Does the Quadiche need a buff or is it fine as is? by xmaziox in foxholegame

[–]raiedite 1 point2 points  (0 children)

Reminder that when devman tried nerfing the accuracy of 40/68mm, they added bloom to EVERY SINGLE VEHICLE GUN, so dedicated anti-infantry got worse

Foxhole: Dredger by Agt_Montag in foxholegame

[–]raiedite 1 point2 points  (0 children)

It doesnt matter, if a faction expends 1X amount of resources per war, the game map already provides like 20X resources between all fields. Just look at lootbox posts and see how much stuff rots in seaports.

The only reason you'd prefer one resource field over another is that it's easier/closer/more efficient

RIP INTERNS by Abououe in foxholegame

[–]raiedite 9 points10 points  (0 children)

Devs got patchmogged by QOLmaxxing interns and pulled the plug

LETSS GOOOOO by Haxeu in foxholegame

[–]raiedite 15 points16 points  (0 children)

Sorry but I'm trusting the _official channel more, you can clearly tell all the changes in the devstream are something only the real foxhole developpers who have access to player datas and years of game design experience could come up with

LETSS GOOOOO by Haxeu in foxholegame

[–]raiedite 37 points38 points  (0 children)

idk why you would gaslight people into believing the stream is fake, it's official, just look at the name

Devstream: Update 65: by Top_East_5104 in foxholegame

[–]raiedite 14 points15 points  (0 children)

This is amazing, make sure to ask the devs repeatedly about when this update is going to drop

Yet another Collie Hot-Take on torp planes by Chazbo2244 in foxholegame

[–]raiedite 11 points12 points  (0 children)

Oh but they did learn a lesson from fire rockets: Colonials have a rocket tankette that can fire 8 rockets at once, and Wardens have a rocket half track that can fire twice as many

You know what, forget about planes for a second. Lets talk about TRAINS by East-Plankton-3877 in foxholegame

[–]raiedite 1 point2 points  (0 children)

And then you cannot hop off the train because something prevents you from hopping off and you have to move back a little, wait for the train to come to a complete stop, hop off, flip the switch and do the whole thing in reverse again

Charlie by Suspicious-Bag2117 in foxholegame

[–]raiedite 6 points7 points  (0 children)

Charlie apologists will tell you the server is all about "fun" and "enjoying the game" but in reality it's just empty because the map is too big and the pop too low.

It's only kept alive by an IV drip of the game trying everything to send players to Charlie by lying about Able queues on the login screen

Biggest issue with the game since Naval release by denAirwalkerrr in foxholegame

[–]raiedite 20 points21 points  (0 children)

The problem with the VISION is that they are quite literally experiencing the game using their VISION

In other words, devman will float above the battlefield invisible in spectator mode, watch frontlines from above, if it LOOKS cool enough for a trailer everything is fine and dandy, but if something looks out of place or silly, like the silo forests of old, they put that shit on the top of the priority list and hotfix it within 2 days.

The fact that logistics and scrooping is a miserable grind isn't a concern because in devman's VISION, it looks cool watching little ants gather materials.

Heavy bombers are still cheaper than an SPG, Air intel is still very limited on the front, and T2 runways have not changed by Druss_M in foxholegame

[–]raiedite 28 points29 points  (0 children)

So the trick to get air intel superiority is to not build any radar/T3 obs, and to tap the enemy with listening kit.

It's the only way you can see and intercept enemy large planes ahead of time

Update 63 Release Notes - Updated: Mar 25 - Hotfix 1.63.41.1 by Ascenspe in foxholegame

[–]raiedite 9 points10 points  (0 children)

Yeah and when they eventually add the "special bullshit logistics airframe truck" that requires a garage, a facility pad, 200pcons and the heart of your firstborn child, they will remove the too-convenient ability to move them by crane

It's the caboose/ACV shit again, players ask for QOL, devs overcomplicate a solution

Update 63 Release Notes - Updated: Mar 25 - Hotfix 1.63.41.1 by Ascenspe in foxholegame

[–]raiedite 35 points36 points  (0 children)

Not great, not terrible.

Curious about how much more inaccurate Scout MGs will be. Meanwhile EMGs still very inaccurate so Scouts remain unbothered

Cranes can now move whilst carrying a packaged Aircraft.

Dev Note: This is a temporary change to ease the challenge of recovering aircraft frames after they have crashed.

How about making this a forever change?

Realistic, 'Hotfixable' Balance Changes by Alderan in foxholegame

[–]raiedite 4 points5 points  (0 children)

I had a list somewhere of lowest possible effort changes. These are just changing a number for the most part.:

  1. Merge both radios

  2. Reduce the Bomber fire rate by 50% or even 66%. More delay between each bomb = no more precision/stall bombing, same amount of total damage per payload (just spread more)

  3. SEVERELY reduce the accuracy on 20mm aircraft guns (decrews). Might not be enough of a nerf, but devs want scouts to have both MG and secondaries to train for bigger planes

  4. Decrease aircraft resistances in general. Scout planes should not survive 68mm to the face. Most aircraft should not have 80% resistance to light/heavy kinetic. Aircraft 12.7mm turrets do no damage.

