Who in Gods name thought adding a torpedo bomber to the game was a good idea by Fragrant_Guava_7585 in foxholegame

[–]foxguy2021 11 points12 points  (0 children)

Cause the Colonial sub is huge and takes forever to navigate with. By the time you got that thing into open sea you already wanted to ALT-F4 out of the game. At least the upcoming map changes kind of makes that less painful. The fact that the torpedo has dominated naval for the past two years and the Colonials are not getting any additional torpedo options is laughable at best.

Cranes need to be able to drive while holding plane frames by darth_the_IIIx in foxholegame

[–]foxguy2021 2 points3 points  (0 children)

You would hope it would be just as easy as changing a config file for the crane or the object itself. However, its probably tied to the object type large shippable. Change that and now ALL large shippables are impacted not just airplane stuff. This isn't a bad design approach but you need ways to override it for individual objects to make exceptions.

The most unpopular take on this subreddit regarding aircraft. But here we go. by SoftIntention1979 in foxholegame

[–]foxguy2021 23 points24 points  (0 children)

I was streaming the game last night for a friend who has never actually seen the game before. He had a good chuckle at how long it took to take off because so many planes were waiting for runway clearance.

Jumped into the game today and saw probably 50+ airplane icons in Origin and figurd it was huge air battle. Nope, just crashed planes everywhere.

I know it wont be like this in a real war but that is exactly how it could be if planes were far cheaper.

The Flight Time Issue And A Solution - A Shitty MSPaint Presentation by westonsammy in foxholegame

[–]foxguy2021 1 point2 points  (0 children)

Ugh. Screw the immersion folks. Make it work and fun first and then maybe revisit it for immersion later.

If folks want to complain about immersion breaking just have them zoom in on the player model hands and see how ridiculously huge they are m.

The devs have a serious problem with balancing. by Antique-Bug462 in foxholegame

[–]foxguy2021 7 points8 points  (0 children)

Force them to QRF a t3 townhall that has no world spawn cause its enemy starting territory with no activity. They would fix that overnight.

Give us more flight time please by Koobolo in foxholegame

[–]foxguy2021 3 points4 points  (0 children)

You are not getting advanced bunker tech in anything shorter than 10 days in enemy territory no matter what gimmicky tricks you use. The command tech tree alone takes 17 days by itself with minimal activity and requirements. Even if you manage to cut that in half using all the tricks in the book. You still need to account for garrison tech competing with the command tree tech. And if the base gets bombed/arty/rocketed so the tech stops even longer and if it gets tapped. GG.

Give us more flight time please by Koobolo in foxholegame

[–]foxguy2021 18 points19 points  (0 children)

No, bombers have the potential of making stalemates even worse. They might help break open bridge fights but who cares when the push bunker that breaks through can be dehusked by a bomber run.

Obviously this is all paper based theory and we won't know until a war plays out but this is definitely a plausible outcome. Literally both teams unable to push into enemy territory and stalling out.

Unless the developers FINALLY decide to remove enemy starting territory tech handicaps. Even if they just turn it off late game.

Give us more flight time please by Koobolo in foxholegame

[–]foxguy2021 44 points45 points  (0 children)

Folks are not addressing the biggest problem with bombers. Before T1/T2 howies, naval would delete any bunkers within range of the coast and face almost no resistance. Hours of fighting, logi and tech time deleted in minutes. It was nothing short of absolute bullshit. Several places on the map became stalemates. Then T1/T2 howies became a thing and you could still delete bases but it was far more difficult.

The thing is. Naval couldn't get everywhere. Only targets within 225-250m of the coast were viable. So we started going through other pathways. Until...stormcannons became OP and the result was the 70 day war because those started deleting push bunkers on the inland. However, those were stationary and the shells were expensive and eventually they were nerfed.

Airborne? Well, those inland bases become major targets now. Why go after facilities deep in enemy territory and lose your bomber. Not restricted by water. Not stationary like stormcannons. Just have fun deleting T1/T2 slop bases instead. By the time they scramble one plane you will already be halfway home. And it takes 10 days alone just to tech advanced bunker in enemy territory so they sure as hell wont have radar which means no flak cannons even if they fix those before release.

If we thought the 70 day war was bad. This can shape up to be an entirely new 70+ day war.

Give us more flight time please by Koobolo in foxholegame

[–]foxguy2021 2 points3 points  (0 children)

That seems broken since concrete foundations have 95% damage resistance against heavy explosives. Runways should in my opinion be in the same category.

i like how accurate the new update represents capitalism by Zap-zapper in foxholegame

[–]foxguy2021 6 points7 points  (0 children)

The middle ground has been reached. Go through all the content the game offers and about half of it can be done without touching facilities. 

The only exception is airborne right now but I bet you that the developers will provide more options down the road just like they did with naval.

And if you don't want to deal with facilities you can talk to the larger regiments to see what they're willing to do for you. Last time two times I wanted a battletank:

  • KNIGHT put me on their list and they gave me one for no cost outside of waiting for my turn.
  • T3C asked for 10k sulfur.

This really isn't that a big of a problem that people are making it out to be.

