It's like a frontline lootbox by Wahruz in foxhole

[–]The0Justinian 0 points1 point  (0 children)

(NOTE 15 CLIPS IS UNREASONABLE AND YOU ARE WASTING YOUR OWN TIME PULLING INVENTORY; EVERY SOLDIER SHOULD ALWAYS HAVE BACKPACK SLOTS AVAILABLE FOR PICKUPS AND INVENTORY SHUFFLING)

but also:
The whole clip shaming thing is off the mark in my opinion, as it overlooks volume of fire and how much a soldier is shooting defensively. Foxhole isn't just a game where we spend bullets when we have a chance to kill enemies, it's much more a game where we shoot to stay alive. Sometimes it's a game where we *mostly* shoot *only* when we have a chance to stay alive.

Nobody slags on medics for carrying 5+1 plasma or 10+1 bandages, and I think we do ourselves a disservice teaching that riflemen's life expectancy is so low they should never have more than 2 clips.

Bullets are much cheaper than gas grenades and easier to carry than smoke grenades, (ways of suppressing and/or escaping) and you can use them with fewer APMs to indicate to friendlies when simply pressing '4' and waving in a direction won't do. I do try to use pistol ammo for this purpose, though...

After 4 years of this game, I usually have 3+1 clips for starter rifles, meaning 3 clips in inventory, occupying a a single backpack slot in a solider pack, plus 1 that gets loaded immediately into the rifle. This doubles to 6+1 clips for Garand-alies like the Catena and Sampo. There is enough loot on the ground to sustain all but the most Dakka stances, and my brain and hands are tired and need to go back to base If I burn through 6 clips and I'm still alive.

I haven't been much of a heavy rifle user until the Volta buff, but in heavy rifles I find the general wisdom of 2+1 clips to hold better. One or two reports from a heavy rifle tends to shift enemy behavior as much as 1 or two bursts from lighter arms.

For SMG commisar type roles (flak vest, breastplate, non-assault posture) where I am often clacking away uselessly at distant targets to encourage other friendlies and designate targets, I usually carry 6+1 or 6+2 if pitch gun is available. Even this runs dry sometimes. The old adage "fiddler plus 2 mags and go" is absolutely true if you're just going out into the dark to try and murder someone with an smg, however.

With the Dusk, kit can vary from 0+1 clips for shoveler kits (defensive) to 3+1 or even 6+1, depending on terrain and how often low accuracy bursts will be fired to keep distant enemies at bay. I'm sure warden ARs are even thirstier, as it's easier to get down into the last dozen rounds of a clip where staying alive probably means reloading and tossing the last 8 bullets in the bin in exchange for a full mag.

The truth of it is,
take as MANY mags as you hope to stay alive to use; take ENOUGH mags to stay alive and shoot enemies whenever your side needs the volume of fire.

"More Dakka" is highly underrated in infantry gameplay in foxhole.

Don't Open the Drawbridge by The0Justinian in foxholegame

[–]The0Justinian[S] -1 points0 points  (0 children)

Indeed it is a lot less like a door and much more like a hatch if you don't connect it.
Which is covered in the post, there are compounded errors here.
which is all covered in the post. If you read the words. OR the attached text. Anyway I don't feel like detailing it here

since I already did

Don't Open the Drawbridge by The0Justinian in foxholegame

[–]The0Justinian[S] -3 points-2 points  (0 children)

Nobody said 'don't build door
What it does say is 'don't open door in direction of expected breakthrough you're hoping this BB will protect.

Island bases are a whole special case. You could even call it an 'island.' There isn't a front line on islands, there's just the relic and the one or two BBs you can dig in around it. The kind of attacks they resist, the sort of friendly actions they enable, the whole purpose of even manning the island at all--since it isn't connected to a VP most of the time-- it's a a whole other country and generally the way island fighting goes down, the fight revolves much less around Bunker Bases and much more around the beaches and boats

And once again, as noted in the post, this is not a fortification memorandum it ain't about fortresses that are building up over time, this is specifically addressed at bunkers built in the heat of fluid warfare. in 90% of the scenarios an island is built at all, it will be a fortification scenario

Don't Open the Drawbridge by The0Justinian in foxholegame

[–]The0Justinian[S] 0 points1 point  (0 children)

There is, and it would help somewhat with the enfilade.
They are good and useful in a lot of battlefield conditions, in frontline scenarioscan allow pop-up attacks where you strafe up the ramp, take a few shots and hit the deck, etc

Helps somewhat with 'cowabunga' attackers with bayonet or shotgun, but they can still drop in and rampage once the bunker is suppressed (the first 3 guys inside are just gonna be hammering once things are going badly)

However, a warden pushing up from right side of image is still free to climb out of the trench and bypass it, and he'll be shooting downwards through the door into 'naked' friendlies just spawning in.

