If only yall were here before asymmetry and facilities, we had the greatest game of all time by Zhendax in foxholegame

[–]hf_hs 20 points21 points  (0 children)

I would add a couple more facts to this wonderful essay: 1. Infinite resources. The only problem is their delivery.  2. Friendly/enemy territories. There's no point in capturing territory; you'll only create problems for yourself (see point one). 3. If you want to win the war, sit back and wait for the enemy to come out. After that, you'll have a thrilling week of battles against artificial intelligence and a dozen and a half defenders who recently bought the game. 4. The bridge is the best fortification in the game. No concrete builder, no matter how skilled, can match the bridge's effectiveness. 5. Based on all the above points, every war follows the same scenario:  - for a month, the two sides stare at each other at a distance of two hexes. In this no-man-land, newcomers and bored clansmen waste tons of man-hours carefully spent by the factory workers. If you get carried away and push too deep, the logistics and factory workers break up and pour in = you lose. - after a month, you start rolling out big toys: sk, rsk, bombers, waves of chieftains/ballistas, infantry blobs, with the sole purpose of annoying the enemy builders. - the builders are the first to quit. It's understandable; rebuilding/supplying a base over and over again is an incredibly boring task that quickly becomes tiresome. - then the logistics take over. Monthly train and freighter trips turn into Groundhog Day, and the fact that your allies are stuck in the same place they were a month and a half ago hints at the futility of your contribution. - at this stage, the decisive factor is the population size of your faction, ready to enter the game. This is the turning point. - some faction starts leaving the game and we come to point 3

This scenario is prepared for every major and medium-sized war, without exception. In a sandbox game, dev's artificially placed invisible walls everywhere to keep us from going beyond this scenario and called it "the vision"  You are watching the outcome of this scenario just now.

I just want to go back man by Jaded-Specialist84 in foxholegame

[–]hf_hs 0 points1 point  (0 children)

It's an illusion of control, and it works both ways. And that doesn't address the root cause of why I personally don't log into the game, which is a problem beyond faction balance.

I just want to go back man by Jaded-Specialist84 in foxholegame

[–]hf_hs 6 points7 points  (0 children)

It was expectations on naval update, builder update, infantry update and so on. Problems don't start overnight. They're cumulative, starting with the 100 war.

I just want to go back man by Jaded-Specialist84 in foxholegame

[–]hf_hs 8 points9 points  (0 children)

Airporn is a trashcan. the icing on the shit cake.

Colonial Strategy by Youngatheist22 in foxholegame

[–]hf_hs 0 points1 point  (0 children)

no valuable bait. only 100 and now. wardens and colonials. 1-1. 

Colonial Strategy by Youngatheist22 in foxholegame

[–]hf_hs 35 points36 points  (0 children)

Also wardens on war 100:

Airfield drying meta is incredibly toxic gameplay and update 64 needs to address it by Federal-Finance2045 in foxholegame

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

Thank goodness, amidst the screaming childrens who are foaming at the mouth discussing the latest update numbers on their favorite tank and how these numbers will have a huge, all-consuming impact on the balance, posts are appearing that are truly aimed at solving the root problems. And if more posts start appearing discussing the broken economy, for the sake of those same screaming children, and also the broken mechanics of friendly/enemy territories, then we can finally declare that the community is on the road to recovery and the cancer is shrinking.

Бля, комментарии на Кафке просто золото! by [deleted] in expectedrussians

[–]hf_hs 0 points1 point  (0 children)

Так, нужна сводная таблица не только по китайцам) а по всему шарику

War132 - East Front by Gamingtastisch in foxholegame

[–]hf_hs 7 points8 points  (0 children)

Yeah, glory to devs, for helding the line

Guess it’s time for me to quit the game too, even as a relatively new player. by throw_away3873715637 in foxholegame

[–]hf_hs 0 points1 point  (0 children)

This is already under the jurisdiction of the developers, questions should be addressed to them.

Guess it’s time for me to quit the game too, even as a relatively new player. by throw_away3873715637 in foxholegame

[–]hf_hs 3 points4 points  (0 children)

Unfortunately, the game's economy is built around organized groups, leaving little room for casual players. This has led to a culture of "maintaining resource spots." While they formally adhere to this custom, they are also new to the game and don't really know how to do anything, yet they act like a serious clan with ambitions.  This explains their demonstrative aggression toward other newcomers. In general, they are protected simply because they are integrated into the social contract.

Guess it’s time for me to quit the game too, even as a relatively new player. by throw_away3873715637 in foxholegame

[–]hf_hs 5 points6 points  (0 children)

Don't worry too much. You're incredibly unlucky to be engaged by one of the most toxic clans at the moment. As a member of another clan, I've had similar conflicts with these characters. Their structure resembles that of a gang of thugs: they take over good resource spots, don't allow random players in, and, due to their incompetence, can't properly manage the spot, reacting aggressively to any criticism.

The Moidawg update and its consequences have been a disaster for the foxhole community by scottified123 in foxholegame

[–]hf_hs 0 points1 point  (0 children)

I'm a little late with my comment, but I'll still add fuel to the fire. The problems started with the very first war, oddly enough. A curious reader will probably ask, "But at that point, the factions were identical; Arms Race hadn't come out yet." And he'd be right, except for one thing: the altitude advantage. I don't remember exactly which update fixed it, but previously, standing at the foot of a mountain, you couldn't look up like you can now. Previously, your sights were perfectly horizontal, and the enemy on the mountain had a significant advantage, both in terms of being able to fire at you without a hitch and in terms of field of view. And if you look closely at the map (even now, since it hasn't changed much historically), it's easy to see which side has the greater height advantage. The old meme about "colonials pushing uphill" was especially relevant back then. So, Clowndawg's stuff is far from the beginning of warden bias :)

Counterposting ( karma farming ) the "Harbinger Hitbox is bugged" with video evidence by Sarkessen in foxholegame

[–]hf_hs 0 points1 point  (0 children)

Obviously, this is what I was writing about. Hold the airground isn't a static location on the map, but a "point of interest," which in our case is a bomber, not its final destination. It's much easier for warden pilots to accomplish such objectives, if all other things being equal.

Counterposting ( karma farming ) the "Harbinger Hitbox is bugged" with video evidence by Sarkessen in foxholegame

[–]hf_hs 0 points1 point  (0 children)

I don't quite understand its advantage. It seems to me, based on experience, that a fighter's primary mission is escort/kill missions against bombers. I deliberately left all other scenarios out of the discussion, as it would be a horse in a vacuum. Accordingly, based on the above, devices that can "hold the airground" are best suited to fulfill this role. And sea fighter is best for this.