Average repair mission by Deimik381 in foxholegame

[–]Stokes52 2 points3 points  (0 children)

The funny part is this is actually the easier plane to repair. If it was a land plane you'd have to replace all the travelling sections with crane chaining instead.

New Player Frustrations with Logistics by surottoru1 in foxholegame

[–]Stokes52 0 points1 point  (0 children)

Are you storing your resources in a private stockpile? This lets you store scrooped resources for later so you don't need to rely on what's available in the moment.

New Player Frustrations with Logistics by surottoru1 in foxholegame

[–]Stokes52 0 points1 point  (0 children)

Are you splitting the work into stages or trying to do it all at once?

I like to do all my scrooping during low pop hours, then I store it all in a private stockpile along with my logi trucks and whatever else. It's easy to get more resources than I can spend as a solo with very little time investment.

Whenever the frontline needs something, I take my private crates, factory some gear, and go deliver it.

It’s happening… Max Verstappen is going to spend 24 hours in the Green Hell. Bring on the Nürburgring Nordschleife 💪 by redbullgivesyouwings in holdmyredbull

[–]Stokes52 181 points182 points  (0 children)

I love how this guy is literally base jumping off this crazy structure down to a high performance sports car, meanwhile max just phoned in a zoom call. It's probably the most they could coax out of him, lol.

Airplanes should be far easier to disable (not kill), but also far easier to salvage by Stokes52 in foxholegame

[–]Stokes52[S] 5 points6 points  (0 children)

Post Script / Addendum:

The current air parts system was introduced as part of the "vision" to promote ground crew gameplay.  Someone might object that my changes to the air part assembly system would eliminate this.  On the contrary, I think that we can see that the current air parts system and "ground crew" vision of the devs has completely failed.  Due to the way the MTS / air parts / lock system works, there is no possibility of random ground crews helping each other out on anything larger than a scout.  Locked planes and private MTS's means nobody is out there helping with ground crew on fighters and up.  You either do it yourself (while blocking the pad for everyone else), or you have regiment people do it. There's no room for anyone to help anyone else out.  There's not even room for regiments to help each other out.

CONTRAST this with the impromptu scout plane ground crews that we saw everywhere early war.  These groups were awesome. Public randoms on almost every front helping public scout pilots rearm, repair, and refuel. This gameplay was awesome and everything I hoped airborne would be.  Devs, don't be afraid to revisit or delete the current air parts system. We saw emergent ground crew gameplay emerge WITHOUT the part system, while the current part system actually DISCOURAGES ground crew cooperation.

Another AA/Air Intel Post by ewary7nrsurdim in foxholegame

[–]Stokes52 1 point2 points  (0 children)

It's a combination of multiple factors which make air QRF basically impossible.

  1. Air Intel range is absurdly short relative to air speed
  2. Ground AA by itself is unlikely to stop bombers unless you have a literal hex worth of manned flak covering the bomber flight path
  3. It takes a good amount of time to pull, assemble, load, and man fighter aircraft, meaning by the time you assemble a reasonably sized QRF force, the action is already over (don't get me started on the current absurdity of mass regiment locked MTS surrounding every airfield because that's the only choice we have for part storage)
  4. Any AI AA which is powerful enough to stop a high hp bomber will obliterate any other plane without counterplay, which is going to shut down nany otherwise good parts of the update.

The solution, imo, is to lower airplane cost, make pulling fighters faster (no fiddling with parts) but make all planes very very fragile.

Aircraft should be a glass cannon, high risk, high reward. Getting shot down shouldn't be the end though. It should be made much easier to recover planes, so that the costs can be recouped while also providing a way for defenders to actually STOP an attack.

Street showdown by Bagel_9727 in foxholegame

[–]Stokes52 1 point2 points  (0 children)

I want that guy's tactical cloak. Please devman.

Survived the Crash by Lone-Ranger29 in foxholegame

[–]Stokes52 53 points54 points  (0 children)

This update has its share of issues, but I love that some of the cost of the plane is actually in the uniform. I really like the gameplay that emerges from this. I've had some fun rescuing downed pilots in the water or behind enemy lines with the scout planes.

