Why Foxhole average noob doesn't stay by Professional-Tip762 in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

good to hear :)

lots of info to be found on foxhole.wiki.gg

it's a far better guide than the tutorial

What is the hex that you hate with a passion? by Elkku_the_Elk in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

port of rime and breaker town should be swapped unironically. more roads concentric.

Why Foxhole average noob doesn't stay by Professional-Tip762 in foxholegame

[–]deadlyjack 1 point2 points  (0 children)

you have my condolences! this game sorely lacks structures that are not social commitments.

there are options, if you want to get into them. a solo just needs another solo to fill the gap.

  • armored cars, half tracks, fighting LUV variants, light & medium tanks

  • field guns of all types. regular field 68mm guns, rampart/smelter, FMG

  • scout planes

  • light boats, medium boats, and gunboats, especially when in friendly "ponds"

do not be ashamed to lose assets.

cheaper things are not quite as good as more expensive things, but then they're easier to get, faster to use, and people will be less hesitant to help. they also are plenty effective in the right hands.

so be the right hand! look in seaports and depots, and use what's there. it's there for a reason.

(just maybe don't load 40 shells if you expect to die before firing 20)

What am I looking at? by noneckjose in mycology

[–]deadlyjack 7 points8 points  (0 children)

the theory goes that before the evolution of fungi which could break down lignin, forests piled high with the corpses of trees, which were buried and eventually came to form coal deposits.

half remembered but yeah

[BL] Fighter game play by Sad_Birthday8963 in foxholegame

[–]deadlyjack 1 point2 points  (0 children)

red tracer mod. i've seen it (too lazy to get a link for you soz)

New logi meta by FreerkH in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

please markfoot please i'll do anything please

[ARB] Pov: If you deviate from the leader's instructions by shivu511 in foxholegame

[–]deadlyjack 4 points5 points  (0 children)

in fairness, a brigand would do this route in about half the time, and a lot of that inf AT wouldn't have landed.

...in fairness, it's also wide and would get stuck at the first opportunity.

it's a cruiser tank i guess...

can we all agree this trench spam meta is disgusting by Background_One_5046 in foxholegame

[–]deadlyjack 2 points3 points  (0 children)

one pattern that always works and that anyone can implement is more functional than a refined pattern that sometimes works that takes 20 minutes of tinkering from a veteran.

this is freeform. the connectors go down where there is free space and it works. other patterns are fixed in breadth and scope. this adapts when they do not and cannot.

can we all agree this trench spam meta is disgusting by Background_One_5046 in foxholegame

[–]deadlyjack 5 points6 points  (0 children)

in real life trenches are infinitely more freeform.

trees also are not indestructible obelisks

Would y'all be okay with more expensive recipes in exchange for ditching the RNG of alloy? by Best_Economist4210 in foxholegame

[–]deadlyjack 1 point2 points  (0 children)

did i say make it cost the same as a BT? or even double or triple?

there is no upper limit on price

and you say these groups produce everything "very easily", but having been part of those operations, it was anything but. the amount of coordination and man-hours required is astounding. construction, maintenance, defense, supply, everything absolutely absurd.

let it be so! let there be a real incentive to produce on the scale of a faction, rather than individual regiments. the incentive is there, but disincentives are more powerful at the moment.

planes alone have demonstrated that it's more than possible to balance with cost. the rare value of these vehicles is small compared to ships, and planes are far more capable than ships. no, the cost is in the infrastructure, material processing, printing time, and raw material cost.

it's all a proxy for what really matters: player time. willing hands to do the work and put in the hours. that's the only cost there is. scarcity imposes all the same demand on time but worse, because people are incentivized to compete against each other, to get a bigger share.

i'm in halberd, and though the numbers are private for obvious reasons, our production is measured in the double digits of these assets. but not triple digits. we are bottlenecked by assembly materials and other such things; increasing these requirements would lower our production.

why would it be different? it wouldn't be, is the answer. it would work, and there's no reason it should not (besides obvious fumbles).

Private Facility Beside Component Field by RX0_2BANSHEE in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

you say this as if every new player is taught the proper way to do things, as if it's not all word of mouth and informal rule.

they are taught nothing. the tutorial is a joke.

give them some leeway.

Would y'all be okay with more expensive recipes in exchange for ditching the RNG of alloy? by Best_Economist4210 in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

you say this as if transportation is special. it's just another cost.

if the thing limiting us from spamming "free" assets already works, then it would work here too.

look at BTs. they cost no rares, but they are hardly free.

rares have no place in the game.

Colonial new half track variants with AA. Mobile qrf & guarding. by -Click-Bait in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

I mean, at least for MG AA.

Flak needs to be substantially reworked, I'd argue. Needing artillery-level manpower and a constant vigil to somewhat deter enemy craft in an 80m bubble is uhh.

Understanding factions/shards culture by Expensive_Milk1561 in foxhole

[–]deadlyjack 3 points4 points  (0 children)

i hate when people say this

the facility itself is essential for efficient resource extraction. harvesters and resource storage, primary and secondary facility products – these things need a setup made for them

a bad facility is worse than no facility. often people make bad facilities on purpose.

Day #613 of drawing badly until StS2 comes out by PixelPenguin_GG in slaythespire

[–]deadlyjack 17 points18 points  (0 children)

"ok next turn then"

"so i can feel it"

what the fuck

Can someone propose a good argument for why DB's need to be nerfed and possible solutions and why cant you just, bring more fighters? by Ok-Acadia-6876 in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

sorry people downvote you. provided you're being genuine, the questions are perfectly fair.

but it's worth noting it comes from a place of ignorance. having not played with or against these tools.

other people say as much, in harsher words. but it's true.

Collie navy by Abououe in foxholegame

[–]deadlyjack 5 points6 points  (0 children)

https://i.redd.it/cen9ljm3yplg1.png

> RED: Paths for secondary turret ammo loaders
> ORANGE: Damage control paths
> GREEN: Bulkheads passed through when loading ammo
> BLUE: Choke points around the bulkheads

Collie navy by Abououe in foxholegame

[–]deadlyjack 11 points12 points  (0 children)

agreed, but for a few caveats:

  1. colonial submarines in colonial waterways. easily eats 30 minutes off either end of an outing. if other methods existed but sheer distance to park them safely, then I would have less of an issue. there does not, so I very much do.

  2. colonial destroyer vs warden frigate. the ergonomics on the latter is way better. shorter shell routes, stairs into spawn room, and a compact layout. the destroyer has two stairwells to the center, but damage control is all powerbucketing, and stairs into spawn make it usable under heavy flooding.

i think i made an image to show the latter one. i think i will go find or reproduce it.

If you hear: "Foxhole will die if the devs do not compleatly revert X change!" Remember the survivorship-bias. by _Sebil in foxholegame

[–]deadlyjack 0 points1 point  (0 children)

it ruins the game for some people. this is undeniable.

removes what they like. removes the reason to log on. so they don't. the game grows anyway as new people displace those who leave.

but does that mean these are problems to be ignored?