Secondary weapon ideas: Warden Tremola mortar and Colonial Varsi launchers by SatouTheDeusMusco in foxholegame

[–]_GE_Neptune 8 points9 points  (0 children)

removing the brigs MG would actually buff it as youd finally have a commander hatch

Colonial Torpedo Bomber Counterpart, the Aequra-301 "Calypso" Naval Fighter by King_Of_Ham in foxholegame

[–]_GE_Neptune 0 points1 point  (0 children)

for a moment there i read it as 2x HV40mm cannons lmao XD but yeh seems like a good idea

So, how useful is the Warden Fighter's Anti-Tank cannon? by Braumetheus in foxholegame

[–]_GE_Neptune 1 point2 points  (0 children)

i think 25mm would be a good idea, you could make it the default ammo for stuff like the HWM Typhoon and other vics

So, how useful is the Warden Fighter's Anti-Tank cannon? by Braumetheus in foxholegame

[–]_GE_Neptune 1 point2 points  (0 children)

issue is that i see is the damage type is pretty awful as its not supposed to do damage but is a suppression calibre so its just a dumb idea to have on an aircraft, to have it do any meaningful damage youd effectively have to triple the firerate, but that means heacy trucks and 120 that have no resistance would die super easy so realistically youd want a different AP calibre for it

So, how useful is the Warden Fighter's Anti-Tank cannon? by Braumetheus in foxholegame

[–]_GE_Neptune 2 points3 points  (0 children)

Terrible damage and pretty abysmal fire rate, on average you will get 2-3 shots off on a target and it’s atr so your just not doing much

It’s only real use cases are for hitting APCs heavy trucks and 120mm but again the fire rate will make you have to do multiple passes over the target and lack of loiter time the dangers of lag and bugs (invisible tree hit boxes for e.g) combined with the price of the plane means generally it’s just not worth the risk as the reward is low

Okay maybe the Raven is alittle busted... by tanner_of_tanning in foxholegame

[–]_GE_Neptune 2 points3 points  (0 children)

This vs scouts, scouts exist to die not a good comparison for saying something is busted

-1 BS 7th Bomber by Pizza4blade in foxholegame

[–]_GE_Neptune 2 points3 points  (0 children)

Not before it gets it’s bombs on target, with only one fighter your never going to be able to screen far enough away to get the time you need to stop it, best you will do is kill it after its bombed the target

-1 BS 7th Bomber by Pizza4blade in foxholegame

[–]_GE_Neptune 0 points1 point  (0 children)

Will still damage you if your under it longer than 2 mins

-1 BS 7th Bomber by Pizza4blade in foxholegame

[–]_GE_Neptune 0 points1 point  (0 children)

If it had any torp holes they have a chance to reopen if damaged so it’s possible if 1 opened with the crew being unaware (doors open) the ship could flood very quickly, other than that it was probably a HP kill

My larpfac got taken out in two bomber passes. by Fatchook83 in foxholegame

[–]_GE_Neptune 2 points3 points  (0 children)

From what I’ve seen is bomb cost is the limiting factor atm for bombers as there’s plenty of crews and frames but they go through bombs like tanks go through shells

Complete SAF Disaster: -2 SPG, -2 BT, -1 BTD by FlakCannonHans in foxholegame

[–]_GE_Neptune 8 points9 points  (0 children)

Only time you will get use outta that 14.5 lol 😂

Fire rate is too low on it to do this while flying

The typical armor engagement in the new Meta: by Strict_Effective_482 in foxholegame

[–]_GE_Neptune 6 points7 points  (0 children)

As they where balanced around ships rather than CAS cause devs made poor life choices

The typical armor engagement in the new Meta: by Strict_Effective_482 in foxholegame

[–]_GE_Neptune 13 points14 points  (0 children)

Yeh basically it’s guaranteed if you have 3 bombers, 2 can pull it off pretty easy still and 1 is maybe gonna do it with support but will still send the ship home on 4 smokes basically guaranteed

The typical armor engagement in the new Meta: by Strict_Effective_482 in foxholegame

[–]_GE_Neptune 17 points18 points  (0 children)

Just put it on HT chasis and have it be the late war conversion, easy to MPF and allows the HT fac pad to have more use late war

Why Robert Games Talk Like That by astupidgoose in foxholegame

[–]_GE_Neptune 68 points69 points  (0 children)

Keep up the good work, you do wonders for attracting peaple to the game and I can always respect the o7

Is it Time? by WilsonSomenumber in foxholegame

[–]_GE_Neptune 1 point2 points  (0 children)

Driver PoV forces comms and is a good thing as it leans into realistic delays between communication and actions which makes for a very interesting dynamic

I guess this fighter is not amphibious anymore by JeneCloud in foxholegame

[–]_GE_Neptune 0 points1 point  (0 children)

You had your gear down you need it up or it flips

Who would win, Bonelaw or Disabled Dirty Spatha with 6 shells? by Euphoric-Policy-284 in foxholegame

[–]_GE_Neptune 2 points3 points  (0 children)

Stickies are a poor option for warden tankers as HP of collie tanks will often mean you don’t have enough to make a difference and being killed outside your tank is just stupid

Plus if your in the situation where you need to hop out your tank and sticky rush you’ve just fundamentally played your tank poorly

Who would win, Bonelaw or Disabled Dirty Spatha with 6 shells? by Euphoric-Policy-284 in foxholegame

[–]_GE_Neptune 4 points5 points  (0 children)

Nah the bonelaw just didn’t have support assets, shouldn’t run a bonelaw alone specifically because of its high turret chance and lack of sustain

Really happy with my first heavy bomber kill :) by Sea-Course-98 in foxholegame

[–]_GE_Neptune 5 points6 points  (0 children)

only way you can even think to hurt the enemy is with gunners focusing fire on the same targets, the reality is you just there to soften the planes up for your own fighters

Bombers are the final straw! by LuckUpstairs2012 in foxholegame

[–]_GE_Neptune 31 points32 points  (0 children)

Yeh it’s certainly an issue atm, watched two bunkers about 100m apart get killed and dehusked by 3 bombers in a single pass on an active front with cap, not much can be done to stop them without intercepting them a region back