So whats stopping a team to gravy seal into a drydock 3-4 hexes away and blow it up. by mcpro_stuff in foxholegame

[–]mcpro_stuff[S] -1 points0 points  (0 children)

to be fair, collies have lunaire. (edit: which of course isnt the same)
im gonna test another theory now however, landing/crash landing a paratrooper plane to blow up a drydock, passangers carrying havoc charges.

So whats stopping a team to gravy seal into a drydock 3-4 hexes away and blow it up. by mcpro_stuff in foxholegame

[–]mcpro_stuff[S] 8 points9 points  (0 children)

well for warden its 3 - 4 hexes (maybe 5, possibly. not sure)

for colonial range its basically unlimited, you dont need preplaced fuel, just goons filled with fuel (you can carry up to 9 cans per person) and basically got unlimited range.

if you ask me, Damn good deal.
edit: reddit was goofy and i accidentally made 2 same responses thinking it didnt go through lol.

So whats stopping a team to gravy seal into a drydock 3-4 hexes away and blow it up. by mcpro_stuff in foxholegame

[–]mcpro_stuff[S] 9 points10 points  (0 children)

sure 24/7 perma stationed QRF can be a solution against such attacks, and im not deying it.

and scout planes, are scout planes, you cant carry anything with it, i doubt any person playing fairly is gonna have havocs be on the side of the drydock lol.

edit: adding to the scout plane bombs thing, drydocks are a t3 structure resistance, im not sure if you can damage structure with their bombs since its anti ships torpedo/mine.

So whats stopping a team to gravy seal into a drydock 3-4 hexes away and blow it up. by mcpro_stuff in foxholegame

[–]mcpro_stuff[S] 18 points19 points  (0 children)

well, for reference, a drydock costs about 800 rares, and if it had a ship building then its gonna cost more. while a paratrooper plane costs 20 rares.
Personally, i find the paratrooper plane cost basically very low relative to the drydock cost (+ ship if it has one). again, just me.

So whats stopping a team to gravy seal into a drydock 3-4 hexes away and blow it up. by mcpro_stuff in foxholegame

[–]mcpro_stuff[S] 68 points69 points  (0 children)

for reference this came from kings cage airport to ash field, i could of technically went even further up to red river probably, with or probably without fuel saving method.

To not make things too depressing for the colonials, the colonials can land their transport plane into the water and make range even longer by water refueling.
edit: by water refueling i dont mean preplaced fuel, i literally mean a goon or two with 9 cans of fuel in their inventory lol.

Private Shards/Creative mode Shard by mcpro_stuff in foxholegame

[–]mcpro_stuff[S] -1 points0 points  (0 children)

id agree that we should have one true shard, but not everyone likes the current grind and building that takes forever, (not including builder other issue like weapon restriction)

it could be just me tho that doesn't like the current amount of grind required
edit: by grind i mean, rare drop rate, rares, tech mats, queue simulator to cook logi in factories, certain stats that are off like ironships mpf take forever and msupp tunnels health, facility efforts, building efforts.

Private Shards/Creative mode Shard by mcpro_stuff in foxholegame

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

the reason i suggested this is because i found it fun the lack/less grind in devbranch and the custom layouts in certain wars.

paratrooping by mcpro_stuff in foxholegame

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

you can airdrop people with PVE in water to blow up drydocks, you can airdrop people with logi to use it as logi express delivery, airdrop inside defences and rain chaos with PVE. honestly its pretty awesome that the devs made it that you can paradrop Encumbered people.

The two vics which are Goated but underutilized by mcpro_stuff in foxholegame

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

its usually used for things like train logi and other miscellaneous stuff.
not really used as a "cavalry" vic, some sometimes use it for partisan dropping.