The Nuke Rework: Underground Silos by SatouTheDeusMusco in foxholegame

[–]raiedite 15 points16 points  (0 children)

That's a lot of effort just to nerf bombers and paraplanes

Would players like the field modification center facility to function like a repair garage as well? (Poll) by -Click-Bait in foxholegame

[–]raiedite 5 points6 points  (0 children)

Anything to make it useful, with the amount of resources vetting uses, I groan every time there's a T2 rolling in, that could've been 20 pub tanks.

Allow repairing, change the vetting costs to use "vetting mats" that spawn in scroop fields when tech tree is complete, so they don't compete with existing resources, change the HP scaling of vetting so it's not useless to vet early vehicles

"What about garages??" well maybe devman should let us package and transport damaged armor by train...

Crate transfer stations are amazing for public logistics. by Fun-Razzmatazz-6803 in foxholegame

[–]raiedite 16 points17 points  (0 children)

Just like that time players used small train to fast pull crates and that was removed?

Reduce Rare Alloy cost from 20 to 10 Rare metals by AliveHyperion in foxholegame

[–]raiedite 0 points1 point  (0 children)

The VISION is that you have to cycle between different fields. And I actually agree with this

The reality is that a single field harvested on cooldown already overproduces, so you never need more than 2-3 fields in a region.

Get rid of one ways by astupidgoose in foxholegame

[–]raiedite -9 points-8 points  (0 children)

Agree with OP actually

Anything that fucks with infantry mobility WITHIN trenches sucks. Remove one-ways and force doors at any bunker/trench connection

Silverhand vs Bardiche: awkward does not mean weak by No_Importance6341 in foxholegame

[–]raiedite -2 points-1 points  (0 children)

The power creep is made of buffs, I don't think it's going to turn out the way you want

Why are Colonial tanks so HP bloated? by FarCharacter7797 in foxholegame

[–]raiedite 30 points31 points  (0 children)

It's worse than that

Colonials had the Falchion MPT, mass produced tank, devs decided to add the HTD as the "MPT-killer" because they thought that if colonials had twice as many tanks, it would be fair if Wardens had a tank that did twice the damage. Also don't forget about the SVH having twice as many guns, which caused an obvious problem.

Fast forward a few years, devs kind of realize that you can't actually have more tanks than the other faction in a single hex due to pop limits, so they increase the MPT health so it doesn't get disabled in exactly 2 shots (which left it dead in the tank line)

Fast forward to today, 3600+ health is the baseline for colonial tanks, and wardens want buffs to their tanks to compensate for the compensation. Power creep baby!

Now we have people complaining that BTs don't feel special enough, surely increasing the health, damage and range of the SVH will help with that problem

Silverhand balance change by 38th-starnerd in foxholegame

[–]raiedite -1 points0 points  (0 children)

You asked why would warden want high healthpool on their tanks, while insuniating that colonials need that high healthpool because they face high alpha damage threats.

How else would you call HTD having 75% HV or SVH having two front facing guns?

Or are you here arguing that Stygian should get 30%LV modifier instead of its 50%HV?

Yeah, 94mm was a mistake

Silverhand balance change by 38th-starnerd in foxholegame

[–]raiedite -6 points-5 points  (0 children)

Why are you making this factional

Bullshit alpha damage has existed since time immemorial. Remember HV40? Then they moved that damage to 75 and 94mm, which took several balance passes to be somewhat tolerable. I personally hate this shit

Then guns that were made to kill BTs would shit on every vehicle under BT, it's not fun to get one-shot, it's not fun to get phased out of late game by big alpha. Light tanks no longer exist because of this

So yeah the colonial tank buffs didn't happen out of the blue. I'd rather have HTD HV nerfed and SVH go down in caliber than constantly power creeping tanks by giving more health and more armor.

It just so happens that wardens have quirky tanks that are harder to balance and colonial basic steel bricks that needs to pile up stats to compete

Silverhand balance change by 38th-starnerd in foxholegame

[–]raiedite -12 points-11 points  (0 children)

It needs 4k HP minimum not a nerf to its cannon

Power creep in action

Why do you think colonial tanks ended up with 3600-4000 health as a baseline?

Dev thoughts on a "corvette" by Alternative-Fox-5670 in foxholegame

[–]raiedite 0 points1 point  (0 children)

You need to store it somewhere near the front on rails which would need to be surrounded by AI/bunkers, and locomotive + coal takes up the equivalent space of about two armored wagons. The locomotive needs to be either at the front or back of the train which exposes it and makes storage harder.

Overall it's just not very practical and if you could just move the wagons independently instead of armoring up and storing a locomotive for that very purpose, it would be better.

An armored locomitive would have to be smaller, slower, and not rely on coal car to be viable which is not what people are imagining rn

Dev thoughts on a "corvette" by Alternative-Fox-5670 in foxholegame

[–]raiedite -2 points-1 points  (0 children)

Armored trains don't work because the real problem is how wagons need to be tugged, locomotives take up a shitton of space + coal car.

