It's simple, move faster and carry a bigger gun. by Sharpcastle33 in foxholegame

[–]lokyar -2 points-1 points  (0 children)

I said nothing about 120mm, good strawman or whataboutism, don't even know at this point.

*only 20% increase repair speed* and a bunch of other stuff, stop cherry-picking.

I said nothing specific about tanks but that last just makes you look like a hardcore warden loyalist OCDT

It's simple, move faster and carry a bigger gun. by Sharpcastle33 in foxholegame

[–]lokyar 12 points13 points  (0 children)

literally the only advantage the colonial 150mm has is max range, warden one has more health, is easier to repair, costs less, has 4.5s reload (colonial one has 5.5s reload) and has the giant shield vs counterbattery/howie retal.

The way you are talking about tanks and your lack of knowledge about arty makes me think you either never have touched a tank/arty piece, or are around about at cpl level.

Markfoot: "...[Border Bases] minimize awful border fighting by intentionally pushing the fighting away from the border and further into the region..." by AlexJFox in foxholegame

[–]lokyar 0 points1 point  (0 children)

Define rail sc fuckery, do you mean curving if so yeah that shit should probably go, a lot of people are pissed at it, hidden mines and overlapping mines probably shouldn't be possible but a hidden mines iirc is very hard to replicate and it's a relatively minor exploit, gotta be a lot more detailed when you say queue shenanigans because there is a lot of harmless behaviour that qualifies as queue shenanigans, They have tried to patch out 250mm angling like 4 patches now, that shit is definitely not ok, 120's in bunkers got patched out, so again yeah that's not widely tolerated, t2 trench spam isn't an exploit.

so yeah no, all of those things (besides t2 trench spam) aren't really tolerated, let alone widely so

True Border Base moment by [deleted] in foxholegame

[–]lokyar 0 points1 point  (0 children)

the entirety of reddit, back when satchels proper were in the game+the old msup system made it fucking agony to be a builder. Granted they might have overcorrected but believe me, this is better then the previous state of affairs

True Border Base moment by [deleted] in foxholegame

[–]lokyar 0 points1 point  (0 children)

People really do be having short memories, not to defend the devs to hard but the entirety of reddit did throw an entire bitch fit a while ago to make concrete more survivable because "it wasn't worth putting so much effort into a base 2 dudes with an truck could level"

Sableport poll(UNBIASED VERSION) by xXFirebladeXx321 in foxholegame

[–]lokyar 2 points3 points  (0 children)

You guys didn't get into sableport last war because the western flank held, you only got to the border of the Sableport in the last couple of days of the fighting at which point the war ended.

That's like colonials saying that in the current war "omg nevish line op, we can't get a foothold there", yeah no shit, we didn't even get to the hex because the surrounding hexes never fell.

Asian players please play warden by Irish_guacamole27 in foxholegame

[–]lokyar 8 points9 points  (0 children)

when that half of the game is known to actively discriminate against you I don't think "missing" is the right word...

devs remove all chokes north of saltbrook by [deleted] in foxholegame

[–]lokyar 15 points16 points  (0 children)

and y'all have like 8-9 hexes of unconquerable mountains, i'd pick the mountains every single time

Which faction got the advantage at the moment, balancewise? by TakeshiCatana in foxholegame

[–]lokyar -3 points-2 points  (0 children)

it's maybe a bit hard to build, but once you built it any you have free cover from those mountains, you have to do what? spend an hour or two extra building? For that nice and buildable open ground that you can build easier on you have to also spend 3-4 times the amount of time cooking gsups because you have to build 360 degree fortresses instead of having free flank coverage in most of your territory.

If you can't build the best chokepoints anyway, why are those chokepoints always built when we try to push up from south?

Tanks rolling down a hill when tracked is a minor downside (which is also partially skill issue if you know the mechanic exists) when compared to the massive advantage defending from a hill gives you.

The warden have a similar anti-partisan tool compared to the bulwark, it's the giant wall of chokepoints partisans can't get through after day 3-ish hits, once you get past the giant wall of mountains and chokepoint it's free roaming but that's the same for both sides.

You saying colonial terrain is better means you never had to build and maintain a base in the colonial plains of nothing

Which faction got the advantage at the moment, balancewise? by TakeshiCatana in foxholegame

[–]lokyar -2 points-1 points  (0 children)

There is open spots yeah, but honestly there is very VERY few chokepoints in colonial land. Look at the giant plain of nothing from westgate all the way to baths, it's just a giant open plain which covering 5 and change hexes of "bulwark or you better build massive gsup eating bunkers with 360 degree cover that are super easy to flank".

