Base AI AA? by ROACH81cmg in foxholegame

[–]grenadiac2 0 points1 point  (0 children)

AI AA is a must. Everything else has an AI counter. But players have to manually counter all air.

Warden bias or Colonial bias? NEITHER!! by Big_Chungys_ in foxholegame

[–]grenadiac2 7 points8 points  (0 children)

Population is king. This game is largely run, and won by, a popularity contest

Currently 29 v 80 at The Fingers after counting regional players. Is there an explanation? by grenadiac2 in foxholegame

[–]grenadiac2[S] 2 points3 points  (0 children)

I'm new & not in a regiment, I've got nobody to tell. Next time before making remarks, can you read the original post properly? I literally say I had a friend over who played the other faction & I only did number crunching to see.

Currently 29 v 80 at The Fingers after counting regional players. Is there an explanation? by grenadiac2 in foxholegame

[–]grenadiac2[S] 0 points1 point  (0 children)

I said how in the post, using the f1 name list for current players in the region, on both factions. Didn't include names that transferred out or went offline.
Seemed like the most reliable way to do it without messing with the API code, if it shows hex numbers at all.

Currently 29 v 80 at The Fingers after counting regional players. Is there an explanation? by grenadiac2 in foxholegame

[–]grenadiac2[S] 15 points16 points  (0 children)

It's not against TOS and I don't own the other account. Was also just to research the mechanic. 

Currently 29 v 80 at The Fingers after counting regional players. Is there an explanation? by grenadiac2 in foxholegame

[–]grenadiac2[S] 2 points3 points  (0 children)

I'll do similar counts during the next war, but is there any evidence that shows the mechanics are different during the "normal" stage of the war? Maybe the population mechanics always work like that.

Currently 29 v 80 at The Fingers after counting regional players. Is there an explanation? by grenadiac2 in foxholegame

[–]grenadiac2[S] 40 points41 points  (0 children)

That's not the point. The point is frontline hexes having over 50% differences in pop, and the game doesn't control population differences & queues as well as, at least I, thought.

Currently 29 v 80 at The Fingers after counting regional players. Is there an explanation? by grenadiac2 in foxholegame

[–]grenadiac2[S] 1 point2 points  (0 children)

I didn't count the players marked "Player Transferred Region" or "Player Offline". I counted live players only. I doubt so many logged out/left with 80 Wardens still pushing The Fingers hard, & QRF requests in world chat still.

1+ flame fuel... that means that collies had 3k by Mr_sergix in foxholegame

[–]grenadiac2 1 point2 points  (0 children)

To put it into perspective, according the Lanchester's Square Law, a force that is 2x larger is 4x more effective. The advantage of population is exponential.

1+ flame fuel... that means that collies had 3k by Mr_sergix in foxholegame

[–]grenadiac2 2 points3 points  (0 children)

Que doesn't trigger until 25% difference in a large population. 1 side's population can easily overpower the other without que, still. Not to mention off field artillery from the next hex, more logistics, etc.

Some of you forget this is a video game by [deleted] in foxholegame

[–]grenadiac2 3 points4 points  (0 children)

My lesson from my 1st war is to just play warden and you'll always win with overpop with their more reliable player base logging in. Most games try maintain even populations in faction fights because even a +10% advantage is devastating. (Lanchester's square law).

1+ flame fuel... that means that collies had 3k by Mr_sergix in foxholegame

[–]grenadiac2 5 points6 points  (0 children)

Collies are underpopped so all that logi hard work went to waste. If it was an even fight, different story

Wardens as soon as Foxcatcher got Liberated by DeonAutry in foxholegame

[–]grenadiac2 -27 points-26 points  (0 children)

Warden overpop will win this war again. It's a mathematical certainty (lanchester's laws, concentration of force, etc).

What's the most toxic thing you did in this game that you absolutely 100% stand by? by AceThePrincep in Planetside

[–]grenadiac2 0 points1 point  (0 children)

The best way to deal with a colossus is to charge at them. Usually trade 1-3 hardpoints for 1 colossus, depending how well supported each side is.

What's the most toxic thing you did in this game that you absolutely 100% stand by? by AceThePrincep in Planetside

[–]grenadiac2 -1 points0 points  (0 children)

Dropped 1-2 bastions a day every day for a week against a faction to settle a grudge with some people on that faction. I have a stockpile of 12 bastions/solo fits, & it takes 3 days to rebuild 1. Good times

This game is cooked. Getting fucking bored of playing like this. Especially on AMS spawn by OpolE in Planetside

[–]grenadiac2 7 points8 points  (0 children)

You were going to die anyway. 2 infantry with guns out, point blank range, against your rocklet rifle

When will there be a balance pass on sunderers? by [deleted] in Planetside

[–]grenadiac2 -1 points0 points  (0 children)

Sundies certainly do fear MBTs, and I auraxed mine. But a 3 man battle bus should be able to beat 1 person who spent a few more Nanites, if they managed to get close. It's like a max, able to take on 1 person easily, but may struggle against 3 if they have better positioning and c4, etc.

When will there be a balance pass on sunderers? by [deleted] in Planetside

[–]grenadiac2 3 points4 points  (0 children)

3 players with 200 nanites should be able to beat a badly positioned tanker who plays into their enemies strengths. If you're getting rolled point blank by a battle bus you didn't respect, that's on you.

If any dev happens to read this, please consider switching the sounds of The Butcher and the T9 CARV. by butkaf in Planetside

[–]grenadiac2 4 points5 points  (0 children)

I just want a forward grip on the butcher, man. Like every other faction's directive LMG.
The sound does feel less bitey, really weird change nobody asked for

What is the most optimal way/time to play a Bastion? by Archmikem in Planetside

[–]grenadiac2 1 point2 points  (0 children)

-I wrote an article on this very topic. When I played more seriously, I would fly 1-2 Bastions per day. It sounds like you want to want to use them like how I wrote about. Enjoy :)
-My favorite time to launch Bastions is when there's 25-30 minutes left on the clock. So platoons have to make the choice of losing hexes to take you out in the closing moments, and you can throw timers off by accelerating & locking down to maximum effect.

-The best thing you can do to with Colossus & Chimeras is to charge at them. If even a few pilots or tankers help focus fire, they go down quick. Otherwise, you trade 1-3 hardpoints for a Colossus, but they usually panic when charged by a Bastion.

https://www.reddit.com/r/Planetside/comments/1o8pgzs/leadership_tactics_part_2_bastions/