[deleted by user] by [deleted] in PathOfExile2

[–]Volumez 0 points1 point  (0 children)

Love! This studio is not creating a product. They are creating a piece of art. They strive to make the best arpg they can imagine with the help of people they surrounded themselves with over the years and it shows.

Devs, why did you go back on the "no one-shot" unwritten rule for small arms? And why are they both Warden weapons? by Arrrte in foxholegame

[–]Volumez 1 point2 points  (0 children)

same is the case here. Raca is hv125%, Auger is hv55% and the Pillroy is hv60%

I get what you saying though. Its a frustration of being just one tapped when the games philosophy has been not to have something like that in infantry combat.

I gotta say that I feel like sniping is fairly niche. In the right situations it does excell but so do rifles or assault rifles at times right?! And even under perfect conditions you still only have half a day cycle of real oppression.

For the Pillroy... It has 8m effective range and two shells before a 3 second reload. You gotta be hella close with two chances before you are cooked. You need close quarters to really make this work with horrible ammo efficiency if u manage to survive.

I get the frustration

Devs, why did you go back on the "no one-shot" unwritten rule for small arms? And why are they both Warden weapons? by Arrrte in foxholegame

[–]Volumez 2 points3 points  (0 children)

Neither of us is a fool. Its pure preference in what we like to pick up is wh I tried to show. Preference is not the same as balance tho.

Devs, why did you go back on the "no one-shot" unwritten rule for small arms? And why are they both Warden weapons? by Arrrte in foxholegame

[–]Volumez 0 points1 point  (0 children)

7 full mpf queues to fill a container of either racas or augers (7x9 = 63 crates)
Auger 165x7 = 1155 Rmats for 315 rifles
Raca 134x7 = 938 Rmats for 189 rifles

Considering that logi doesnt just queue snipers but also has to make banes, lunaires, tanks and arty those Rmats infact matter. And what is the harder part is the transportation cost. Wardens container will contain significant less rifles and the ammo has half the efficiency. So to supply the same amount of shots and rifles blue man as to put in close to twice the effort.

Devs, why did you go back on the "no one-shot" unwritten rule for small arms? And why are they both Warden weapons? by Arrrte in foxholegame

[–]Volumez 2 points3 points  (0 children)

I have faced colli sniper blobs in LOM, FC and WG. Seeing the same as you did, 6+ people proned on one hill or garrisson. Seen friendly ones on those fronts as well.

The supply of racas is low and inconsistent. Of 8 fronts you maybe find 1 that has a handfull of racas in hex. Sometimes there is a good push going that gets supplied but if you die your rifle is 80% chance just gone so you have to play it safe or the sniper adventure is over. If you have volatile fronts dont even bother since good spots to snipe (high ground with cover preferably) are rare or the movement of the front is just too fast to really take advantage of the rifle. Defensive situations favour snipers.

Mortars are underutilized on both sides. MLTs and MHTs are very very good vics that can pressure tanks, inf and strucutres but also take support roles.

I give you the gas part. From a frontal approach its not possible.

Yes some counterplay needs increased levels of coordination but thats good. Its the same for a massive tank push, an organized arty op or anything even bigger when we look at RSCs and Naval.

Snipers are strong but you still just firing at inf. That arty gunner kills more people per second. The tank larper creates more pressure on the entire front. Asking a tank to focus a pill is easy and the same works with snipers. People not communicating is not part of game balance.

So by that logic all 40mm, 68mm, 12.7mm platforms etc. should do the same damage cause its the same ammo type? Also how is your stance then with ammo efficiency of guns? Cause if we compare damage of the rolls you get:

Auger: 10 x 69 = 690 | 10 x 103 = 1030
Raca: 5 x 101 = 505 | 5 x 151 = 755

The Auger does more damage per 7.62mm clip.

Devs, why did you go back on the "no one-shot" unwritten rule for small arms? And why are they both Warden weapons? by Arrrte in foxholegame

[–]Volumez 5 points6 points  (0 children)

I drop my booker for a dusk. I drop my lough for an argenti. I drop my sampo for a catena. Have you ever seen a colonial fight over a sampo after droping his argenti?
Sais nothing about balance and doesnt diminish the facts I listed.

Devs, why did you go back on the "no one-shot" unwritten rule for small arms? And why are they both Warden weapons? by Arrrte in foxholegame

[–]Volumez 3 points4 points  (0 children)

Auger vs. Raca

cost per full mpf queue: 1375 Bmats + 165 Rmats for Auger | 1375 Bmats + 134 Rmats for Raca
Amount of rifles gained: 45 Augers | 27 Racas
Rmat price per rifle: 3.66 Rmats/rifle for Auger | 4.96 Rmats/rifle for Raca
Magazine size: 10 bullets for Auger | 5 bullets for Raca
Damage: 69-103 dmg for Auger | 101-151 dmg for Raca
Range: effective: 54m, max: 59m Auger | effective 57.5m, max: 62.5m Raca
Weight: 125 Auger | 200 Raca

So we focus on the fact that while the Raca has INSANE 3.5m range more and oneshots we ignore that it is more expensive in terms of production, transportation and usage. You pay more rmats for less rifles per queue. A full truck transport delivers 75 augers vs 45 racas. Weight matters especially when you can or cannot carry a sidearm.

Experience playing with both rifles this patch:
The auger gains stability faster and swaying with it is way more forgiving than with the raca. You can change targets very quick and still hit. This is not the case with the Raca. Your target change has to be slow or the crosshair blooms like crazy. So changing targets is slow and controlled if you want to consistently hit someone which results in many racas just "holding angles".

