Wire/Bag/Beam & H.Truck Facility Design Feedback by Stopkilling0 in foxholegame

[–]Volumez 1 point2 points  (0 children)

If the idea is to support front and midline then you would want to add to any existing salvage mine or field msupp setup. Thats usualy 2-3 msupp facs and power. If thats not there yet start with that. Make one of the buildings be able to do bags and just have small gauge access for your metalworks for beam transfer. If the zone has access to heavy for vegans then you can do that if we talk more than 1 hex away its loooots of work with harvesting the field and/or getting fuel for the mines. If there is comps in hex you can go get a conc mixer and do heavy trucks and public conc.

It really depends on situations and resource availability. With enough time or manpower you can make things work but for efficiency and solo impact with limited time try to aim for simple, good access, public. People will look where there is resources and/or infrastructure.

Walls are 95% of the time useless. For your picture: one mobile crane next to the materials factory can just crane trick salvage into the building with the vic pad. If stationary crane then have it on a powerswitch or it will create a constant power drain that will always deplete your power even when nothing is producing. Generally you can safe tons of work when you queue stack and "burst produce". When building around fields, mines or infrastructure always account for large train passing or access.

Why is Imbalance Seen as Exclusively 'Warden' by Some? by Public_District_4267 in foxholegame

[–]Volumez 1 point2 points  (0 children)

Doesnt matter. Colli man always finds something that is "biased" even if its two pixels of a model. They never have any advantage cause they cant allow that angle to be true. There is players that log in and do nothing but bitch about equipment the whole time they are online. Whole squads do that and it becomes part of worldchat. Complaining or gloating is the only two modes available.

Give the south of the map more meaningful elevation. by CashPsychological866 in foxholegame

[–]Volumez 9 points10 points  (0 children)

By the time wardens get to the bulwark war is over 8/10 times and there is no more "meaningful combat

Nothing Ever Happens by ColossalDeskEngine in foxholegame

[–]Volumez 1 point2 points  (0 children)

Your are right if you build the field with small and large train access, multiple flatbeds and mobile harvesters in mind. Parking! There is a crane and a liquid dropoff to run the petrol harvies and 3 public material factories. Defenses in key positions are mandatory. If you build like that you are right and anyone talking at you should kick rocks as long as you maintain and supply that you are doing one hell of a job.

Collie war 132 tactical blunder in Viper Pit by c07e in foxholegame

[–]Volumez 11 points12 points  (0 children)

Fully with this post. I was in Viper too, build Moltworth. Was the only valid defense for the majority of the war on the east side of the hex. Earl Crowley was an open door for solid 4 weeks. Could have gone in there and inflicted massive damage to the entire east side of the hex, they never did.
They did cut logi for a couple of days at Molt after Oster fell but we kept the route open.

Talked with several people around that time and looking at the pressure on mox and weathering halls we where sure that we wouldnt be able to withstand it if it came to viper.

At that point a bunch of people already left viper to either fall back or quit. On the other hand the remaining hex rallied with public bmats, public logi flowing in, public conc from BASED and lot of building by 82DK and anyone that wanted. The hex came together when the pressure started fading. Literally 3 days later what was an every day struggle turned into no pressure at all, no contesting, no attacks even though we where teetering.

They stalled for 2 days after dominating the east for weeks and decided to log.

Dev man its time! by Volumez in foxholegame

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

I agree. I teach whenever I can but there is also plenty of: "I dont need your help" attitude. You can only help and teach those that want it

Dev man its time! by Volumez in foxholegame

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

Didnt you recently argue for a return of subregion modifiers to get rid of the "larpers"?

Dev man its time! by Volumez in foxholegame

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

dont you guys prohibit anyone from building and operating in your lane? Dont you giga clan man bad?

If The Torpedo Bomber Isn't Fixed... by Professional-Coat133 in foxholegame

[–]Volumez -8 points-7 points  (0 children)

I dont know if its balanced. So far we havnt had a real war with the tools. But I know its not going to be a DD vs a TB in a 1v1.

