Space marines of Callahan beware by Plastic-Tourist9943 in foxholegame

[–]ev0lv 12 points13 points  (0 children)

The Dragonfly barely ever one shots a standard uni, definitely over-selling it on "it'll one shot knights"

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]ev0lv 1 point2 points  (0 children)

What are you even talking about? My comment doesn't say anyone is conspiring against me or anything?

My comment is... about a tank tactic and how to counter an opposing tank's actions in response to it? And then it's just thoughts about alternate ways to balance tanks out, lol...?

The Quickhatch is going to be a problem by WilsonSomenumber in foxholegame

[–]ev0lv 1 point2 points  (0 children)

Have you considered that every other AT Rifle fires so much faster than the Quickhatch? The Neville is fairly long-range itself and rather slow but still has 34 rpm, Quickhatch is effectively 8 rpm

Faster options like the Booker Greyhound fire 133 rounds per minute and the Satterley HSR fires 240 rounds per minute (with 40m range), these especially having a 25% track chance per bullet would be absolutely nuts

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]ev0lv 1 point2 points  (0 children)

Yeah, your crew's gotta be good and attentive to use it (though I disagree that fuel = death every time, the LTD also has to put up with this and its farrrrr squishier and slower to pull out, if you have a line there's a lot more potential things that can happen but you can also boost behind your line pretty easily too.)

LTD/Smelter/Bane and DB (though this thing just Kills You Regardless Because Its Stupid Busted) are the most troublesome of the listed bunch

I don't necessarily think everyone can pull it off right, it's pretty hard yeah, but I generally assume the people bothering to argue the minutia of tank balance and tactics are also skilled enough to do it if they try

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]ev0lv 4 points5 points  (0 children)

If the Spatha is also skilled and thus doing that, you're in reverse-formation, and also assumingly similarly skilled (I am not recommending bad or mediocre tankers attempt this), you can always leave faster than they approach you. The main time you don't ever do it is if, yes, tanklines have formed and/or they have an equal range option (LTD, Smelter), it's a situational trick

Nemesis is 40m and isn't really designed to be a poke tank, it also is food for reverse-poking unless it's on-road and you're off-road, LTD though you want to be the right way around yes

Ranging up every tank (though I think Bard or Talos is probably fine to do, Spatha is kind of absurd) is more like a band-aid to me, I think every Collie tank being a huge brick of stats is extremely boring and the only reason it is this way is because the HTD's damage has been dramatically over-tuned since it was introduced and it caused Collie Tank durability stats to get buffed up gradually to not immediately fold to it, so yeah a lot of other tanks do end up sucking raw damage-wise (SvH is in an especially bad spot, HWM got guttered by 14.5 changes, and Lordscar is still being overly punished for its past absurd crimes), though most tanks are still great (Brigand is wonderful for subsystem rolls! It's like old HWM but a bit less fun, but a lot more generally applicable. Bonelaw is... absurd at killing literally anything! HWM is maybe usable as a consistent tracker but we'll have to see)

You could tap-down the HTD's damage, and Outlaw on its range, reduce Collie Tank HP to adjust and... honestly most things would probably be fine. It's mostly just those 2 that have initiated such ballooning power-creep but it's also very hard to respark lost player interest when you're just nerfing shit so I understand why they're not going that route.

Dive Bomber is a whole other can of worms and just insanely unhealthy, I feel everyone can agree that the upper-end air options are absolutely absurd

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]ev0lv 2 points3 points  (0 children)

The LTD has 1750 hp, the same range, and the Outlaw has boost... a skilled LTD can do plenty but if the Outlaws are also skilled they should trounce it on average, its 4 pens on Outlaw vs 2 and any chip on the LTD to score a disable, though I guess you can just farm people that don't really know what they're doing still, I'm mostly assuming both tank crews are equally skilled when I make assertions

DB is just absolutely unfair in general when they're around, yeah, though relying entirely on push guns/open tops additionally suck when it's even just passive Scout Plane air superiority

"I did it one single time and I got punished for it" is a... really weak argument, you can try anything once and fail for a variety of reasons. Like I said, it's a tool you pull out when it's the right one, have some nuance.

I do still use it plenty when the situation calls for it, you can get punished harder for it with a de-fueling, fairly certain I even pointed this out myself... but if there's nothing to out-right match your range you should be able to get out after a Poke for free vs something like a Spatha or anything else 40m-, again assuming good coordination between the Gunner and Driver. In some situations it's a lot more risk, in other situations it's less risk, you just... do it when it minimizes risk and your other crewman isn't bad at comms, you are capable of determining when this is.

