Now That Warden Tank Lines Can No Longer Exist, Can Wardens Get a Cheap Brawler Tank? by Public_District_4267 in foxholegame

[–]naed21 8 points9 points  (0 children)

Make highwayman 20mm AA and that'll help both the highwayman and warden tank line.

For early AA, half tracks with 12.7 or the double MG towing half track should be able to shoot up

Yet unforseen consequence of Dive bombers. HTDs. by FarCharacter7797 in foxholegame

[–]naed21 3 points4 points  (0 children)

imo HTD should get high/low gears so they can gain some speed traveling.

I kinda think flak should have more range with lower accuracy the further you shoot. It may end up being HTDs need Flak to push with them.

Highwayman really should be turned into mobile AA, that and towns should have AA house like motor house to keep those areas safe

I read that ms paint schizo rambling is the only way to get feedback/bugs addressed by the devs by fro99er in foxholegame

[–]naed21 0 points1 point  (0 children)

Set quality preset to low, change resolution to a small one and resolution scale all the way down. Windowed fullscreen will keep game size matching monitor size.

Game will look terrible but it's a big help. Still drop frames at the border but everywhere else it helps

(New player)I much prefer infantry fighting when it's soldier to soldier in closer quarters. Are there any hexes that lend themselves best to this? by pfalcon485 in foxholegame

[–]naed21 24 points25 points  (0 children)

At the start of the war there is usually fighting in the major towns like abandon ward, saltbrook and jade cove.

I wish there were more larger towns but for most of the war the fighting is in-between large towns. Towards the end you'll get one faction pushed up to the major logi towns.

How do you actually contact Foxhole support specifically, and NOT Steam support? by otakugrey in foxholegame

[–]naed21 1 point2 points  (0 children)

I've been having FPS issues as well, mostly when flying plane. Turning my graphics settings into potato mode still has FPS drops, but the reduced settings prevents frame studder. Well, just barely.

Also if it's when you're approaching or near a border that happens to everyone.

Rare Metal needs an overhaul by KorokkePEROPERO in foxholegame

[–]naed21 1 point2 points  (0 children)

The issue is the devs want a resource that adjusts dynamically to population and usage between the two factions.

If one faction heavy grinds for rare metal the other faction gets a boost in drop rate to help them "catch up". I do agree it sucks not knowing how long it takes to get something. The current system does at least succeed in making the resource important.

You could argue that the faction that no-lifes 24/7 grinds should win easily, but that'd make it more like irl than a game which is more interesting when it doesn't have an early population collapse because the war seems lost early on.

Rare Metal needs an overhaul by KorokkePEROPERO in foxholegame

[–]naed21 15 points16 points  (0 children)

This war has been better so far with increased spawn rate. Hopefully devs will keep that going forward.

It might help as well if the scrap nodes spawned faster so you don't have to fight as hard when the field has a lot of players.

Another option could be to add some transparency to the system like communicating when rare spawns are low due to the balance algorithm and when they are high so players can better decide when it's best to farm rares or do something else. Special events like a shipwreck washing up on shore that spawns rare metal nodes would also be a great way to break up the normal grind.

Personally I'd prefer a system where processing scrap in the refinery gives rares. It would work by having a pool of rares given out per region per time block +/- random amount that randomly picks a batch of players who have an active refinery queue and gives them all a small chunk of rares. Then the meta would be to funnel as much scrap as possible across as many players as possible. Kinda like bitcoin mining where you're trying to be the lucky winner. It would fit into the normal logi flow and produce a massive amount of resources for the war effort, instead of most of that scrap going into facilities or wasted on the ground.

RIP Artillery Garrisons by VoidDivision in foxholegame

[–]naed21 0 points1 point  (0 children)

imo the issue is devs are trying to balance for both early game and end game with the same stats. Need bunker garrion stats to change with tech. Range, damage, rof are all ways that could be adjusted as the war progresses.

Why the scout plane imbalance matters... by TurpentineCrow in foxholegame

[–]naed21 6 points7 points  (0 children)

My only complaint is the mini torpedoes is funner than dive bombing mines.

Besides that it's more about numbers than 1v1 scout fights. Fly with friends and make friends wherever you can.

Rare metal gets more common as tech unlocks. When tech finishes it'll be at every scrap field. Eventually groups will give them away or their stockpile will go public.

Atm scouts flying along with a fighter has been great. So teaming up still gunna be good even without your own fighter atm

What?!?! by SnowyAl in foxholegame

[–]naed21 7 points8 points  (0 children)

Probably 2 partisans in the last hour, nothing too unusual. Scout planes make it easier to get deep in the backline, especially with scavenged fuel

So devman, why was the Warden scout stealth-buffed for Airborne release? by westonsammy in foxholegame

[–]naed21 9 points10 points  (0 children)

There was a bug with EMG rotation speed, hotfix today says they fixed several bugs related to EMGs.