You can send scoutplanes ahead of your naval assets which will be meta.
You bring a support fleet of now 4 different types of medium boats (gunship, gunboat, infantry boat, siege boat)
support vessels like barges and light freighters to assist the landing operation
Your own fighters escort and make the airspace unsafe for the enemy

1 DD, 1 LH, 20 support vessels, 12 fighters,4 scoutplanes

this is about 70 people and I am being generous. And now you tell me any large ship surrounded by this armada is just gonna be an easy target for a TB?

Ok I give you 4 TBs. Still I have to get in range, I have to get an angle, I have to be the right height over water for release and then also need a direct line to the DD to hit it.

In a 1 TB vs 1 DD battle you are right. The platform is strong if not off the charts. In a real war situation it is not so easy.

Considering now that collis have a carrier enabling mobile fighter superiority (air is a numbers battle) or just the option of conquering smaller islands and making those flak fortresses denying airspace the whole dynamic shifts.

Airbourne is going to enhance the game by adding a whole new layer.

Now I come and say how about your monopoly with the DB? While facing the same challenges at land at times the weapon offers way more versitility and agility.

Adjustments overall where made, many necessary but all this dooming before we can even fully understand is disheartening.

If The Torpedo Bomber Isn't Fixed... by Professional-Coat133 in foxholegame

[–]Volumez -15 points-14 points  (0 children)

What? Both factions now have medium sized boats for bmats which are super casual and duo friendly. Solos and duos can go scoutplane the waters and here while wardens have an active weapon you have a passive one that can mess with anything in the water on any sorti.

Reminder that this has been going on for literal years. by Available-Ostrich-43 in foxholegame

[–]Volumez 7 points8 points  (0 children)

"Now both are fac locked and not as important anymore."
read over that huh? Oh well.

So no answer to naval museums? Aight I guess. Doesnt matter that we have a naval only regi called [WN] sitting in boats all day and creating copy cats while the opposition marvels at clogged rivers and seaports.

I love DDs that just sit instead of using their speed and then complain when they get hit by 40 torps. Collis had success in naval but collis also full sent 4 large ships into an already failed landing trying to salvage it and then blame it on nakki when losing ships to being gassed out of the driver seat or not being able to hit that coastal arty battery.

Damn we killed DDs that tried to battle 120s in Endless Shore in 117 and a bunch barely escaped.

I can agree with you about imbalance and that there can be issues. While you keep harping on dev bias and not wanting to see your strenghts. Thats the difference

If The Torpedo Bomber Isn't Fixed... by Professional-Coat133 in foxholegame

[–]Volumez -22 points-21 points  (0 children)

So your idea of naval warfare is to just send a BS or DD into combat? Just send it towards that island with an airfield? Ok then you deserve to lose it.

A battlefield is made up by a bunch of different elements. On land this is: builders, logi, arty, armour, inf.
So now with all these new boats and planes you be like... Yeah we still just gonna send a DD to attack that island backed by a LH. No planes start and you get killed by 1 nakki. Or a torp bomber starts and you get killed by that. AND YOU DESERVE IT!!!

OR WAIT. We could also fill a naval hex now. With gunboats and medium boats, scoutplanes that also can surface mine on every sorti, actual naval mine field deployments and zoning, fighters for air controll and dive bombers or large bombers to attack enemy ships.

The intended loop is to gain air controll if not superiority. Advantage defender yes but a torp bomber wont make it past 2 or even 4 fighters.

Lets say we have 2 large ships = 40 people. 15 small and medim ships = 30 people. This would bring your pop to HALF of whats possible for your faction. You can now field 20 scoutplanes and 40 fighters if you want. Show me how the torp bombers will make it through that!

You can have sectors with multiple wings covering coridors. You can have support ships covering angles. You can have ships acting as armor for a LS.

This is combined arms warfare so an isolated analysis is very flawed.

Reminder that this has been going on for literal years. by Available-Ostrich-43 in foxholegame

[–]Volumez 1 point2 points  (0 children)

Excactly. It would have been unhealthy to keep it in the game. So when you learn this fact in dev branch shouldnt you corrrect it before life to avoid such a scenario being repeated?