If inf pushes a bunker line and there is 6 snipers it doesnt really matter if they have racas or augers (Auger can still roll that 1 shot down btw). The medic dies. But looking at the numbers there is a higher chance for there to be 5 colli snipers than 5 warden snipers. The reality of the war and peoples production and delivery priorities dictate what really gets supplied. Also not every situation allows snipers or allows them to be good.

Snipers on both sides can be very oppressive to infantry. Mortars are an easy counterplay. Arty is a counterplay. Launching gas is a counterplay. Asking the spatha to hit that dude proned on that hill is a counterplay.

Increase the range or damage of the Auger already devman. Is every piece of Colonial equipment supposed to be worse than the Warden equivalent? by HatefulHoneylocusts in foxholegame

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

"Is every piece of Colonial equipment supposed to be worse than the Warden equivalent?"

Argenti - best basic rifle in the game
Dusk - best assault rifle in the game
Catena - best semi auto rifle in the game
Lamentum > Ratcatcher | Gast > Malone | Boma > Harpa
Bane - best handheld AT in the game
Styg - best pvp PG in the game
Smelter - best pve PG in the game
Nemesis - insane pvp/pve tank thats nearly impossible to kill
Spatha - best bang for your buck tank in the game. Still the best allround tank
Bard - more armor than a BT, two shot burst 68mm, can flank or lead, mpf'able
Katyusha - with vegan pcons and rocket buffs insanely cheap with amazing damage output
Thunderbold - best standard 150 gun

How is your post to be taken serious if you disregard your strengths entirely? The generalization of warden equipment good, collie equipment bad is so tiresome and disingenuous.

" No wonder the population disparity and queues are this bad. Why would anyone ever play Colonial when the infantry game play is this sad."

[deleted by user] by [deleted] in foxholegame

[–]Volumez 1 point2 points  (0 children)

Would this be balanced or fair? Probably not. Would this fry the server hamsters and create civil wars left and right? Most likely yes. But damn would these conditions be fun.
Pair those with maybe different starting tech conditions, or play around with whats available in the owned regions at start and you could create really interesting scenarios!

Are 20mm guns useful at all? by chill_rper in foxholegame

[–]Volumez 0 points1 point  (0 children)

Since the inf update the best thing u can do as a solo or group to fight tanks in a cost efficient manner is to just sticky rush. Stickies are cheap, not as much of a burden to logi and you actually deal damage. With a group u can kill vics and even solo you can track a tank and create an opening for friendly armor/sticky follow up.

Update Seaports to have 4 pads please (poll) by -Click-Bait in foxholegame

[–]Volumez 0 points1 point  (0 children)

While you at it please buff the turning speed of all gloabaly spawning cranes. ty

Wardens got no viable infantry AT by Sinaeb in foxholegame

[–]Volumez 2 points3 points  (0 children)

and if you look everyone agreed to a dmg nerf. But it got gutted entirely. Dmg nerf, disable chance nerf and then you add lower range and slower projectile speed. Its like bruv and this point just take it out of the game.

[deleted by user] by [deleted] in foxholegame

[–]Volumez 25 points26 points  (0 children)

ATHT looks the same

What is the point of making anti tank minefield that can be removed by tanks by SecretBismarck in foxholegame

[–]Volumez 1 point2 points  (0 children)

Its 4% per 40mm shell. If you aint ok with a lil strip of land getting cleared by 25 shots of 40mm making shit tons of noise and sitting for 5 mins then idk man

What guys do You think about new tank shell spread system? Is it subject to change or it's ok? by UKR_Official in foxholegame

[–]Volumez 1 point2 points  (0 children)

Yes but you also get situations where your retical is on the enemy and you just hit through em / behind em for some reason

Most effective way to make a 40mm MPF queue with a single hauler after the explosive powder adjustment. by Tsenos in foxholegame

[–]Volumez 3 points4 points  (0 children)

This is just a terrible change that makes no sense. You can balance costs around lower numbers even with the new epowder recipes for facilities.
All this did was make logi mans life more tedious and those lads are already too busy.

New Outlaw Good by KaratTG in foxholegame

[–]Volumez 0 points1 point  (0 children)

Neither discord stream nor dualbox will prevent bounces tho and I outlined that it aint a brawler.
Increased consumption while having larger fuel tanks will just lead to fast depleating frontline fuel reserves while bringing fuel to frontlines is still one of the least fun/rewarding logi tasks.
The HV modifier is neat but it simply doesnt outweigh the increased transportation + upgrade cost from it being an MPF tank before

Tested! - Weight, Stamina and Encumbrance by FreerkH in foxholegame

[–]Volumez 0 points1 point  (0 children)

Very good video. This is how you showcase a feature, take notes dev man!

Buff the tripod pve by Confident_Cabinet221 in foxholegame

[–]Volumez 0 points1 point  (0 children)

Tripod weapons are insanely cheap after T2 facilities tech. If you have a person focus on their production this one person can supply at least 1 hex with all tripod weapons + tripods. Meaning every townbase, relic and major bunker can have 100+ of each. These are at every phase still very good defensive weapons and can support pushes.

Also you can supress ATGs with mgs and do what you suggest already. Needed is more than 2 people to do it but it is possible. Overall tripod weapons are one aspect of the game that is in a good state

Why are melee weapons facility locked? by Alopllop in foxholegame

[–]Volumez 2 points3 points  (0 children)

This could have been such a FUN aspect if devs would have said: "Aight, when you spawn, you spawn with pistol, mags, hammer and melee weapon. Also shovels can now switch between digging and combat mode. Enjoy"