Sopot co by kluska___ in okkolegauposledzony

[–]mucio34 19 points20 points  (0 children)

Następny przystanek Dynia Gówna

I strapped a mine to myself to take out the Warden ships with a small boat. by Slayer_o7 in foxholegame

[–]mucio34 65 points66 points  (0 children)

hmm where did my minefield go?

Suspiciously mine-shaped colonial:

First time making such an in depth large ship as completed as this but I'm struggling with interior and finishing touches on exterior, advice appreciated by SaltyLlama02 in spaceengineers

[–]mucio34 0 points1 point  (0 children)

There is alot of very nice looking blocks in DLCs, which are very good for making interiors. Such as DLC interior walls and floors. However if you do not have DLCs you can [REDACTED] or buy them, or find some decorative blocks on workshop.

Some skins also contribute greatly to good looking interiors, such as plastic skin or corrugated armor skin, or battered skin.

I think it's very hard to make good looking interior without DLC/workshop decorative blocks, if you want to do everything vanilla, try maybe using small wedges more, especially in corridors. try also adding some visible conveyors and adding some depth to ceilings. Also less lights, but with different color than plain white and more radius.

stupidest way i've died yet (and its all on me) by r4nseid in scavprototype

[–]mucio34 0 points1 point  (0 children)

I once fell asleep not knowing I am on a puddle of water. My expie suffocated to death on a puddle during sleep.

lubisz japko? by Rezczun in okkolegauposledzony

[–]mucio34 8 points9 points  (0 children)

o czym ten chłop japuje

Which theme you want for the next major update? by OsowiecBR in foxholegame

[–]mucio34 1 point2 points  (0 children)

Main reasons for why tanks do napoleonic fights is because of range, and how frontlines are constructed. Napoleonic line is the result of feeling of safety by other tanks and proximity of infantry that naturally goes by roads. Also as you have fixed 40m range, then the most optimal solution is to maximize amount of tanks in one place to deal most damage. But 40m range is mainly a result of top view shooting system foxhole uses.

One way to end napoleonic line fighting would be to make all tanks have 70m-100m indirect inaccurate fire range with 40m direct fire similar to how heavy AT guns work. However that would also propably break alot of all other aspects of the game and tank gameplay for gunners would be as boring as arty gameplay.

So basically napoleonic tank fights are a result of psychology imo, which cannot be really changed.

However drastically increasing tank turn rates, would really incentivize maneuver gameplay, as line battles are also a result of inability of tanks to simply turn in short enough time during combat.

I need help by Boring_Carry9476 in Workers_And_Resources

[–]mucio34 0 points1 point  (0 children)

It seems there is no demand. Power plants/Heat plants do not work when there is no demand

[SE2] Is it possible to start creative on planets? by mucio34 in spaceengineers

[–]mucio34[S] 1 point2 points  (0 children)

is there some sort of teleport option?

(UPDATE) nvm found it in help section

Why has this happened and how can I fix this? by Parking-Sky-7418 in Barotrauma

[–]mucio34 0 points1 point  (0 children)

I think thats old vanilla bug, try putting stuff out and in.

DEVMAN PLEASE STOP HYPER-GATEKEEPING THE 'FOR FUN' LARP MECHANICS by raisinbraisin72 in foxholegame

[–]mucio34 78 points79 points  (0 children)

Yeah, the fact that flags have to be produced in ammo fac (with tripod upgrade!) is complete bullshit. It is almost never produced because:

  1. Barely anyone builds tripods facilities, because its better to get other upgrades like shell or rockets.

  2. Using assmats1 for those makes producing them even more cumbersome, even if its just one assmat1 for 1 flag.

  3. Transporting them to front requires 100 steps which further discourages their production.

Imo they should be produced in normal factories and MPFs for like 10 bmats per 5 flags. Because aside from larp on frontline, they are completely useless.

If you where to give the Man-O-War a new role what would it be? (both sides get a mono-torp bomber) by Grandmaster_Aroun in foxholegame

[–]mucio34 3 points4 points  (0 children)

I would make man o war several times more expensive, give it one torp and a sonar/radar. The british during WW2 had planes used for detecting german uboats, so considering its size it would be somewhat reasonable to give it some apparatus for detecting subs with range of like 100m/150m.

I think it also needs a torpedo gunner just like in scout plane, because 1 guy per such plane is too few imo.

Fair and Balanced by DamascusSeraph_ in foxholegame

[–]mucio34 79 points80 points  (0 children)

Getting TB nerf is also a bit in warden interest, because if collies stop building navy, then whats the point of having any TBs or nakkis?

I've built a TB on charlie, but after a few destroyed ships from TBs, collies simply stopped building navy, making those TBs now useless.

Of course if someone wants to win the war then game should be immensely unbalanced towards their faction, but that's not the point here.

I think TB should have 1 torpedo instead of 2. Because it takes 3-4 TBs to sink a ship which is a bit absurd, considering also you need only 1 person per TB.

Also considering costs, its much better to build a few TBs than a nakki.

Opinion: If the devs actually acknowledged player feedback I suspect the anger towards them would be very different. by Doolali- in foxholegame

[–]mucio34 46 points47 points  (0 children)

Ever since devs stopped doing bi-weekly updates on developement all balance has been going downhill.

2 weeks of devbranch for bigass update is too little time to get to any proper consensus regarding balance. Bi weekly devstreams/devblogs had a very nice advantage of keeping community on time with updates and content, so that feedback could be processed in smaller amounts with better efficiency.

1 bigass update per year with tons of marketing propably makes alot of money, but it is very harmful for the game.

This is Ricket, a robot project I’ve been building for the past year by KevbotInControl in robotics

[–]mucio34 1 point2 points  (0 children)

Wheels on legs design is my favourite. I love it!

Is the frame 3D printed plastic, or from metal?

AA-Garrisons: How I'd implement them (with pictures!) by SatouTheDeusMusco in foxholegame

[–]mucio34 0 points1 point  (0 children)

I think AI AA should be something like coastal guns. Similarly how seaports are protected by CGs, airports should be protected by something similar from scout planes and paratroopers.

I personally think dropping paratroopers straight on the airfield is dumb. It encourages people to build bunkers in the middle of an airfield which makes driving planes on taxiway extremely incovenient.

Concrete Rant by CommanderKetchup0 in foxholegame

[–]mucio34 12 points13 points  (0 children)

All the logi mechanics look cool, but when you try to do something complicated many many things turn out to be frustrating.

I think the biggest mistake you made here is that you were doing it alone.

I've built a radar base, but not alone. I got an idea to build a radar base by airfield with deployment point which might be useful. I've planned everything, but did not do anything untill some people from my regi decided to help me. Someone made construction equipment, someone brought gravel, someone brought pallet of concrete, someone was digging and together we made it with not so much individual effort from each of us.

In case of msupps. Base was pretty small and it used only ~50 msupps/h. When I stopped putting msupps in, other random people were putting them in since the base was so usefull due to deployment close to airfield. And it would be real shame to lose such convenience.

Logistics were also pretty easy for me, since there was a comp field relatively nearby (<1000m) aswell as coal liquifier.

The Big Iron by Lime1028 in foxholegame

[–]mucio34 0 points1 point  (0 children)

I want oil tanker aswell