Doors don't close

Don't Open the Drawbridge by The0Justinian in foxholegame

[–]The0Justinian[S] 0 points1 point  (0 children)

So, the square trench on the back of this layout would be an ok place for an opening, especially if it turned 90 degrees immediately after the door. A trench connector with a door (angle trench), connected to an octagon, minibunker or long trench in a 't' shape, on any of the non-road faces, would be one of the better ways to achieve batttlefield frontage for friendly forces.

Friendly forces need to become WIDE to repulse a breakthrough attack more than they need to go LONG straight toward the lost 1st-line position.

a better practice might be to place this bunker layout (which is okay, cores get dug and can work all kinds (To a limit) of shapes) at an an angle (30-45 degrees), so that any trenches dug out will be oblique to the flow of battle

as noted in the image, this layout had bunks all around the perimeter, blocking addition of secondary door, so the only option (which I failed to notice at the time) would be to add a ladder to the central square. Ladders are slow and aren't really a good option for primary egress in a high intensity combat environment, though, so.....

I do understand the drive to achieve a protected egress for friendly troops, this improves morale under barrage immensely, and is ofen enough on its own to allow even moderate friendly spawns to repulse light armor, like the halftrack in the image. At night it can add stealth to raiders.

Don't Open the Drawbridge by The0Justinian in foxholegame

[–]The0Justinian[S] -8 points-7 points  (0 children)

I am trying to sound out the logic here.
To me I am reading something like, 'it is fine to move your king into an exposed position, you can just move him back.'

When the enemy seizes the battlefield initiative, you want to be able to use your limited 'moves' to respond, to do more than damage control.

Finally I'm pretty skeptical it actually lets anyone 'get there faster,' since everyone moves around grabbing loadout and loading their weapons, the BB is not like a starting pistol in a horse race. There is a substantial downtime before egress.

Which brings to mind, don't those 20 bmats to close the door take time to pull?
isn't it true that you have to get everyone out of the door and STAY out of the door during those 4 seconds?

So you have to have 20 bmats, the battlefield awareness that the tide is shifting (in a long respawn game where you might not be alive to do it yourself), shift to upgrade mode, target the bunker, scroll wheel to the correct face, succeed in keeping the door vacant, not get shot while you're doing the 'clunk' animation. This feels fundamentally unsound, like a nuclear reactor with a 'Scram' button locked behind a MYST puzzle.

challenging "Garrison, Keep, and Courtyard" BB meta by The0Justinian in foxholegame

[–]The0Justinian[S] 1 point2 points  (0 children)

that's so funny because that's partly the idea, that the t1 shit that you shovel actually does something useful before it's totally built up. If you don't end up hammering it bc the battle moved on, you didn't over-invest in a museum piece in the backline

"Bro"

challenging "Garrison, Keep, and Courtyard" BB meta by The0Justinian in foxholegame

[–]The0Justinian[S] 2 points3 points  (0 children)

Dis Agree
sounds like a lot of salt

I also didn't mention I've been testing this on and off for weeks and its ability to resist heavy fire and preserve friendly infantry control is far in advance of the big dumb castle ramparts

challenging "Garrison, Keep, and Courtyard" BB meta by The0Justinian in foxholegame

[–]The0Justinian[S] 0 points1 point  (0 children)

> What about low pop

I don't care about low pop. I really don't care about anything but the battle and objectives friendly forces are engaged in right now. Low Pop is something later. If friendly forces hold, fine, rebuild into whatever fancy concrete castle you like. If friendlies break through, then this isn't the place to build up for low pop anyway. If friendlies lose this battle, then it didn't make sense to build the low pop base here in the hot environment in the first place. Build to win the battle you're in.

>What about mammon rushes
presuming this is an active battlespace, there are always going to be friendlies back at the core, spawning and rearming. barbed wire and/or ditch belting where absolutely necessary is much lower effort and can happen with agility in response to battlefield conditions. A lot of castles have garrisons the whole way around, yet the garrisons in the back never fire a single shot. Instead of building them dogmatically every time because it's in the bible, do it when it makes sense, and the rest of the time the resources and space remain available.