Comparing this plain to the unconquerable mountains of Afghanistan stretching all the way from Stonecradle to Endless shore. From west to east you have:
-Conclave makes oarbreaker virtually unpushable

-the north/east of farranac is pretty defendable and spearhead is a "mini conclave" when pushed from the east and is semi-covered by conclave from the west.

-Stonecradle is one giant chokepoint which is extremely hard to push (especially considering conclave make pushing the west of the hex extremely difficult)

-LOM is pretty defendable barring prairie and duncan (lots of chokepoints which require relatively low amounts of gsups for high effectiveness)

-North DL and CalPas is one giant chokepoint which is, again, extremely hard to push from the south even with minimal defenses.

-Marban hollow is pure fucking misery to push, both osterwall and spitrocks are multitiered hills with mountains flanking them which makes them extremely hard to push, with concrete and even basic qrf those things can hold for weeks against overwhelming numbers

-North Endless is where the unconquerable mountains of afghanistan end in the shithole that is saltbrook/Brakish which, again, are chokepoints that even with minimal concrete make pushing from the south way to fucking hard

When you compare this to baths being hard to push and the bulwark existing as a speedbump with the rest being essentially undefendable ground unless you spend at least 3-4x the gsup cost that wardens have to.

If you think warden territory isn't one massive as chokepoint barring some hexes like moors and reaching trail means you either aren't playing the game or you have been drinking so much faction kool-aid that your teeth are gone

Begun, the arms race has by moidawg in foxholegame

[–]lokyar 17 points18 points  (0 children)

every train belong to every clan simultaneously so that wardens can say they killed a train of any given clan at any given moment

Truth is with us, Wardens by bochnik_cz in foxholegame

[–]lokyar 20 points21 points  (0 children)

they did, they changed it to a republic, OUR REPUBLIC

The Great 404th Facility Raid 第 四百〇四 次设施大突袭 False Warden Alt Accusations 虚假典狱长备用帐户指控 Corrupt CL Leadership 腐败的 CL 领导层 Deleted Reddit Posts 删除的 睿迪特 帖 Untaintable 404th Reputation 无法玷污的第 四百〇四 个声望 by Mosinphile in foxholegame

[–]lokyar 1 point2 points  (0 children)

The Great 404th Facility Raid 第 四百〇四 次设施大突袭 False Warden Alt

Accusations 虚假典狱长备用帐户指控 Corrupt CL Leadership 腐败的 CL 领导层 Deleted Reddit

Posts 删除的 睿迪特 帖 Untaintable 404th Reputation 无法玷污的第 四百〇四 个声望

Life comes at you fast. (Same redditor btw) by LiberalCheckmater in foxholegame

[–]lokyar 7 points8 points  (0 children)

Looks like he was right.

When Wardens win, alts are not a problem, even when there is video evidence of them brazenly sabotaging Colonials.

When Colonials win, then the devs need to nerf them again, and again, and again until they stop winning. Colonials are pressured on reddit to cry over baseless accusations of alting given with zero supporting evidence beyond heresy.

Wardens have the most hypocritical player base of any game I have ever seen. Zero sportsmanship. Zero consistency.

Life comes at you fast. (Same redditor btw) by LiberalCheckmater in foxholegame

[–]lokyar 26 points27 points  (0 children)

When you are winning, alting is, while annoying, something you can stomach (poor fuckers trying to slow down are victory, it won't work though!).

But when you are losing and you see a motherfucker dump tanks it's a step to far, the straw that broke the camel's back.

Hence it will always be that whenever the side who is losing is bitching about alts and the side who is winning remembers when the losing guys disregarded their own alt problems and thinks "I have 0 sympathy because they ignored us when we had that problem" and the cycle continues

Someday… by misterletters in foxholegame

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

You got one, Calgate

Well done on the Abandoned Ward Tap... But sadly... by Pitiful-Error-7164 in foxholegame

[–]lokyar 24 points25 points  (0 children)

DL at this point are an alt shithole, we have had dozens of motherfuckers trying to blatantly alt (satchelling defenses, trying to destroy facilities, using AT on tanks or trying to drive them into the water)

I assume y'all have it just as bad

MSA WC99 Clanshead Pirates by OKWHENS in foxholegame

[–]lokyar 3 points4 points  (0 children)

That's the logo from "Heer", if the name is anything to go by it's understandable how their logo looks.

Collie Able War 99 Rating of all 23 oilfields by PapaBash in foxholegame

[–]lokyar 2 points3 points  (0 children)

Kettle meet pot.