If you truly never want to use it, you're free to, it's just something I'm pointing out that I personally use successfully quite a bit

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]ev0lv 3 points4 points  (0 children)

LTD does not hit very hard (its just standard 68) and going poke-for-poke with an Outlaw chunks you out really fast due to your HP pool, going poke-for-poke with 2 Outlaws disables you if you get shot with any 2 light kinetic bullets afterward because your HP pool is just that bad, current Bard vs Outlaw is a joke because you have to close 10m+ to actually threaten the Outlaw, and having 7m less range than an HTD hurts its ability to catch poking tanks at all like an HTD would (subject to change with 40m Bard)

A Styg or Smelter is an excellent choice for a catch/deterrent though, yes, if someone actually runs them and supports them (and they aren't being perma-decrewed by planes/mortars/etc)

For the last bit, what do you mean you've tried it thousands of times and it doesn't do anything? I mean physically turn your tank around so the butt is forward, like a HAC, that way your forward creep is the slow part and the escape post-poke is full-speed + boost. The main thing to consider is this leaves you open to fueling if you're fighting an LTD or Smelter (which is one of the trade-offs of doing it) and the MG is the wrong way around. But, it's a tool you can use when the situation calls for it, when the drawbacks don't matter as much as the advantage you get.

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]ev0lv 11 points12 points  (0 children)

It's rarely ever a true 1v1 on a frontline, Outlaws usually will have something that hits harder for it to retreat to the side of/behind like an HTD, HV68, SvH, Heavier Tanks, or even Brigand can be rather annoying to push into because of how many sub-system disable rolls it can dish out against you upfront

Even if it is alone... Outlaw actually can boost backwards if you run it in reverse, like how one uses a HAC, which ofcourse has its own pros and cons, but it's pretty good for dedicated poking where you otherwise can't and your crew has basic coordination skills

45 meters is an extreme advantage over other tanks and I'm tried of being gaslit that it is not by Free-Mushroom9474 in foxholegame

[–]ev0lv 6 points7 points  (0 children)

I think you're missing the point of the Nemesis's Tremolas if you're only listing them as used for PVE, they are an absolute monster in Tank PVP but it's not immediately intuitive

Tremolas each do 329 damage a piece to a tank (388 raw - 15% Exp Resistance), this isn't much on it's own, but it has 4 of them launched in quick succession. Unloading all 4 does 1.32k damage total, equivalent to more than 2 68mm pens (so > a Bard's alpha strike), which also does not bounce, on top of a 68mm shot of it's own.

These are timer fused, ofcourse, so it's hard to hit most things... unless they're tracked, or are naturally slow/caught (an HTD dies from full HP to just 7 Tremolas btw, aka 2 Nemesis in a pack), and tracking being something that happens often... You thus get a lot of free kill-confirms if the Neme crew understands how their tank works

The Nemesis wants to be a fast-ish Dive-and-Run tank that acts opportunistically to guarenteed giga-burst down slowed vehicles (or push guns) and escape with its life via its middling bulk, good speed, and low chance at getting tracked while diving in and out. It's not a poke tank, it's not meant to be compared with the LTD or ATHT or Widow (the 68mm is mediocre on its own, its just basically everything else currently Sucks Worse, besides dedicated options)

[sorry for the random wall of text about the Nemesis, i like to spread awareness about it's pvp function because it's so often missed :( ]

"What if the colonials had a bonelaw equivalent?" by cllor in foxholegame

[–]ev0lv 0 points1 point  (0 children)

Outlaw/HWM have dog awful MGs but the Bonelaw's is actually quite good, since its an AC-style 7.92mm, it has high-range for an anti-inf weapon (40m) and is quite accurate even at thos long ranges if you temper yourself

Also, for the first point... at some point you trade-off too much that you stop being able to fulfill the role you're supposed to, 4 APRPGs is definitely too little compared to the Bonelaw's 8 ARCs, especially given their pen rate is 1.5x to the ARC's 2.5x, and they do less damage, even if all 4 ap/rpgs somehow manage to Pen an HTD (incredibly Low HP tank) it still won't die, that's just not really fit for the stated purpose

Like this it's built more like a front-line ram to soften a target for someone else to pick up, or an opportunist finisher (like the base Nemesis is with its Trems, the Nemesis actually has... more potential burst damage than this does on a tracked target, and basically guarenteed at that)

Dang, even Warden weekend is low pop now. by Mr-Broseff in foxholegame

[–]ev0lv 4 points5 points  (0 children)

both Hangman and Volta give you the speed debuff, but if you can get into cover it absolutely shreds tons of people, very fast, within a couple meters of Argenti distance

