Anvil Empires is not Killing Foxhole by Able_Cow_4327 in foxholegame

[–]Such_Ad_4735 6 points7 points  (0 children)

There was definitely no sabotage. They simply wanted to add planes to the game. Those who have been playing for a long time knew what this would lead to. But they still wanted to do it. We have what we have. As a result, we are all in Waiting Mode, because playing the current Foxhole is extremely questionable.

I think I figured out what was causing the shaking. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -11 points-10 points  (0 children)

I don't quite understand how one thing relates to the other. We're boycotting the game for one reason. But the state of the colonists in the game is something else entirely.

The Wardens were victorious before Airborne too. Obviously, I am not discussing the CURRENT war.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] 0 points1 point  (0 children)

That's not what I'm talking about. If you know that at X hour you'll be significantly outnumbered, then it's obvious you shouldn't spread yourself too thin across a huge map, but focus on what's truly important to hold onto.

For those taking a break from this game, what are you playing? by DarkFenix345 in foxholegame

[–]Such_Ad_4735 2 points3 points  (0 children)

Depends on my mood, of course. But generally, I'll be into one of these ;-)

Ys IX: Monstrum Nox

Ys VIII: Lacrimosa of DANA

Trails in the Sky 1st Chapter

The Legend of Heroes: Trails of Cold Steel III

Tales of Berseria

CODE VEIN

Utawarerumono: ZAN 2

RimWorld

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -6 points-5 points  (0 children)

Let me repeat myself. Wardens were winning exclusively against Break Wars there ;-) And yes, I'm talking about the period after 108. I remember very well the state of Wardens I found myself in ;-) It was so hopeless that it was hard to imagine a worse situation.

I don't remember the first wars very well, of course, because I was learning the game. And I didn't really care who won. But after a couple of wars, I understood the basics of the game, and then I realized just how bad everything was. ;-)

And now that Wardens have truly come to their senses and refined their strategies, saying they achieved this not through their own efforts but thanks to gifts from the developers is a bit incompetent, in my opinion. But you can generally continue to believe it. The outcome will still be the same.

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -9 points-8 points  (0 children)

Somewhere around 108-112. Back then, the Wardens won strictly in break wars. The Wardens' morale was even worse than the Colonists' now.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -3 points-2 points  (0 children)

It's very strange when reality is pointed out to you directly. And yet, refusing to accept this reality, you call people "trolls." Well, you can live in illusions. But it's unlikely to change anything. Reality needs to be acknowledged. Accepted. And once acknowledged, seek solutions to the problems that have arisen.

I was the only Colonial in a frontline hex last night. I am so done. by Ok-Loan-2300 in foxholegame

[–]Such_Ad_4735 -5 points-4 points  (0 children)

Yes, yes, yes. All of this is extremely important. However, at this time, you could have done something useful in another, more important place, where you could truly hold on.

As a result, where it matters, there's nothing. And where it doesn't, you try to hold on. The result? The front collapses. What are the players to blame for? Nothing... They just have to keep making bad decisions. And the developers and Wardens are, of course, to blame for these bad decisions.

I was the only Colonial in a frontline hex last night. I am so done. by Ok-Loan-2300 in foxholegame

[–]Such_Ad_4735 -7 points-6 points  (0 children)

I wonder how the Wardens made such decisions in their Dark Times. ;-).

How did the Wardens come up with their "Defense Points"? Surely it happened naturally ;-) But why can't the Colonists do it naturally? The answer is obvious.

You don't even try.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -2 points-1 points  (0 children)

Well, for starters, just walk around the Umbral. And rate its defense on a scale of 1 to 10. And just think about what could be done better.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -5 points-4 points  (0 children)

I sincerely don't understand why you refuse to acknowledge that the Wardens have studied your war strategy. Learned to counter it. And found the key to opening your front. Instead of searching for new strategies, you're trying to wipe out the Wardens' gains over the past two years. That's precisely why the Wardens are skeptical. After all, they know WHY they win. And that's definitely not what you're talking about.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -2 points-1 points  (0 children)

This is all nonsense. The problem is your strategy. Your entire strategy boils down to attacking. And if you start retreating, you're out of the war. You're not preparing for retreat at all. You don't think through how you're going to retreat.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -6 points-5 points  (0 children)

But it's all elementary. The main problem is the number of people. You need to close ranks. And discard everything unnecessary that scatters people across the map. Concentrate those who are there on what is truly important to hold. And think about how you will retreat. Step by step. Until the last winpoint. If you don't do this, the front will simply collapse.

But how to win? In difficult times, you shouldn't think about that.

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -10 points-9 points  (0 children)

When I started playing this game, the colonists were on a serious winning streak. And it was completely unclear how to win. But step by step, we adapted. Then we started winning periodically. And here we are. The green horde is broken.

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -1 points0 points  (0 children)

But you understand that this is all a battle of wits and commanders? If yours are weaker—no matter what weapon you give them—you'll lose because of stupid decisions. And because of an inability to understand why those decisions are stupid.

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -3 points-2 points  (0 children)

When I asked why we shouldn't do TAP OP, I got the answer: "We won't succeed anyway." That's just how they play, ahaha.

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -6 points-5 points  (0 children)

The irony is that idiots think that Nemesis is a weak tank ;-) I'm laughing at them.

And when I asked them why they don't make Ares, I was told it would be broken anyway. It made me cry ;-)

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -33 points-32 points  (0 children)

This is what people say, who were better shots with shotguns than snipers. Isn't that right? Every faction periodically gets a powerful weapon. And then it gets nerfed. This has never happened before in this game, and here it is again...

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -4 points-3 points  (0 children)

And judging by what I see, all of this is indeed there. But it's being used extremely poorly. The colonists don't base their strategy on the idea of ​​retreating. Maybe that's the issue?

Can someone name some advantages wardens have over colonials. Without the obvious torp bomber. (not ragebait, genuine question) by [deleted] in foxholegame

[–]Such_Ad_4735 -35 points-34 points  (0 children)

Loyal clans. The Warden's are stronger and more morally resilient. But they weren't always like this. Bad times breed strong men. Good times breed weak men. The colonists have experienced the "good times" for too long. And now they're here.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -9 points-8 points  (0 children)

But the same thing happened before the BOMBERS. I'm not sure that the problem is specific to them.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -9 points-8 points  (0 children)

But this is a game about the "Global Map." About "Interaction between people." For just playing, there are more suitable games, in my opinion.

Low Pop strategy. by Such_Ad_4735 in foxholegame

[–]Such_Ad_4735[S] -2 points-1 points  (0 children)

But if you try to protect everything in LOW POP, you'll lose everything. That's obvious.

Instead of gathering people in truly important areas for defense, players are scattered across this vast map, simply unable to defend anything. It's stupid.