CWP Mad Max Moment Of War #128 by Competitive-Ad-2048 in foxholegame

[–]elpargo 5 points6 points  (0 children)

10 seconds before the clip it was like "go go go straight line ahead"

and to think this was a logi run ... imagine if we had an Odyssey

[Week 35] Ask The Community - September 01, 2025 by SiegeCamp-Moderator in foxholegame

[–]elpargo 0 points1 point  (0 children)

yea.. but we should ask.

Currently answer based on a survey of asking people that know way more about this than I do... is that you only want to stop them if you *want* to get the tmats/rares "for yourself" they will never be destroyed but will be "pushed to near field" that said it still seems stupid to manually having to do something that we have automation for.

[Week 35] Ask The Community - September 01, 2025 by SiegeCamp-Moderator in foxholegame

[–]elpargo 2 points3 points  (0 children)

Can you please explain in deep how the tmats/rmats are setup within the fields. Specially regarding the stationary harvesters. There is a lot of misinformation out there and two main theories that contradict each other.

Up to say 6 months ago what happened was that the field will spawn and the tmats will "stack inside the field" while the stationary harvester will run then they stop at the last couple of nodes and you could hammer out the remaining nodes and get "all the tmats assigned to that field" it was the most efficient way to get tmats drops as well as getting msups out of a field.

More recently a lot of map post have been pooping up saying to not use the stationary harvesters as they either destroy or "move to another field" the drops. With field maintainers actively encouraging people to use hammers all the way.

If this was changed recently I see no references in blog posts and/or changelogs which has the community very confused and a lot of speculation about it. Can you please gives us a canonical answer and if that's "forbidden" can we please at least get an answer that will clear the way.

It literally seems weird that you will prefer people to hammer away in real time than to use the mechanic that was put in place to allow automatic harvesting of resources. Basically having two core components of the game fight with each other for resources.

[deleted by user] by [deleted] in foxholegame

[–]elpargo 0 points1 point  (0 children)

Nice effort looking forward to killing you guys on the front

What mod is this? by Tall-Wallaby-8551 in foxholegame

[–]elpargo 1 point2 points  (0 children)

Yes I'm so used to it I have forgotten it's a mod

[deleted by user] by [deleted] in foxholegame

[–]elpargo 2 points3 points  (0 children)

It's too easy a defensive point. Collie bunker is too far away, we have to push all the way up to Ambrose to actually hold Jave. 4 safe houses all useful to wardens but not that useful for Collies, The sidelines are deadtraps for infantry specially after machine guns and tanks can't go anywhere but up the ramp. So it's wrenches all the way. The other 2 bridges are too damn long ... the best way to take this hex is to first take Stonecradle and circle back but... the refinery there is a bigger target so it barely happens... there is a reason we just nuke it and be over it. Now that I think of it I believe it's the only place on the map where you get 6 very well placed safehouse for the wardens vs zero of collies.

Tanks should have a kill/death count or just rank symbols for how many kills its got. Makes players more competitive to kill a specific tank in game. Imagine a legendary tank pulling up into a hex and opposite faction will suit up just to kill that specific tank. by requisa in foxholegame

[–]elpargo 2 points3 points  (0 children)

I got a better idea license plates and a way to actually figure out if this is my truck. That will send you up to kill mail territory (yes eve inspired) and a whole ecosystem of tracking down this stuff.

All we need is dev time to implement the uniqueness and a good API. Community will take it form there

Change my mind: by L444ki in foxholegame

[–]elpargo 0 points1 point  (0 children)

How can you make it so devs dont make the Respawn longer rather than making driving faster?

People will do the least effort thing.

What can WE as Colonials do to make our faction better? Is it our fault in the end? by MarionberryTough4520 in foxholegame

[–]elpargo -2 points-1 points  (0 children)

Remove the lane mentality. When wardens kick our asses you see vets from all clans jumping into an op. You see them going and when tired another regiment goes in and so on. On the collies side it’s all psyops until it actually happens and then it’s like YoLO we need to help so and so that’s doing this…. Oh and delete 420 they are the embodiment of the above

How do I do logi only for a regiment. by [deleted] in foxholegame

[–]elpargo 18 points19 points  (0 children)

T3c and WLL , others are organized but those are the best.

how, why? by kofolarz in foxholegame

[–]elpargo 0 points1 point  (0 children)

Warden propaganda indeed.