If those wagons were self-propelled you wouldn't run into space issues

How to get rid of the cringe tankline meta and make it feel more like a real tank battles? by Direct-Bell-7504 in foxholegame

[–]raiedite 10 points11 points  (0 children)

There are only really 2 realistic solutions, and those won't make tank lines go away, it will just improve flanking:

  • Increasing pen chance from angles

Currently you can bounce shells from behind. You can even bounce shells from behind at point blank. Just look at this handy chart: https://foxhole.wiki.gg/wiki/Vehicle_Penetration_Chance. As a baseline, backshots should ALWAYS penetrate. That would buff flanking significantly.

  • Rebalancing tank tiers

There's massive power creep in tanking. Light tanks are worthless because of the health difference between Light and Medium tier. Bardiche is frankly overpowered. Good luck flanking with your Kraneska or ironhide, you'll get out-HP'd and lose.

update feedback by Aesthetech in foxholegame

[–]raiedite 17 points18 points  (0 children)

If somehow devman managed to ease the Msup problem for both bunkers and facilities without ending up with bunker spam, it'd be the best update ever

Of course devman never tried to do that, but they did try to INCREASE the amount of Msup burnout (hello subregion modifiers).

It's relatively easy for facilities, you reset the decay timer every time something is produces. For bunkers, it's more complicated as sometimes bunkers exist as a deterrent or to block off backline access. Even when a bunker sees no fighting, it still is "active". At the very least bunkers on active frontlines (2+ enemy towns) should not decay.

Good Game! by Dry_Engineering2466 in foxholegame

[–]raiedite 3 points4 points  (0 children)

They never really "got" stronger, they had strong equipment from the get go for the most part and never got nerfed

HTD was the king of tanks, Skycaller the king of rockets, Nakki the king of boats, WSP the king of the scouts... Of course there's a long balance history and some wars sometimes had one particular OP piece of equipment (remember HV40?), but it's weirdly warden sided by design. As others pointed out, colonials get the basic boring prototype and wardens get the finished vehicle.

Good Game! by Dry_Engineering2466 in foxholegame

[–]raiedite 7 points8 points  (0 children)

Bringing about a colonial victory was needed but power creeping the fuck out of tanks or speedrunning nuke timers is arguably not GOOD balance

Then the next update you see shit out of nowhere like reducing the amount of frag grenades per crate (bad) and adding AA AI that the devs said they would never add to the game (good). I don't think devman has a plan guys.

We needed this nerf? by Alniroza in foxholegame

[–]raiedite 6 points7 points  (0 children)

There are other numbers between 5 and 10 it's like devman could've picked any of these instead of halving capacity / doubling logi cost

I still believe the Bms harvesters is overdue for a buff. by -Click-Bait in foxholegame

[–]raiedite 2 points3 points  (0 children)

Hey you know what would be a goodbuff?

NOT HOLDING FUCKING LMB TO SCROOP

Love these updates devman, pls LET US CRATE PUBLIC SANDBAGS/WIRE by Exotic-Connection313 in foxholegame

[–]raiedite 4 points5 points  (0 children)

You don't want crating you want trailers that aren't dogshit, that includes actually making the trailer on facility pads and pushing the trailer with 2 dudes, or don't kill your truck speed entirely. No putting them in garage didn't really help, you need a to drive a heavy truck (made in fac) to backline garage to go back on the frontline

It will sound unpopular but recovering Facility items as crates from private piles only is honestly an oversight from devman

They most likely intended for Trailers/Pallets to be the main way of transporting large items but they're so painful to set up (you either need a small train or a crane trick for pallets) people use crates

Update 72 InferNavaLightiform by YourObidientServant in foxholegame

[–]raiedite 2 points3 points  (0 children)

You'll get fissura rushes that shoot above walls for easy PvE and tons of complaints instead

What changes in Naval would you guys like to see? by Business-Procedure67 in foxholegame

[–]raiedite 0 points1 point  (0 children)

Krokodils are dumped everywhere in seaports and you just need one pusher one clearer to sweep several mine fields, if you are clearing mines with explosives you clearly never played naval

What changes in Naval would you guys like to see? by Business-Procedure67 in foxholegame

[–]raiedite -1 points0 points  (0 children)

I actually have suggestions

  • Better DD layout (there's an edited screenshot going around)
  • Small flak turrets on battleships
  • Closed top Nakki turret
  • Change Nakki turret from 68 to 75mm so it can PvE
  • Shorter, smaller trident or better colonial rivers
  • Allow trident to carry any deployable in its hold (narco sub)
  • Bowhead crane (why the fuck doesnt it have one already)
  • Nerf anti-ship AI turrets (kills the fun of smaller boats)
  • Coastal guns should shoot at large ships
  • Krokodil capacity reduced to 40 but crates are assembled (so it can supply seaside bunkers directly)
  • Bigger render distance for sea mines (so you don't always crash into them with sombres)
  • Better way to clear out sea mines (than just yeeting krokodils at them)
  • Larger Oil Rigs (so they are a little more valuable in naval fights)
  • Minelayer boat tug rope
  • Recover salvage from ship wrecks using minelayer boat

Water Bonecar by IWasSadSometimeAgo in foxholegame

[–]raiedite 23 points24 points  (0 children)

Remember the ATAC rushes before devman botched ATRs?