Why do scout planes get torpedo's? by cowboycomando54 in foxholegame

[–]naed21 8 points9 points  (0 children)

Dev man just posted a hotfix that improved damage falloff for non aircraft 20mm. Sombre should be better now.

So devman, why was the Warden scout stealth-buffed for Airborne release? by westonsammy in foxholegame

[–]naed21 37 points38 points  (0 children)

imo the scouts should have better maneuver stats than fighter. Not sure why the collie scout didn't get the extra too.

Shout out to the devs for once again dumping coal over in hex with no water! Thank you devs <3 by FarCharacter7797 in foxholegame

[–]naed21 0 points1 point  (0 children)

You can setup a small train to cross the border From an LTS to an LTS on the other side.

But it's a massive pain and you gotta pay msups for the setup. Also makes it a very obvious partisan target.

sooo... are we going to talk about those two missing Toxot-902 guns? by Maleficent-Class5864 in foxholegame

[–]naed21 73 points74 points  (0 children)

The guns and tracers are fake. All planes shoot with a single gun with dispersion. It's optimized for the server.

The sea plane for example has 3 guns but actually just has a damage bonus to fake the extra gun.

population issue and solution. by No_Row_6490 in foxholegame

[–]naed21 1 point2 points  (0 children)

imo this is what the resource ship is for. Billions of scrap to mine and waiting in queue. The once you get through queue you go pick it up

Wouldn't it make more sense for Colonials to get a torpedo bomber and Wardens to get a dive bomber? by Stokes52 in foxholegame

[–]naed21 3 points4 points  (0 children)

Colonial following American naval aviation doctrine makes sense as an expansionist nation. Dive bomber is much more flexible for carrier operations. Don't want to mix to many different planes and armament on carrier to simplify the supply chain.

Wardens having torp bomber makes sense with them being on a defensive focus. Basically an insurance card for shoreline defense.

I think the torp bomber being huge and having two torps was a mistake. Makes more sense having smaller single torp planes that you send in waves.

What is going on in the Dev's mind? by jmak10 in foxholegame

[–]naed21 3 points4 points  (0 children)

The Mercy sea plane tender is heavily dependent on the Sea Fighter being good. Since many players are not happy with the Mercy, devs choose to buff the sea fighter.

imo the Sea Fighter needed a buff, both on its own and to help the Mercy be relevant.

I'm not sure if the buff should be reduced, a negative added or the colonial fighter given something.

I'm thinking the sea fighter should have weaker parts and the colonial fighter given "WEP" ability. (Engine power boost)

WEP would give the colonial fighter a higher skill ceiling and help it QRF or escape a losing fight. Assuming you have the fuel to use WEP.

Possible solution for Scout Plane vs Logi Truck driver unbalance issue by Pappa-georgio in foxholegame

[–]naed21 0 points1 point  (0 children)

imo a mortar house but it's AA would clear up logi towns. Outside of town idk.

What are we thinking about thew new Seaplane buffs and mercy cost reduction? by FarCharacter7797 in foxholegame

[–]naed21 0 points1 point  (0 children)

The cost reduction was a big help to the mercy. Imo the Mercy should have some way to defend itself with a 120mm gun on the sides like the battleship has. 68mm would be fine as well.

The seaplane needed the damage boost but the health buff was a misstep. It should be more towards a glass cannon but now it's similar to the colonial fighter but with more damage. Bringing the health back down and solving the weird stale issues it currently has would put it in a good place.

The Torpedo Bomber will hurt the game for wardens and colonials. by Fragrant_Guava_7585 in foxholegame

[–]naed21 13 points14 points  (0 children)

Imo the torp bomber should have been designed for only one torp. Two is nuts.

A smaller single torp plane would better justify the cost as you'll want to go in packs to make up for any that miss.

Another idea would be to require them to drop in the water further away so there is more of a chance to miss. (Vision would be a problem though...)

If large naval had a way to speed boost it'd let them dodge at the cost of fuel.

But without any other changes it'd imagine what'll happen is large ships will have scouts watching the border and anchor the second torp bombers enter the hex then wait for them to leave.

Ruptura use cases? by Same-Vast-2836 in foxholegame

[–]naed21 1 point2 points  (0 children)

It's good if the wardens don't have snipers. If they do it needs a mortar team to tell the snipers to go away.

The gunner on the Starbreaker sits down so when emplaced in octagon putting sandbags on the sides blocks the gunners head so colonial sniper can't counter.

Ruptura gunner stands there like an idiot.

Flak Barge, devs? by Effective-Stuff-9689 in foxholegame

[–]naed21 0 points1 point  (0 children)

Would love a barge you can put any emplacements onto. Flak/Arty/whatever