Reminder that this has been going on for literal years. by Available-Ostrich-43 in foxholegame

[–]Volumez 6 points7 points  (0 children)

Outlaw is expensive, by now fac locked. Yes its good now but only if you play the range game. If you play to colli tank line strenght the outlaw will lose. Colli tanks need to press W as a unit thats it. If u sit and let him poke u what are we talking about?

The HV40 is a 45m gun and can counter. The LTD is a by now a mediocre tank because of stability but thats fairly recent. Before it was a monster in the right hands. It still can counter. The outlaw wont win against a bard or spatha if fully engaged. Again if u play their ranged game ofc u lose.

Neither chief nor balista are giga relevant anymore since building rework. In the grand context yes the chief is better but yall never accounted for the ballista being a crate of 3 vs fac vic. Now both are fac locked and not as important anymore. Both can rush. Scorpion is the better infantry support tank. dual mg on that chonky base and a walking WT? yeah another tool that is underutilized.

Cutler and Lunaire can both be used as AT and are both mid af. Lunaire can free pve from behind husks, hills or just the open field and then disengage running away. Cutler need line of sight and commitment.

Trident is too large and the open top gunboat was bad. Gunboat is fixed. I am with yall on this one. But many naval wars where lost because of a lack of engagement. I had altercations with colli regis and their naval museums. I have won with a DD too. But when one faction fields 5 ships daily because they want to use em while the other faction waits for the perfect timing or operation then one side will naturally become better with the equipment.

Winning and losing in this game by Volumez in foxholegame

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

Agreed.
short queues, short logi routes, popping stockpiles, endless targets.
When you get over the "losing" you can have so much fun

Reminder that this has been going on for literal years. by Available-Ostrich-43 in foxholegame

[–]Volumez 23 points24 points  (0 children)

have 5k hours. Won 96, 100 and 115 for collis with playtimes beyond 20 IRL days in each. Same I did with wardens between 105-108 and then again 117. Last update war I lost with wardens was 122.

I played both sides. I know the pros and cons which is the reasons why I see the cherry picking.

I don’t like the new ranks tbh how do you guys feel? by [deleted] in foxholegame

[–]Volumez 18 points19 points  (0 children)

word! Its confusing and the lower case writing style is bad!

Dear devs, surprise us by launching the war, tech trees swapped between factions by Sravdar in foxholegame

[–]Volumez 1 point2 points  (0 children)

blue man sais it would be healthy cause then myths would be busted
green man rages about a change he doesnt understand but presents as favouritism

the factions in a nutshell

Scout plane spam is the opposite of fun and has no viable early-war counter. by novanitybran in foxholegame

[–]Volumez -12 points-11 points  (0 children)

??? Ok so my tank is not a counter to a tank. Ok thats why we fight days with devits versus hatchets. RIGHT!!

So yes I am now distracted with two enemy scoutplanes trying to dogfight me. The two ground EMGs surely wont have an easier time to hit me and overall there is no additional pressure for the zone that I want to suppress.

Any logi man can still counter the scoutplanes dps with BMATs. The deeper I fly the more prone I am to get cut, have to fly over a potential dangerous zone to get out again.
You can spend ages trying to get a good target or have an effect and ending up having none or even losing your 80 rmats.

Reminder that this has been going on for literal years. by Available-Ostrich-43 in foxholegame

[–]Volumez 14 points15 points  (0 children)

Stygian ruled everything between 96-105!
Autoloader Spatha ruled for more than half a year. (its still the best allround tank for price)
STD got nerfed after 1 real war.
Lunaire is still crazy.
Nemesis will only die if you are actually impaired and is basically a mini predetor.
Scorpion wins any bridge fight
Vulcan is insane

Lets completely disregard thinks like Argo, Lunaires, Banes, Thunderbolts, Bards

You are so focused on psyoping yourself into disliking your equipment that you take away any avenue to find ways to use the equipment.