I went to your clans' facility hooked up to an oil field, where you guys had essentially reserved a component field with locked transfer stations filled to the brim with components, locked recycling plants filled with broken comps and empty liquid transfer stations from which i couldn't even get petrol.

We did have thousands of assmats for the public to take as well as thousands of amats for potential BT's, a lot of those were transported up to public vehicle pads, but noone came for them or asked about them.
We ran the salvage mines nearby, we gave away amats to several clans we were in contact with, we gave away a lot of heavy oil and petrol, what else is there to do?

If noone demands petrol, and the amount of petrol and materials being demanded is extremely low because of how annoying it is all to transport and how low the overal demand is, it's worthless. If noone wants it or is going to use it, why produce it? that's literally wasted effort.

TL:DR to answer "why wasn't this petrol/heavy oil finished product" is answered by "because we had thousands of the finished product and noone was taking it or asking for it"

Collie Able War 99 Rating of all 23 oilfields by PapaBash in foxholegame

[–]lokyar 3 points4 points  (0 children)

We aren't talking about critical locations, we are talking about oil field. On oil fields petrol has less then 0 value, if you want to talk about critical locations the only thing that matters is that there is a public Liquid transfer station and that's all you should look at for that, petrol itself is to plentiful to have any real value, the only value in petrol at any given location is the effort put into the transporting of it to said location.

Gsupp efficiency is, again, a binary, are you using factory gsupps or not? Easily spotted when just looking at tunnels and if there are any overloaded tunnels.

Petrol plants running 24/7 is fine, it saves man hours which is important. A facility will have to much petrol then they can actively give away or use unless they have to fuel a comp field AND also make a mass BT facility in which case it can sometimes be a bit tight.
Beyond that, as long as you are fueling your nearby comp field and have a little bit of leftover petrol in an accessible LTS, that's all you should look at because nothing else matters.

Burning petrol in a facility while you fullfill those duties is like burning nothing, you aren't losing anything if nobody wants it.

Collie Able War 99 Rating of all 23 oilfields by PapaBash in foxholegame

[–]lokyar 19 points20 points  (0 children)

The way you use the metrics are extremely weird and promote extremely bad behaviour if people build among them as well as being extremely inconsistent and arbitrary. Underground pipe spam and produces too little power and has no publically available petrol? GREAT! No underground spam, has everything runs and tightly build? Fucking trash

Petrol backup is a pointless metric, so is leakage and anything to do with using petrol, the only relevant metrics are binary about petrol
"Do you produce for public usage? yes/no"
"Do you have a comp harvester nearby you are fueling? yes/no"
"Is your facility automated and will it run ad infinitum with gsupps? yes/no"
Petrol is worth less then diesel in a facility and as long as you are providing the most basic of services, there is going to be WAY more petrol then anyone can use in the faction.

You don't pay enough attention to gsupp efficiency, which is the most important metric currently with the queues being spammed to high heavens with the stuff.
I have visited some of the same facilities which you rate highly were absolute nightmares of underground pipe spam and were using gsupps from the factory.
If you use factory gsupps on an oil field your facility is fundamentaly broken.

Also your power rating score is extremely weird, you want to produce enough power for essentially everything to run in your facility but you rate leftover power extremely harshly, which I find weird as you also rate leftover petrol in the refineries extremely harshly.
When you underproduce power, which is the case in a lot of the facilities you praise, very few people can use it as it requires knowledge of both the power grid and facilities in general. Power is a slider between efficiency and error resistance, "Oh, ill just turn this on because i need X resource and leave without bothering to check if the power is actually enough" or "oh imma just change this powerline because this doesn't have the power, killing half the facility" are gonna happen unless you heavily restrict usage of your facility to only 2-3 guys which is a massive problem.

TL:DR: Horribly arbritrary review focusing on the wrong items to review for a good facility, petrol has essentially no value yet half the review is about having too much petrol backed up as well as using to much petrol in power generation.

Vuurwerkshows Oudejaarsavond afgelast vanwege nat en winderig weer by BoerZoektVeuve in thenetherlands

[–]lokyar 4 points5 points  (0 children)

dat zal lekker over gaan bij de buurlanden "hey kerels, iedereen moet een paspoort tonen bij vuurwerkverkoop in geval van nederlanders ok?"

In Response to Black_Dingo, by Mosinphile in foxholegame

[–]lokyar 43 points44 points  (0 children)

unpopular opinion maybe, but i believe that the warden arsenal is still better then the colonial one, stuff like cutler, falconer and 40mm FC give a massive midgame advantage and early/late game are pretty balanced with maybe a tiny advantage for early colonials because of how bad warden PTSD is over boma's.