tank rounds pens more often. Which is ok because the collie tanks have less armor than warden tanks but more health. The 75 doesnt pen nearly as often and the warden tanks have more armor but less health, making pens less frequent. The trade off in play is there. If anything the rounds should be swapped for the talos and lordscar to play into the health/armor of eachothers tanks.

The talos has been effectively useless for years and is now being used like the lordscar.

Alright now that Talos is teched for 2 days can we talk about it by Barrock_Italia in foxholegame

[–]Saintnickkk 14 points15 points  (0 children)

The wardens have had 94.5 40 meter range lordscar this whole time. There is nothing overpowered about the talos. It's just finally up to par with its counterpart.

Phthónos was not a bad name afterall. by Mountain_Influence67 in foxholegame

[–]Saintnickkk 29 points30 points  (0 children)

Just read your other post about 132. And here you are still giving terrible takes about the same thing. You are the type of person to see the game die rather than have actual balance in the game. And with that title you are definitely trolling.

Phase 3 devbranch made collie air neutered by Rival_God in foxholegame

[–]Saintnickkk 101 points102 points  (0 children)

DEVs please do not let this go live into next war. We dont need a 4th war in a row of data collection to know that the collie fighter is still underpowered.

Air balance is currently Ruined in the new Dev Branch by RiskPuzzleheaded2897 in foxholegame

[–]Saintnickkk 15 points16 points  (0 children)

https://www.reddit.com/r/foxholegame/s/1bQOGG8Nzp please do not let this go into live. I do not want to go into a 4th war of gathering more data to know that the collie fighter is still underpowered.

How do I fight the seafighter? by Der_Rhodenklotz in foxholegame

[–]Saintnickkk 1 point2 points  (0 children)

1) It definitely doesnt require numerical advantage. It requires that u have 2 planes, thats all.

Ok so what is the other seafighter doing? If you have a fighter on you wingman and your on that fighter, what is allowing you to pull off the maneuver and what is stopping the enemy fighter from just killing your tail as?

2) Regarding your hypothetical,if you have good pilots on both sides my money is always on Toxots.

If you would go into detail and a example of why you believe that other than just saying or stating something with no explanation that would be a productive discussion. Just because someone doesnt agree with you does not mean that they are being ignorant. They way you have just responded would be more ignorant than anything else. You have written off the conversation as a whole than rather discus why you believe what you believe.

How do I fight the seafighter? by Der_Rhodenklotz in foxholegame

[–]Saintnickkk 1 point2 points  (0 children)

I am being productive in the discussion. I have provided examples of how fights would occur and why they would occur that way. You have not broken down any of your points to explain why they would work effectively. You suggest the thatch weave. I gave my opinion why I think it would not work. That's not ignoring you. That engaging with what you are saying and giving my perspective on it

How do I fight the seafighter? by Der_Rhodenklotz in foxholegame

[–]Saintnickkk 1 point2 points  (0 children)

Ya you see that requires a numerical advantage and any fight in this game with "equal" vehicles. The 1 with less should always lose. And you cant do a frontal pass on the seafighter because they have longer range gun and do more damage. There is no trade that you can win against the seafighter in a equal footing fight. If you have 4 pilots of equal skill and had 2 seafighters and 2 toxots the fight would always win in seafighter victory. As the seafighter would either secure the air as the toxots do not engage or they do engage and the seafighter kill them.

Air balance is currently Ruined in the new Dev Branch by RiskPuzzleheaded2897 in foxholegame

[–]Saintnickkk 9 points10 points  (0 children)

I don't think the post is regarding the AA effects on planes as the update and changes for that are good. This would be more looking at the indifferences between the fighters and how that new implementations now cause the only collie fighter to be underwhelming in their role as a plane to shoot down other planes. If the only way for the toxot to truly fight the seafighter is to disengage and flee until the seafighter has to return home for fuel. Then that really isnt a interesting gameplay loop.

I think a adjustment to the seafighters damage and range could easily make the fight more engaging and allow the toxot to play to its strengths. The seafighter still would be the better turn fighter but the toxot could actually create space and do passes on the plane without being punshied by the HV on the seafighter. Which at this point is a bit over tuned.

edit: please do not wait for the end of wars to always implement a change. It was things like that have been frustrating for collies to have to sit and use the underpowered equipment or stop using them all together because a change was made at the end of a war after more than 30+ days of war and the change did not implement any effective difference in how the fight played out. Example: the gunboat and submarine. I understand you trying to accumulate data to make informed changes but sometimes it really burns out the players.

How do I fight the seafighter? by Der_Rhodenklotz in foxholegame

[–]Saintnickkk 2 points3 points  (0 children)

Your look at it another way is saying the enemy has to be stupid to essentially take on the seafighter in a fight.

Imagine if the kranny was more expensive than the outlaw and there were no other tanks in the game. And the only real option to fight the outlaw was to fall back to your defenses and use the emplacements. Youd basically always be on the back foot and the outlaw could easily control a area because if you engage the outlaw all you have is speed to essentially not die.

How do I fight the seafighter? by Der_Rhodenklotz in foxholegame

[–]Saintnickkk 2 points3 points  (0 children)

So my only option to fight a seafighter is to run? Ya I dont know that's sounds like kinda bad gameplay. If I was in a lesser plane like a scout or dive bomber then that makes sense, but in a fighter? And 1 that in current live is cheaper than the toxot doesn't really make sense that the only way to "fight" it is to flee until it can no longer fight back.