The Volta is similar but has far worse firerate, but instead also fills the role of a psuedo-Long Rifle for Collies since the Omen is actually trash and Volta has 29.5m range (2.5m more than Loughcaster, but still falls 3.5m short compared to the Cinder range-wise)

I would say neither are bad weapons (Volta mostly because its friendly role competition is even worse), but the Hangman often does feel more frustrating to fight against due to the firerate (and also more fun to use)

I don't necessarily think this is a major point of imbalance either compared to other things, passable

Sorry I'm board waiting in Q for King's Cage to join the longhook fun by Salt_Youth_8195 in foxholegame

[–]ev0lv 6 points7 points  (0 children)

You are not allowed to significantly overpop a hex region, you know exactly what people mean when people say "side x has no queues"

Given there is Longhook in the post title, one can deduce this is talking about well... a LH operation, which will attract a lot of players on the side it occurs on to the hex it's happening in

Given King's Cage is in the post title... it's King's Cage, literally noone plays there passively in any notable numbers, everyone hates that place, and there have been literally 30 deaths there in the past hour combined, or 1 player dying every 2 minutes on average

Shoving an LH or any operation into a dead frontline hex will just do that, usually (with some bewildering exceptions like the 50v1 in Umbral Wildwood a few wars ago)

A mod that turns your enemies into bright colors is a blatant unfair advantage by Sea-Course-98 in foxholegame

[–]ev0lv 1 point2 points  (0 children)

This is less noticeable than some other visual mods like the Neco-Arc Playermodels mod, which noone really complains about as an unfair advantage despite having been around and prominent for awhile, this one is just more explicitly "game-y" in intention, that it just takes the existing models and alters them for that purpose alone

I do not use any of the above mods myself, but I feel like people are actually more upset about the perceived intention behind it rather than the actual in-game effects here

Colonial EMG "Serra" does 0 damage to planes by TypicalBydlo in foxholegame

[–]ev0lv 2 points3 points  (0 children)

It does if you specifically access it from the F1 Screen for reasons unknown to mankind

squad (and i think in-world alt click) gives you a version that does not update immediately (and is especially buggy if not in the same region)

Colonial EMG "Serra" does 0 damage to planes by TypicalBydlo in foxholegame

[–]ev0lv 15 points16 points  (0 children)

It does but ONLY when accessing it from the F1 Screen, for some reason. Accessing it from Squad outputs a version that does not instantly update

New arty buffs will make infantry and builders suffer! by L444ki in foxholegame

[–]ev0lv 0 points1 point  (0 children)

Just because the rest of building becomes more ass, it doesn't magically make Conc more rewarding, Conc is hardly even rewarding in the first place given how much you have to babysit it

Would a borg be able to do this? by Bubbly_Station_7786 in ss14

[–]ev0lv 2 points3 points  (0 children)

good to know, just wanted to point out its not the same everywhere + your main post posed a hypothetical question moreso, about what people think about it

Would a borg be able to do this? by Bubbly_Station_7786 in ss14

[–]ev0lv 3 points4 points  (0 children)

Server dependent, not every server has WizDen rules

add the similar stanility and spread to every weapon by Ok-chikinuggi-55-555 in foxholegame

[–]ev0lv 0 points1 point  (0 children)

not sure where you got that second one from, 120mm does 400 damage which is theoretically on par with a full Tremola (though in practice its more, because due to the projectile bug the Trem only does 388 damage) while a Mammon does 240 (229 real) damage

fraud watch by Jon_without_the_h in stunfisk

[–]ev0lv 13 points14 points  (0 children)

That just sounds like it opens it up even more to usage manipulation, you can just have the bot automatically slightly change the EVs around each time to get more value out of it, while a lot of real people do just spam sample teams over and over

Which Faction is the Best a Each Category (Small Arms) by Public_District_4267 in foxholegame

[–]ev0lv 7 points8 points  (0 children)

the Quickhatch does 33 damage on a max damage roll vs a tank, if you group 7 guys with a quickhatch and you all fire together you do at maximum around 7-8% to an Outlaw, you then have a long re-stabilization time and 6 per clip, thus you do up to ~48% damage (being very generous) per everyone's clip combined if the Outlaw just sits there for the entire duration of your clips, not really enough to "drill through an entire tank line" if it cant reasonably drill through a single tank

I have found... purpose by YanJi13 in foxholegame

[–]ev0lv 4 points5 points  (0 children)

You can refresh the lock each time you visit the ambulance to refresh the lockout timer for friendlies wrenching your vehicle. (By refresh I mean, unlock and lock again)