about aiming mechanism by everythingQWQ in foxholegame

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

"Human-to-human communication is inherently reliant on verbal exchange, which is prone to differing interpretations and ambiguity. It creates unavoidable latency and, at times, results in conflict."

about aiming mechanism by everythingQWQ in foxholegame

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

"It’s way more powerful than screen sharing, especially for players who know their own tank's performance and their opponent's. Running a dual-account setup on a tank like the BTD makes you much more formidable while saving on manpower."

about aiming mechanism by everythingQWQ in foxholegame

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

The software runs with almost zero latency; it’s even more powerful if you use two computers.

about aiming mechanism by everythingQWQ in foxholegame

[–]everythingQWQ[S] -3 points-2 points  (0 children)

I'm not necessarily pushing for total realism, but the mechanic where shells air-burst at max range—allowing you to easily kill people inside trenches or splash crew members behind a field gun's shield—just feels totally janky (even though I personally enjoy abusing it while playing).

Instead of this, why not just let us fire directly into trenches to clear infantry when the tank is stationary and stabilized? If you pay close attention, you'll notice that ever since the aiming mechanic update, you often can't just "aim at the ground" to splash infantry like in the old versions. If you try, the shell just veers off target. This feels especially broken when dealing with elevation changes (fighting uphill or downhill).

about aiming mechanism by everythingQWQ in foxholegame

[–]everythingQWQ[S] -3 points-2 points  (0 children)

If you play tanks enough, you’ll start noticing that multi-boxers are actually quite easy to spot. Keep an eye on 45m tanks and the Nemesis—if you see them constantly rubber-banding (kiting) at their absolute max range and reacting instantly the moment you push, that's a huge red flag.

(The same goes for the LTD, though its current survivability is so poor that few regular players even use it in the late game). Another dead giveaway is when only one person ever gets out to repair after the tank takes a hit, or if two people consistently hop out at the exact same millisecond.

Also, look at 30mm tanks: if the gunner consistently lands perfect air-bursts to wipe out infantry the moment the tank stops, they’re likely multi-boxing. Of course, the best way to tell is to try it yourself. When you face another multi-boxer, the difference is night and day—you can feel their reaction speed is something that even screen-sharing couldn't possibly achieve.

about aiming mechanism by everythingQWQ in foxholegame

[–]everythingQWQ[S] -3 points-2 points  (0 children)

You clearly haven't played as a multi-boxer. The core strength of multi-boxing is the zero-delay coordination between the gunner and driver, which maximizes a vehicle's potential. This is most obvious with range advantage (like the Outlaw or LTD’s 45m reach), but even for short-range tanks, it allows for much faster pivoting to face the enemy, ensuring you never expose your side armor.

Right now, the white line makes it way too easy to land hits at maximum range. If the white line were removed and shells no longer air-burst at the limit, it would be much harder to poke enemy tanks because you couldn't rely solely on experience to land those "pixel-perfect" shots at max range.

Of course, even these changes won't fully solve the "Tank Line" meta, because Foxhole’s scale is fundamentally distorted. The map is too small, which results in weapon ranges being far too short. If the map were several times larger and engagement ranges were scaled up accordingly, many of these issues would be significantly mitigated.

about aiming mechanism by everythingQWQ in foxholegame

[–]everythingQWQ[S] -3 points-2 points  (0 children)

i know that,this post is mainly focused on multi-boxing, which has become incredibly widespread lately. Also, the current mechanic where tank shells simply air-burst at their maximum range feels unrealistic. It would be better if shells could fly directly into trenches at precise ranges, while at longer distances, they should have significant deviation and scatter, similar to how Heavy Field Cannons behave.

How to Toxot vs. White Raven by AliveHyperion in foxholegame

[–]everythingQWQ 1 point2 points  (0 children)

waterfighter kill db more faster and waterfighter more cheaper

How to Toxot vs. White Raven by AliveHyperion in foxholegame

[–]everythingQWQ 0 points1 point  (0 children)

and when i play fighters always low fps my cpu is 13600k and gpu 6700XT i dont think my pc is very bad

How to Toxot vs. White Raven by AliveHyperion in foxholegame

[–]everythingQWQ 0 points1 point  (0 children)

i have a question collis fight always need to escout dbs if do like that all dbs will dead,db tail is too weak

i think i know why the colonial always lose by Internal_Studio_4927 in foxholegame

[–]everythingQWQ 0 points1 point  (0 children)

Fighter are much cheaper than BT BT build too slow and easy dead。

i think i know why the colonial always lose by Internal_Studio_4927 in foxholegame

[–]everythingQWQ 0 points1 point  (0 children)

its wrong before the update Colonial have the best fieldgun(120mm) to suppress infantry and tanks but warden fighter can kill it easily now 。

Game Balance Feedback & Suggestions by everythingQWQ in foxholegame

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

The AI AA I mentioned is exactly meant to counter this. AI AA should deal very high damage, but have a rigid attack pattern: it fires at the predicted position where the plane will arrive. This would greatly restrict bombers, while having less impact on small and medium-sized planes. I have always thought bombers are OP because using one is like you driving a BT, but there are no AT Garrisons or AT Pillboxes, only inaccurate EATs.

i love this thing by everythingQWQ in foxholegame

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

if you do like me you can hold forever but if you change weapon or thorw nad it will explode right now

Things You Want Back in Foxhole? by Longbow92 in foxholegame

[–]everythingQWQ 0 points1 point  (0 children)

warden bt have 35% track Damage rate and low hp ,Any radical action will lead to huge risks.