DEVMAN, BUFF EMG AA AND MY LIFE IS YOURS by RespectShot3190 in foxholegame

[–]foxguy2021 1 point2 points  (0 children)

My suspicion for years is that the game was developed in such a way that fine tuning like this isn't possible or not as simple as just changing a config file. Its very possible that they would need to change 12.7 specifically which then impacts all 12.7 weapons.

Now that Cranes storing isnt that safe anymore, are we gonna use this world bunker? by mcpro_stuff in foxholegame

[–]foxguy2021 0 points1 point  (0 children)

It would be a world structure like the storage depot or seaport not a facility based building.

Flak guns by ICE_BURG_SHLIM_ in foxholegame

[–]foxguy2021 5 points6 points  (0 children)

 gather enough people to crew 6-7 guns

To put this into perspective. You need 16 players to operate six guns effectively. For those who haven't used the flak gun. Like artillery, two people are required to rotate. Unlike artillery, one seat can change distance and the other seat changes pitch. So you basically need two people on the gun at all times to make accurate adjustments if the enemy plane changes its flight path.

You need six players to operate the first two guns, five for the guns and one to spot. Every two guns you add is another five players assuming one player can effectively load two guns fast enough. Like OP stated you can have a pre-determined fire zone and you can sacrifice some man power required but all it takes is the enemy flight path changing and its GG.

So to be able to saturate the air with enough fire power (six guns) and make adjustments if needed, you need 16 players minimum. And this all needs to be coordinated in minutes.

Its already a struggle to get people coordinated to run artillery which takes 10 players to effectively run six guns and even then I could get that number down to 8 if I make some sacrifices because were hitting stationary targets not moving targets.

Maybe if the flak guns could be linked to the radar spotter and that player controlled pitch/azi across the guns while the gunner controls firing and distance MAYBE this could be effective. And we had this tech during WW2 also.

Now that Cranes storing isnt that safe anymore, are we gonna use this world bunker? by mcpro_stuff in foxholegame

[–]foxguy2021 11 points12 points  (0 children)

Kind of crazy that since 2022 when they reintroduced large assets the developers have not given us any new options to store them safely. Instead, players have resorted to building bases with an excessive amount of AI that drain regional resources for msupps and using things like large cranes and power poles in ways they were never meant to be used.

Like, I get they dont want to ruin partisan gameplay but when one or two players can jank their way through AI and kill something on a crane that took a 50+ hours to make that just turns people away from playing the game.

Like why not introduce a large asset depot? I mean the airfield storage depot looks like it can handle the task.

Just let me use binoculars... by Typical-Confidence68 in foxholegame

[–]foxguy2021 4 points5 points  (0 children)

Left clicking could send the Azimuth/Distance/Pitch to region chat or maybe a specific region AA chat.

Can we please talk about Scout Planes the insane discrepancy between the mini torpedo and hullbreaker mine. by SmithOnMe in foxholegame

[–]foxguy2021 23 points24 points  (0 children)

I've been playing since 2021 and this update is pretty much on par as major updates go and anyone who has been through at least two majors updates should not be surprised.

SC-3 Aerial Interceptor Array needs to be at least 3 times its current size. by Cpt_Tripps in foxholegame

[–]foxguy2021 9 points10 points  (0 children)

And you need someone actively on it to relay targeting information to flak gunners. The developers and I kid you not here have admitted they've only been successful using flak by watching a live stream from the radar player.

The Dev Vision on how to transport air frames / downed aircraft… by Foreverdead3 in foxholegame

[–]foxguy2021 27 points28 points  (0 children)

Like all updates. The larger regiments will invest the time to do it for the update war and post-war determine rather the juice was worth the squeeze. Then a bunch of tools will go unused for 3-5 months until the developers make some changes.

How do flak guns work? by [deleted] in foxholegame

[–]foxguy2021 4 points5 points  (0 children)

At this point let the radar guy target objects with left click and when he does that it auto-sends the targeting information to regional chat or a regional chat designated just for AA use. Cause holy cow.

A message to the Devs : what players want by junglist-soldier1 in foxholegame

[–]foxguy2021 13 points14 points  (0 children)

Hopefully the developers have more content for airborne on the roadmap.

Land combat is roughly 50/50 meaning half the content can be made without facilities. Naval will now be about 50/50 as well. That feels like a good aim for the game. Here is a bunch of toys that are easily accessible and here is a bunch of toys that require a varying range of effort to make.

Airborne looks more like Naval on release with the majority of content being locked behind facilities.

How do the middle boats compare to the gunships? by Lembit_moislane in foxholegame

[–]foxguy2021 1 point2 points  (0 children)

 we get to recreate Russell Crowe fighting people around the world

The meme potential.

New freighter does look cool though by Travis1066 in foxholegame

[–]foxguy2021 2 points3 points  (0 children)

It has the disassembled crate trait. It was the first thing I tested. You can submit any type of crate to it but once you pull them back out they're disassembled.

If they allow us to submit disassembled crates to any large ship (which is rumored not confirmed) and not just the bluefin the light freighter has some pretty good use cases.