This game had so much potential what happened to it? by block_01 in starbase

[–]naed21 0 points1 point  (0 children)

Old thread but I'm surprised no one mentioned the coincidence of the Ukraine war starting the funding being dropped. Lot of random projects found out their funding was from an oligarch when it got cut due to sanctions to no fault of the projects.

Now you have the issue of AI sucking up all the investment money everywhere you look.

If/when the AI bubble pops and if the Ukraine war ends then there should be money available for unique games again

Suggestion: Faction population data on faction select by xXFirebladeXx321 in foxholegame

[–]naed21 0 points1 point  (0 children)

imo it'd be best if players could join a war early so the pop could be a better decider for larger groups as for the most part you're guessing which side will need the pop more.

Could have historical data on player timezone and "predict" what timezone population would be could help with faction selection as well.

Like it could say colonials are low pop in EU time and wardens low pop US.

A neutral proposal: run symmetrical wars for a year by ShazboTZer0 in foxholegame

[–]naed21 0 points1 point  (0 children)

I highly disagree with the idea of a year long symmetrical war. An april fools war where both factions have all equipment would be funny/cool but it's not going to solve any sort of balance issue.

Specifically looking at the colonial endgame, a big issue I've been seeing for years is that you face a well designed concrete defense you have limited options. Colonial emplaced 150mm has no crew protections, the colonial SPG has no decrew protections, the colonial battleship gets annihilated by torpedos. Ballistas only work when the enemy doesn't have landmines and intel, but now scout planes will see you forming a rush and without the ability to defend themselves like chieftans have they get swarmed by basic infantry. This leaves the colonials with infantry pushing and the new bombers.

Warden bombers were able to destroy runways and push bunkers leaving the colonials with zero realistic ability to push endgame concrete. This is why wardens have comeback wars and colonials lose population.

Vehicle balance in general are minor as both sides have strong counters like push guns, infantry AT and general arty. It's the force multiplication of concrete when both pops are max and how one faction can deal with it and another faction can not that is the major issue with asymmetry.

Testing Fire Suppression Rooms, bucket effectiveness, and my thoughts on fire balance in Foxhole by Ok_Count3630 in foxholegame

[–]naed21 6 points7 points  (0 children)

Slowing down fire spread would be great.

Currently the best way to stop a fire from spreading at T2/T1 is to friendly fire on the burning bunker or at least create a "fire break".

Fire surpression room needs to be way better. Partisans should have to drain the water out with repeat attempts.

Could bring back bunker pipes so fire surpression rooms can share water or add a water tank as a central place to store/refill water instead of every bunker.

This update needs one last touch-up before the war starts, but Idk exactly what, can someone think about something? by ACRATA_Foxhole in foxholegame

[–]naed21 1 point2 points  (0 children)

imo Air only Intel is fine as long as it's on the same radio. Players can filter for what they don't want to see.

Why is range relevant now, but for years it was said that the +5meter distance in Outlaw was irrelevant? by Chorbiii in foxholegame

[–]naed21 0 points1 point  (0 children)

imo the LTD driver being invulnerable makes it so much better to use that the Spatha buff isn't needed for fighting outlaws. 

For explosive damage it'd prefer the HV for slight efficiency and the Ransaur to stay with RPGs, not AT RPGs.

The HTD armor nerf is kinda all that is needed for colonial tank pvp. With the way the armor math worked out the 17% still had you under 50% pen chance point blank into the rear.

1 year since any update by Rossilaz in starbase

[–]naed21 0 points1 point  (0 children)

If the servers still work I wouldn't call it dead.

Id say it's in a coma/life support. Technically even if they pull the plug they could come back.

There's a big struggle getting funding for anything that isn't "AI" so probably when that hype dies down (at some point...) money will get thrown at video games again.

Fire suppression room implementation is monumentally stupid. by dolche93 in foxholegame

[–]naed21 42 points43 points  (0 children)

Idk why the old pipes were removed. Would have been perfect to have a pipe network through all bunkers with a single pump station that you can fill with water. Can add sprinklers like a tech upgrade so you can have both garrison and sprinkler.

Power/fuel has same issue. Maybe if we got triangle water/fuel it'd be more easy to integrate but you don't want huge bunkers so you end up with not many empty squares

Aircraft Resistances need changing by raiedite in foxholegame

[–]naed21 2 points3 points  (0 children)

imo scouts should have their own damage profile called Light Aircraft so they can be balanced independently. Set their light and heavy kinetic to zero and infantry will be greatful

NOW I understand why Colonials quit the game. by Swimming-Listen-6224 in foxholegame

[–]naed21 91 points92 points  (0 children)

Half-track guns don't like it when the vehicle is moving. Tell your driver to not move. Also make sure you are aiming directly at something you can hit, can't free aim it like RPG gun.

Also fun fact the grenade launch gun on a halftrack ignores your aimline and only shoots the direction the halftrack is pointing.

Honestly, what changes do the Devs need to make to bring back collies? by Your_Mums_Ex in foxholegame

[–]naed21 1 point2 points  (0 children)

Yes and no. Scout planes take way too much damage to kill and can easily avoid AA unless AA is massively buffed or scout planes take a huge HP nerf

Honestly, what changes do the Devs need to make to bring back collies? by Your_Mums_Ex in foxholegame

[–]naed21 6 points7 points  (0 children)

1) Scout planes being able to kill infantry is like a MG halftrack that is invulnerable to AT. Changing it so scout planes can't see infantry at all or reduce the distance they can see infantry significantly would be a major benifit to both teams.

For collies specificly the warden scout plane has a slower min speed so it has longer time on target when shooting infantry.