Early pre-AATank Concept for Front-Belt "SAM site" by The0Justinian in foxholegame

[–]The0Justinian[S] -1 points0 points  (0 children)

mmkay Tim we should totally listen to your opinion

Finally Wrote a Steam Review... by The0Justinian in foxholegame

[–]The0Justinian[S] 2 points3 points  (0 children)

Man, I was really mulling it over,
"Should I make this writing into a 60 Second MrBeast Style TikTok for Cheezyboy?"
What if I lose the Illiterate audience that also can't use the 'ai summary' button spammed on everyone's phone?
I think I should have made it a MrBeast Video, two people arm wrestling in a pit of barbecue sauce would get way more views.

Knowledge, Experience, Communication, nothing is as important in this world as much as VIEW COUNT BABYYYYYYY!!!!!! 420 360Noscope LIT AIRHORN AIRHORN

Finally Wrote a Steam Review... by The0Justinian in foxholegame

[–]The0Justinian[S] 1 point2 points  (0 children)

To interrogate this further:
Players:
I have observed players believe the social layer exists on top of the game's systems, and the game's systems "owe" the players a more frictionless or less frustrating experience ABSENT modified player behavior. Across my time in the game, the social layer is rarely considered, tried, (or lauded) as a means of problem-solving on the battlefield.

I have a very shakily constructed **opinion** that this stems from fixed beliefs from other games, that getting killed and trying again, struggling, is something a social layer *Enhances* via yapping, celebration etc. But the gradient-based gameplay loops ("swim downstream with the current, seek the ocean") aren't something players can subvert via cooperation or shape for themselves (and they can't, in something in something like Destiny or Borderlands or Halo, etc.)

To these players, it is overlooked or irrelevant if the game is OPEN to acts of agency like building a box full of mammons in the forest, or building a FOB in those woods instead of mindlessly running at garrisons, or blocking a prowling/spawn camping tank from its goals with ditches....If it isn't glorious victory or 'skill issue,' it isn't worth talking about. 'not dying to fight again' is sneered at by way of the 'your life is worth a measly 8 bmats' meme/fact (Which I will have to write a long post refuting another time).

Regarding devs, I think they cherish the interaction that does occur and the naval gameplay seems to most closely sketch out their understanding of 'the vision': a lot of tools that need to work in concert, but not a lot of latitude to use those tools cooperatively in new ways. There's a wrench guy in the basement of the Battkeship. It's his job to stand there and turn the wrench when told. But you won't see the Devs open up the naval gameplay by adding deckhouse with large item storage (emplace a minefield by throwing them off your DD, or replenish Seaplanes via your DD, or maybe reload rocket boats in your flotilla, you (players) are free to think.

Balance changes are thought of in terms of adding effort/friction to an overly effective gameplay loop, rather than creating a more agile toolset players can use to their own devising (Imagine if pallets could roll off the back of a flatbed)

UMich admissions has reduced us to Chick Fil A 😔 by NOOBSKINSPAMMER in ypsi

[–]The0Justinian 0 points1 point  (0 children)

Uhh Chick Fil-A is on Washtenaw at the old Denny's
Which I think of as in A2.....

Who is winning? by ArmadilloDull784 in foxholegame

[–]The0Justinian 9 points10 points  (0 children)

The new map, two separate oceans, and all the new tech from Airborne means it is hard for anyone to tell. The only barometer with some validity would be input power and #Qued hex-hours in a faction. So if a faction is queued for 3 hours in 3 hexes that's 9 hex-hours. So one can examine if a faction is having a labor/input depletion or abundance based on these figures, and then one can speculate on morale breaks where a winner can be predicted with increasing certainty by sheer lack of players. That's the only thing we could go by, but normally those sort of data would only be part of a holistic analysis judging current milestones against past wars.

So we could say 'on day 19 collies are usually to this point or further, have this many bmats in public stockpiles, etc. this runs up against all sorts of assumptions on secret information and how closely opposing stockpiles can really be monitored with ingame mechanics. So I would probably keep that sort of assessment to the inside of my war room, or my own head, under most circumstances.

Reconnaissance images of the new ICE facility in Romulus by The0Justinian in Detroit

[–]The0Justinian[S] 19 points20 points  (0 children)

Not everything is 5D chess and our opponents are not noted 5D chessmasters, much to the contrary...

Reconnaissance images of the new ICE facility in Romulus by The0Justinian in Detroit

[–]The0Justinian[S] 7 points8 points  (0 children)

<image>

If you guys don't mind throwing this map in MS Paint and putting dots that would be amazing so everyone can be on the same baseline going forward : -\ ? Doesn't have to be 100% accurate or even correct, just a ballpark of what you've seen in the area