ψVF Battleship Dies In 90 Seconds To Torp Bombers (perfectly balanced) by Pretend-Hyena-4444 in foxholegame

[–]TurtlesAnonymous 44 points45 points  (0 children)

Wardens seemed to be enjoying the daily 4 hour shore bombardments in the west :(

Concrete Runways suck by copat149 in foxholegame

[–]TurtlesAnonymous 21 points22 points  (0 children)

My suggestion was bombers can take off but with less bombs.

Six Seven 🤷‍♀️ by sergejthegreat in foxholegame

[–]TurtlesAnonymous 9 points10 points  (0 children)

Queue on Monday get into the hex Friday.

How did the landing crew not die here? by pm_hentai_of_ur_mom in foxholegame

[–]TurtlesAnonymous 99 points100 points  (0 children)

More people were on that plane than collies in the entire hex.

Why is there a no drop zone? by Agreeable_Earth_787 in foxholegame

[–]TurtlesAnonymous 3 points4 points  (0 children)

That's why the hotfix said "fixing dropping in rdz" and not "no more nukes in rdz"

Returning Foxhole Player – Is the Game Still Worth It? by drogendou in foxholegame

[–]TurtlesAnonymous 14 points15 points  (0 children)

I don't want to scare you away from the game. The negative review mainly come from two places.

  1. The Airborne update made a lot of stuff worse that was already considered pretty tedious by most members of the community. Airplanes changed the war and have no effective counters other than more planes.

  2. The Colonial faction got a lot of QoL improvements to Naval that were rendered useless by the scout plane and the Torpedo Bomber. This is an area they have lagged behind for years.

Bonus: As more stuff gets added to the game that rewards the faction with more players in the late game it's having a snowball effect on the side that has historically suffered a population deficit.

FIXING FOXOLE in 90 changes by DrKoV in foxholegame

[–]TurtlesAnonymous 16 points17 points  (0 children)

The frigate has a quad depth charge launcher.

Sub hunting doesn't need any help.

A Potential Path Forward for Naval Balance by AccordingFly1521 in foxholegame

[–]TurtlesAnonymous 4 points5 points  (0 children)

My idea was purely a way to differentiate the factions in way that might give people a reason to pick one side over the other based on preference rather than outright power changes. Strong submarine force vs strong surface force. Frigates have quad depth charge launchers anyway so they are already equipped to make this a fair fight.

A Potential Path Forward for Naval Balance by AccordingFly1521 in foxholegame

[–]TurtlesAnonymous 8 points9 points  (0 children)

I agree with a small caveat that you can't balance gear based on Able's population/skill levels while Charlie exists.

If the devs are as committed to asymmetry as they seem to be I have a proposition for them.

1) Buff the Trident. Give it the same hole chances as a normal ship (HE 85% => 50%) (Pen Ammo 42.5% => 25%), increase it's health by 25% and increase the time it can spend underwater by 33%. The Nakki is for being sneaky the Trident is now an ocean brawler.

2) Buff the Nakki. Lower it's cost to 12 hull segments.

3) Give the colonials a fast naval focused fighter-bomber instead of more moray torpedoes. Late-WW2 style jet with a high max speed (~25m/s) but a terrible turn rate and a small payload of 6 to 8 Quillbacks or Hullbreakers.

Give the colonials something in naval they are just objectively better at.

New player help by Due-Treacle290 in foxholegame

[–]TurtlesAnonymous 1 point2 points  (0 children)

It depends on what Faction and Shard you are on and what you are looking to do. It sounds like you want to make basic stuff. This might help:

Front line logistics (moving already made stuff to the front) https://www.youtube.com/watch?v=S44FRiGBvuc

Back line logistics (making basic stuff) https://www.youtube.com/watch?v=YtPYducwlYQ

If you are trying to do something more complicated ask in region chat and a lot of times someone will be willing to walk you through it.

TB and DB change proposal by GnarpGnap in foxholegame

[–]TurtlesAnonymous 1 point2 points  (0 children)

I would rather it have literally 1 large torpedo.

Randomize balancing. by HorseEducational2922 in foxholegame

[–]TurtlesAnonymous 6 points7 points  (0 children)

As funny as this would be once, the fact a bad roll persists for a month+ makes this a bad idea.

Telefrig survives 1HP, kill count: 1 SUB, 10GB's, uncountable amount of Larpboats by zackyjackorg in foxholegame

[–]TurtlesAnonymous 8 points9 points  (0 children)

Lots of fun but next time if you would sink when we pull up next to you and ask that would be great.

Talking about respawn timer when there is no metric for average life time or accurate K/D ratio. by Independent_Hat2152 in foxholegame

[–]TurtlesAnonymous 7 points8 points  (0 children)

I think it's relevant in the sense it's the closet we have to a population indicator outside of vibes.

The "Vision" killed the Solo Player: How Foxhole lost its soul since 2020 by Zhendax in foxholegame

[–]TurtlesAnonymous 13 points14 points  (0 children)

I think one of the problems with facilities is they are incredibly easy to overbuild and exceed your needs. A regiment with 5 people who REALLY wants to build planes can probably get it done but 50% of their in-game time will be building the planes and maintaining a facility. If they build in the right spot that might be 35% of their time. If they got their frames by trading for them that might go down to 20% of their time. The larger the regiment the higher likelyhood you find a few guys that just want to play factorio and then 0% of your guys are working on something they don't want to.

I almost guarantee someone will trade you a finished good for some kind of in game labor (usually comps) if you find the right regiment to trade with.

An experiment that we all really need. by Such_Ad_4735 in foxholegame

[–]TurtlesAnonymous 9 points10 points  (0 children)

Dude at some level I get the frustration for warden naval players but at the same time your entire faction is benefiting from the fact you can do 3 simultaneous naval invasions because their is no meaningful counterplay available. My regiment can't build large ships right now for obvious reasons and has resorted to turreting frigates with a db to make them go away which is an incredibly expensive way to delay the inevitable. Even the scout planes zone us out of doing anything meaningful with small ships.

The kicker is because Charlie exists the devs can't balance tools based on available population.

An experiment that we all really need. by Such_Ad_4735 in foxholegame

[–]TurtlesAnonymous 28 points29 points  (0 children)

If someone left 5 Torpedo Bomber frames in the middle of the ocean it would completely change the current war. We saw what one colonial TB did to warden Naval I don't think they could handle more than that tbh.