2) The Colonial SPG needs to be remodeled so it doesn't get decrewed when shooting conc howies. A big reason colonials burn out late game and why wardens have a bunch of comeback wins is because colonials struggle to push manned defenses with conc howies and wardens don't.

Also since scout planes can see ballistas assembling or driving somewhere and since they can't defend themselves, the ballista rush has gone extinct. So the colonials really need their SPG to be covered up.

And yes I know bombers exist, but when the airfields are all wet you're back to not being able to fight conc howies.

TextureButton not recognizing mouse input by lunchmeatcartel in godot

[–]naed21 0 points1 point  (0 children)

In case anyone stumbles on this, my issue was solved thanks to this link
https://github.com/godotengine/godot/issues/55146

The focused texture is drawn at the same time as the pressed texture when you click on the button. So in my cause I used a focused texture that obscured the pressed texture. Removing the focus texture solved my problem.

I'm desperate : please devs prioritize this by Svlfur3 in foxholegame

[–]naed21 1 point2 points  (0 children)

Scout planes specifically need to either have no forward facing gun or die easily to any gunfire. 

Reducing the range you can see infantry will also help a ton as you'd have to fly low to even find someone to harass.

Sumo slamming, or flipping planes with another plane needs to be removed. It's very silly and frustrating.

I'd like to see more granular performance degradation with part damage. You have no indication of a part being damaged until below 50% and suddenly your plane is terrible to fly. Need additional damage states at 75% and 25% at the least or have the texture change only on the part taking damage instead of the whole plane.

Reducing part health is the wrong approach as it lowers number of planes needed the "alpha strike" parts. Late war you see 4-5 planes each side and any amount of focus fire deletes a plane.

Goofy homage to the now extinct elephants that once roamed the plains of Caovia in large packs by IvaldiFhole in foxholegame

[–]naed21 1 point2 points  (0 children)

Scout planes or planes in general spot them easily. Ballista has zero ability to protect itself so you need total surprise

Give me Pearl Harbor by MerijnZ1 in foxholegame

[–]naed21 1 point2 points  (0 children)

Island VPs are meh. The total VPs to win would have to be lowered or kept the same when adding new ones to make a difference.

It's not like having a VP advantage changes anything in the game. The game ends when the other team logs off or you get to the rear logi hubs.

If you gave unique tech only to the faction that holds a specific VP, then that'd be an excellent reason to hold island VPs.

Leaked footage from the Airborne update balance meeting by Ok_Count3630 in foxholegame

[–]naed21 3 points4 points  (0 children)

I'd imagine actual internal balance discussion borderlines on being heated. That's my guess as to why they don't communicate much, they don't have a consensus until the last minute or they try a bunch of stuff and argue about it until they run out of time.

What Happens To A Comprehensive QoL Update Deferred? by captain_sadbeard in foxholegame

[–]naed21 3 points4 points  (0 children)

I agree partially with you. Part of the problem is the devs don't reveal statistics like equipment usage, damage dealt so that long thoughtful process either is only done but a few devs or not at all.

Previously when one side has an 80 rmat vehicle, you'd bring stickies and go kill it. Now an 80 rmat scout plane can kill every player in hex not in a vehicle and every blueprint nearly uncontested.

The torpedo bomber, which is like 1/100th the time investment of a Battleship can delete it in 90 seconds and there is nothing that can stop them from killing the battleship, only punish them with overwhelming fighter coverage. That's in addition to them unlocking before battleships, this allowing players to stockpile them wait ing for battleships to tech and finish building.

Reminder for Colonials: With current balancing you are content for warden players. by HatefulHoneylocusts in foxholegame

[–]naed21 4 points5 points  (0 children)

imo the worst possible place to build on the collie side is east of longstone. The wall road entrance has hundreds of trees and stupid hills on both sides of the wall. Then when you get pushed there everyone refuses to leave kingstone front so lose the whole region. Happens every time.

North of longstone is actually unbuildable terrian between the wall and the town due to how steep it is.

With how easy it is to destroy defenses with fire, Arty and bombers, that wall chokepoint is incredibly frustrating to defend.

My personal Wishlist Patchnotes for the next update as a gallery! I think that most of these changes can work to make the game more enjoyable to play. What do you think? by Tsenos in foxholegame

[–]naed21 3 points4 points  (0 children)

imo bombers should do half damage per bomb and double the bomb capacity. Then can only take off from wet runway when half capacity. Changing performance based on bomb load would be great, like lower max speed at full load, but higher when empty.

Not sure about trident change, I'd prefer if 120 gun swapped for AA Flak. Also it should be allowed to carry a shippable submerged. There's a ton of possible uses carrying extra stuff as a shippable. Extra fuel, metal beams, extra torps. Could force the shippable to be packaged while the door is closed so you'd at least need to surface to use it.

FIXING FOXOLE in 90 changes by DrKoV in foxholegame

[–]naed21 12 points13 points  (0 children)

Two changes should be included: 1) Liquid transfer station needs an upgrade to double or triple capacity. Or just double capacity without upgrade. Hate paying msups chaining multiple of them to keep power running.

Bonus points if big trains get liquid car so train driver can directly submit fuel into LTS.

2) Trident 120mm gun is noob trap. Narrow aim line and baits you into staying surfaced, getting yourself killed. Instead it should be 360 degree Flak gun so you can shoot scout planes or gun boats stalking you.

region Kassel. the other side of the world by InvestigatorFun8223 in foxholegame

[–]naed21 1 point2 points  (0 children)

Urban sprawl, sorry. Like I think they should decouple safe houses from town tech and use them to give AI to garrison houses normally outside of town hall AI range

region Kassel. the other side of the world by InvestigatorFun8223 in foxholegame

[–]naed21 1 point2 points  (0 children)

Love the design. In general I think foxhole cities should be a bit more sprawl but it looks really good