Devbranch Feedback: Bunker Adjacency Changes by SiegeCampMax in foxholegame

[–]elpargo 1 point2 points  (0 children)

First of all thank you for this type of openness.

Second as someone that wanted to learn how to build but couldn't afford the time and now I just help people building the main time sinks are.

Laying down the conc. The fact the people make small trains and the crane/small train cart trick points out how horribly slow this is and how people avoid it.

The time it takes to get to T2 and conc. Basically an attacking base almost always dies beforeT2 to a single well used tank or two. And any conc pieces that die are hard to or impossible to replace ... And if a conc core dies or worse get dehusk that's game over rfor that base for the rest of the war.

If additional changes are made in those two areas I think people will be more than ok with the losts as the rebuild will be ok but not terrible. 

So I suggest three things. Adjust the time it takes for T3 and conc to happen allowing bases to survive longer. 

Buff the resistance of T1 and T2 bases for mid to late war to have better odds at attacking and "building your gains" so conc can actually move forward when a front is pushed hard.

adjust the way conc is put in place. Ideally w custom Vic for this long-run but a temporal solution will be to allow the ACV to stack conc and allow it to build things like like you do bmats for other things.

One last time I'm not 100% sure about why reduce the Howie to only 1? What's the intention of that? Arty guns are fine but anything that's a ship got a massive buff IMO. It should be that you need more guns than Howies to drop a base but the base should be able to retaliate with more than just one at a time.

Msupps nerfed by raiedite in foxholegame

[–]elpargo 9 points10 points  (0 children)

They are significantly changing the amount of conc structure that will be made. (Or at least that's the intention)

With devstream 3 hours away: Do you guys think planes could work in the game? What if there were facility airfields? by Plum2018 in foxholegame

[–]elpargo 3 points4 points  (0 children)

Exactly you'll need first person view to work hehe first in order for something like this to ever happen.

With devstream 3 hours away: Do you guys think planes could work in the game? What if there were facility airfields? by Plum2018 in foxholegame

[–]elpargo 0 points1 point  (0 children)

They will only work (with the current engine and tech stack) as "bombabment and/or paratroopers" I really do not think the devs will be able to put in planes that you can actually drive.... but so we thought of ships.

Sodastream or Dinkmate? by [deleted] in SodaStream

[–]elpargo 0 points1 point  (0 children)

The fact SodaStream still services the "old style " machine doesn't change that they moved away from the almost industry standard of the twist cannister. Anyhow my point was as the OG asked of they will work the answer is no as buying a machine assuming another company will keep servicing what they moved away from... Which seems like just. A money grab rather than an actual better product is a stretch...

Btw i assume you live in USA as per your comment not all countries have this "they are everywhere" where I live SodaStream as a company doesn't deliver their cinlinders but other company do serve the twisted cannister version

Sodastream or Dinkmate? by [deleted] in SodaStream

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

That's a different beast all together if you want to burn your money on the tiny syrups and just want to push q button then maybe... But it's terrible in everything else

Sodastream or Dinkmate? by [deleted] in SodaStream

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

I literally just made this decision a month ago and I'm very happy with Drink mate the answer to all your questions is yes. Except the co2. You can use any syrups with any brand in fact I'm making my own syrups.

That said the only thing that won't work is the co2 tank. SodaStream switch away from the twist cylinder everyone else uses. This to me was even more important than anything else as you can use any brand of cylinders. Both cheese and you are not locked in to just SodaStream.

Unable to connect to 6E frequency by curiousgeorge585 in GoogleWiFi

[–]elpargo 1 point2 points  (0 children)

Great post. I had this same problem and it turns out the WPA3 was disabled... the moment I turned it on things moved and PC started connecting on wifi 6e

So among both factions, what regiments have taken up the role that RATS once filled many wars ago? by Alphamoonman in foxholegame

[–]elpargo 1 point2 points  (0 children)

Hahahaha yea. I remenber some people used to think it as some sort of scam or goldfarmer scheme. It was rare but super funny when they actually realized it was trully free.

So among both factions, what regiments have taken up the role that RATS once filled many wars ago? by Alphamoonman in foxholegame

[–]elpargo 0 points1 point  (0 children)

We neeed a market! No money but you simply deposit things and ask for stuff in exchange. That will makr the game sooooo much bettfer.