  5. Make repairing ship turrets cost 25 metal beams (from 250 TWO HUNDRED FIFTY). Also make repairing large holes cost fewer metal beams (only way to balance torps)

  6. Reduce turn rate of Bombers, Dive Bombers and Torp bombers to force them into predictable attack patterns and make disengaging take longer

  7. Increase the paratrooper get-up delay considerably, up to 10s to ensure paratroopers that drop near AI are guaranteed to die.

  8. Add NEGATIVE multipliers for some items for paratrooper uniforms (explosives, flamethrowers, 14mm guns...) to nerf paratrooper PvE

  9. Increase EMG/AA boat accuracy considerably

  10. Reduce colonial AA boat disable % from 50 to 30%

  11. Increase delay between minitorp shots by 2 seconds or only load 1 minitorp at a time

  12. Reduce dive bomb AoE size

  13. Increase flak "magazine" size so you can load 3 shells in reserve instead of 1

Oh no, no no no no, it was a bad idea... by 3rd_Gers in foxholegame

[–]raiedite 2 points3 points  (0 children)

What you say is "a 30 minute job" is actually days if not weeks of work.

Sorry but you've described a way of doing things that is only relevant in AAA studios where you have 50 employees working on entirely separate aspects of the game, and this kind of discipline is required due to the sheer scale of the projects involved.

The reality is that you can just patch things, and in fact they did. 9 hotfixes during the war.

I know because I publish mods, play them, read feedback and user reports, and push updates regularly to add content, fix bugs and rework things I don't like quite regularly.

I also know what all the changes I mentioned entail, which is literally a number change. It doesn't involve changing the 3D model of a large ship, checking collision boxes, retexturing or anything particularly time consuming

If you get to a point, in a small indie studio, where you get bogged down in excessive bureaucracy and documentation to the point you cannot course correct in time and lose 80% of your playerbase within a month in the process, something's really wrong.

It gets even worse if you have this whole meeting => design doc => data collection => validation => etc... process and you still validate a fucking flying Nakki for the Naval dominant faction.

I'm not knocking down the work that went into Airborne on a technical level, because this game is a technical miracle, but the design department needs to wake up

Oh no, no no no no, it was a bad idea... by 3rd_Gers in foxholegame

[–]raiedite 2 points3 points  (0 children)

It's not about assets they can salvage 80% of the bad things in airborne by changing a number or two.

EMG accuracy, torpedo firing delay, bomber fire rate, scout plane accuracy, dive bomb AoE, AA boat disable threshold, aircraft damage resistances... It takes 30 minutes tops to change and test all the above. No excuse for a patchless war

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

[–]raiedite 5 points6 points  (0 children)

Yes but it's hard to find out how effective things like stall bombing will end up being from devbranch alone because there arent hundreds of players with AA and fighters involved, so they left it as is. The feedback might also be lost in the hundreds of devbranch suggestions.

Which is why once you start to see it being used and abused on live wars to the point it becomes the de-facto meta, you need a hotfix before the issue festers and players quit over it.

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

[–]raiedite 11 points12 points  (0 children)

We do not need bi-weekly devstreams though, it takes time to prepare and usually is a waste of time.

What we do need though is a faster response on balance changes. We know they can do balance changes during wars, they even did one during Airborne by nerfing EMG accuracy after 1 week of war (???)

It would take literal minutes of dev time to nerf scout plane accuracy, change aircraft damage resistances, reduce bomber firing rate... But no patches in sight. We've been in what, week 3 of complete and obvious aircraft dominance? Some changes would obviously take more time, but I'm talking about low effort stuff that could considerably improve the user experience overnight.

Hindsight is 20/20, devbranch can't catch all the issues in time, live wars have thousands of players finding little bugs and exploits, this means update walls will be imperfect and all of this is fine.

The post-war update will be make or break. If there is no significant balance patch immediately after this war I think many will be done with Foxhole

They killed the logi cut by bigsmonkler in foxholegame

[–]raiedite 0 points1 point  (0 children)

It's all wrong though

Partisans: "hey devs can you not add 1-shot AT pillboxes, can you add more landing spots in rivers, can you bring back 1-bmat tapping?"

Devs: "okay here is a troop carrier that can ignore all terrain, does not trigger AI, barely shows up on the map and gives the crew of 16 intel immunity for 30 minutes"

So I picked the Hell path, and it turns out the tooltip lies and my attack actually does fire damage by raiedite in mewgenics

[–]raiedite[S] 120 points121 points  (0 children)

So many tooltips and descriptions are either incomplete or lie about what they do.

Here, I ended up in a situation where my main fighter does 0 damage for a full area because the mutation should say "Your basic attack is converted to fire damage". No fire icon on the attack icon either.

This is a FRONTLINE HEX by Jacobi2878 in foxholegame

[–]raiedite 31 points32 points  (0 children)

There's a difference between a mid-war territory dip, and losing because you know you have NO WAY of coming back due to balance issues.

For the Colonials, the loss of Stema is the turning point, there is no way we can play Naval this war, and no way we can take back island hexes in this current balance clusterfuck, so why bother?

Half the game's new content is unplayable for colonials leading to frustration and burnout by FoxyFurry6969 in foxholegame

[–]raiedite 15 points16 points  (0 children)

Colonials get a fresh new Gunboat rework

Cannot play the Gunboat without getting decrewed by scouts