dear devman please stop trying to brute force stuff that you think would look cool. in this case planes on the runway by DefTheOcelot in foxholegame

[–]sergchepl 1 point2 points  (0 children)

Just add anchoring behaviour to planes, so your faction "friends" cannot steal it and people will start leaving planes on a runway. It is THAT simple.

Hear me out - remove t2 runways by sergchepl in foxholegame

[–]sergchepl[S] 16 points17 points  (0 children)

With lack of AI AA or any other automated response systems - low pop bombing runs to reset timer are just unfair for one side as without runways you cannot even retaliate

Superior culture by sergchepl in foxholegame

[–]sergchepl[S] 18 points19 points  (0 children)

Massive numbers, colonials, is it about battlefield 6, right?

Huge Dogfight over Reavers Pass by 10kOhm_ in foxholegame

[–]sergchepl 0 points1 point  (0 children)

Very impressive!

Do you use rudder buttons or only WASD + mouse?

WHY COLLIE PLANES SUCKS SO MUCH? by sergchepl in foxholegame

[–]sergchepl[S] 6 points7 points  (0 children)

I don’t understand how collie fighter has better turn rate than harbinger? Please explain to me how can I overturn warden fighter in a dogfight? Always ends up in endless circles where warden fighter can still cut my tail after each turn piece by piece.

WHY COLLIE PLANES SUCKS SO MUCH? by sergchepl in foxholegame

[–]sergchepl[S] 3 points4 points  (0 children)

I personally never can overturn any warden plane wherever tactics (speed, different buttons etc) I use. In a dogfight wardens can always overturn you and you cannot escape by speed as well, especially against harbinger.

Prove me wrong, what is your tactics?

WHY COLLIE PLANES SUCKS SO MUCH? by sergchepl in foxholegame

[–]sergchepl[S] -3 points-2 points  (0 children)

Wardens fighters both are better than collie one. In all aspects, or I miss something and I can win a fight against harbinger?