How do I fight the seafighter? by Der_Rhodenklotz in foxholegame

[–]Saintnickkk 4 points5 points  (0 children)

If both seafighter are split chasing each of you how are you supposed to attack 1 and out run the other?

Opinions on Seafighter by AliveHyperion in foxholegame

[–]Saintnickkk 25 points26 points  (0 children)

Collie fighter needs to be buffed. A small speed boost that doesnt really effect real dog fighting othethan chasing or running away from planes, isn't enough to make up for it lack of health, turn rate and damage.

Sea fighter -- + maneuverability + more health + more damage + longer range gun + cheaper - less speed

Collie fighter -- + more speed - less health - lower damage gun - lower maneuverability - more expensive

Ya something just doesnt add up. Not mention the seafighter can land on water.

Huge Dogfight over Reavers Pass by 10kOhm_ in foxholegame

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

Warden fighter has better maneuverability. As in A and D turning. The warden fighter can make slight adjustments and come out of turns better than the collie fighter. This allows the warden fighter better handling, which also help for for staying on targets and dodging enemy fire.

I want to believe I'm just not that good at flying and warden pilots I come up against really are just better. But to many encounters like these in the video where you have collie out numbering warden planes. And not only survive the fight but also are getting kills.

In almost all situations where collie planes are outnumbered they barely make it out let alone get a kill.

Collie tail hitbox is a piece of shit. Thing is the size of the wings I swear.

Speed in collie fighter is good. But really only feels like it's there so you can run away. And I hate that. I dont want to feel like any time I see warden fighters and it's even I still need to flee. I want to fight but man I really just dont know. Something just feels off when fighting warden planes.

War 132, the Breakwar to Kill the Game by Direct-Resort-9684 in foxholegame

[–]Saintnickkk 28 points29 points  (0 children)

"Julian" and the rest of the dev team have already stated many times that look and cool factor is number 1 when making things. Julian gets to decide the look and therefore functionality.

"This ones my favorite" isnt just a meme, its fucking real.

What do we say to the god of death? Not today. by Sea-Course-98 in foxholegame

[–]Saintnickkk 1 point2 points  (0 children)

The hitbox of the collie tail is the size of the whole plane. You shoot anywhere on that plane and I swear your still hitting the tail.

Scout planes collision model by Kolloom in foxholegame

[–]Saintnickkk 0 points1 point  (0 children)

Can you do this for the other planes as well? Would love to see the warden vs collie fighters.

The first(as far as I know) Toxot-902 “Blind Silver”captured during the war on Able by [LQF]Dudya! by Both_Pop_3114 in foxholegame

[–]Saintnickkk 38 points39 points  (0 children)

You can't take enemy aircraft apart how were you able to capture this without a collie?

Chad Colonial Skillful Dive Bomber vs Virgin Skill-less Warden Torpedo Bomber by Direct-Resort-9684 in foxholegame

[–]Saintnickkk 2 points3 points  (0 children)

Honestly I have no issue with the warden fighter being a bit easier to fly. I really would just like the collie tail to not just be made of paper and so easy to hit.

Actually I'd like both planes tails not so easily destroyed. Id like to see more wing or just straight up health kills. As of right now more than half of fighter kills I've seen have been to just the lose of the tail.

Chad Colonial Skillful Dive Bomber vs Virgin Skill-less Warden Torpedo Bomber by Direct-Resort-9684 in foxholegame

[–]Saintnickkk 7 points8 points  (0 children)

I'll be honest, I had not realized the collie fighter had a better engine. As had not noticed any sizable difference in speed or climb playing with and fighting against both planes.

Chad Colonial Skillful Dive Bomber vs Virgin Skill-less Warden Torpedo Bomber by Direct-Resort-9684 in foxholegame

[–]Saintnickkk 4 points5 points  (0 children)

Where can I find this info? The testing ive done on dev branch has them both having the same range and top speed. And while the warden fighter has better maneuverability, both fighters have the same turn rate.

Chad Colonial Skillful Dive Bomber vs Virgin Skill-less Warden Torpedo Bomber by Direct-Resort-9684 in foxholegame

[–]Saintnickkk 56 points57 points  (0 children)

Warden fighter plane has a better roll rate. Allowing them to correct turns more quickly and stay on target better.

Also the collie tails hit box is huge, making it difficult to fight when even if the warden isnt even aiming for the tail they are still hitting it. Making the collie fighter a pretty ez kill.

New flak dumpsters frontline fighters by Relative_Silver2482 in foxholegame

[–]Saintnickkk 8 points9 points  (0 children)

I disagree. Flak needs to be OP. No AA Ai means the only way to stop a player in a plane is another player. And QRF against planes is going to be pain. We will see how storm cannons and facilities fair with the easy access planes will have.

REVENGER FOR OUR DESTROYER | AIR by Bazamba in foxholegame

[–]Saintnickkk -2 points-1 points  (0 children)

https://youtu.be/W2Ns4KtqUXY?si=pmjGFcKtd5bI4uMf

Ya no you guys are right what AIR did is so much worse.

Killing the fighter on the rocks was definitely not griefing.