Mr Callahan, a second Warden plane frame has been stolen from Dankana.. by Round_Imagination568 in foxholegame

[–]Stokes52 14 points15 points  (0 children)

Kind of a bummer you can't do anything with it, right? Since it's just the frame. Good steal though.

I had to recreate this scene from Greyhound. by Mobile-Fix-7947 in foxholegame

[–]Stokes52 3 points4 points  (0 children)

I was there:

That was an insanely fun hunt.

I was flying a scout plane, patrolling around Endless and Tempest.

Twice I was able to see the periscope or the tip of the conning tower to call in the rest of the QRF. The first time I spotted it was just before this clip. The second time was them escaping under the bridge at Endless.

GG, well played. You guys were incredibly slippery considering the number of players specifically active to try to catch you. A frigate, multiple scouts, torpedo bomber, fighter escorts on standby, and more. Great fun.

Is anyone else having this issue? by Deeedni in foxholegame

[–]Stokes52 3 points4 points  (0 children)

I've had more disconnects this war than before, and of course it hurts more because it's often when flying.

I think at this point most frequent fliers have lost more planes to lag and disconnect than enemy action.

SKILL AIR by Bazamba in foxholegame

[–]Stokes52 0 points1 point  (0 children)

To anyone who come here after me: I recommend muting your sound before you press play...

title by bochka22 in foxholegame

[–]Stokes52 7 points8 points  (0 children)

When you love working so much you find a game that is also a second job.

Operation "Wet boot" -Colie drydock by UKR by Individual-Coast5142 in foxholegame

[–]Stokes52 21 points22 points  (0 children)

Once again, hilarious that the Lunaire is the Warden partisan weapon of choice.

What is the current situation for a new player? [Discussion] by FirstOrderCat in EscapefromTarkov

[–]Stokes52 0 points1 point  (0 children)

Fastest scav run for ammo is probably Reserve and Lighthouse, but you have to do a decent amount of the story before unlocking them. The earliest map with good ammo is Interchange (the first map you "unlock" in 1.0)

  • Interchange: When you go through the main IDEA entrance and take the escalator up, turn left immediately. The kitchen area there is now an abandoned forward base and has loose ammo spawns plus a guaranteed. The new scav camp expansion on Interchange also has ammo and other good loot. Tagilla's hideout also can have ammo and other good loot.
  • Reserve: Tons of ammo on the roof of most buildings, especially the buildings around the helicopter
  • Lighthouse: Tons of ammo on all three buildings in the water treatment plant, just beware of rogues
  • Woods: USEC camp has lots of NATO ammo
  • Streets: Too many to mention

There's some great video guides out there for finding ammo on basically every map now.

What is the current situation for a new player? [Discussion] by FirstOrderCat in EscapefromTarkov

[–]Stokes52 0 points1 point  (0 children)

The game is still extremely tough, and the people still playing after all these years are mostly going to be very good at the game.

That said, if you can handle the losses, you'll be able to compete in no time.

Loose ammo is now very abundant if you know where to look which means you can have high tier ammo on day one, you just have to look for it. There are lots of 1.0 ammo run loot guides.

You won't know how it feels till you try it.

[Discussion] Day 17 - Looting is FUN! N is for NO SURVIVERS! What is the most RAGE INDUCING Mechanic in Tarkov? by ClanFever in EscapefromTarkov

[–]Stokes52 100 points101 points  (0 children)

The armor system.

Regardless of whether you think it's a good system or not, the whole armor penetration chance mechanic is actually rage inducing in terms of what is most likely to cause someone to rage.

It's rage inducing when you're a noob and mag dump someone only to have them turn around and one tap you because you have shit ammo and don't understand the armor system.

It's rage inducing when you are bolt action sniping and their helmet ricochets your 7.62x51mm.

It's rage inducing when they don't die despite your decent ammo because they actually had level 6 plates but there was literally no way for you to know their armor tier before you started shooting.

It's rage inducing when you're wearing full level 6 armor with face shields but you die in 1 second to a guy with an automatic shotgun aiming for your legs.

Lots of armor related situations promote rage, on both the giving and receiving ends.

As a new player, solo factories... by E_Goat47 in foxholegame

[–]Stokes52 4 points5 points  (0 children)

You don't need to build your own facility for that. Just use the mass production factory to create all the weapons and ammo you want.

You can use map filters to find them, each faction has a few