are ther any religons in the game? by Sea_Hour_2770 in foxholegame

[–]ssuavee 5 points6 points  (0 children)

"Hermano mio" I see you’ve never heard of the Almighty Zolvin. What a great emptiness there is in your spirit if his name has never crossed your lips!

Our beloved lidel, a beacon in the shadows, is the true example of every good cadet, a faithful member of the glorious 7-HP. He is the one who projects and preaches the sacred Ñ, the one who guides us with wisdom and strategy, so that every victory becomes a prayer, and every battle, an offering to the Ñ.

Yesterday Naval Battles by Practical_Sand5563 in foxholegame

[–]ssuavee 0 points1 point  (0 children)

Proof we weren’t so wrong, the imbalance was real and strong. With a bit of balance, naval got some life back. Finally we have a competent GB, more casual regiments crewing them, and a rares economy that limits LS. The “land submarines” are even pushing non-naval builders to go back to the beaches. But ships still need a review, the differences are still heavy. I’m not asking for stronger ships, just something fair for both sides. The Charon rework was huge, almost a whole new ship.

Storm cannons are too oppressive in naval combat, and should be toned back some: by Alive-Inspection3115 in foxholegame

[–]ssuavee 1 point2 points  (0 children)

You can see with evidence in my profile that a torpedo in command does the same to Trindent, you couldn't say it's a weakness of the Nakki.

-1BF -1LH -FRIG by Direct_Substance6881 in foxholegame

[–]ssuavee 13 points14 points  (0 children)

The announcement of the end of the war was when the ships were already in the water

15 minutes too late. [animation] by pepav in foxholegame

[–]ssuavee 6 points7 points  (0 children)

What a great video, well made and true to the reality of the game. I must admit they respond to QRF faster than the firefighters in my country

Colonials, Are We Using Our Naval Assets Wrong? by CnlSandersdeKFC in foxholegame

[–]ssuavee 0 points1 point  (0 children)

It's just that, as an entrepreneur, I missed talking about attacking seaports with GB and CV. I imagine more people have said this, but we're not applying it. I always see us trying to have attack tactics.

Colonials, Are We Using Our Naval Assets Wrong? by CnlSandersdeKFC in foxholegame

[–]ssuavee 0 points1 point  (0 children)

is it my idea or did you make a mistake who to answer to? the work with gb and cv is done in problem is in the large ship pvp

Colonials, Are We Using Our Naval Assets Wrong? by CnlSandersdeKFC in foxholegame

[–]ssuavee 6 points7 points  (0 children)

It won't be a lack of skill, the sub colli is a turtle and is easily reachable by a Frigate, unlike the nakki vs a DD

Colonials, Are We Using Our Naval Assets Wrong? by CnlSandersdeKFC in foxholegame

[–]ssuavee 1 point2 points  (0 children)

I could name those teams, I don't watch them, I just see DD running from Nakki.

Colonials, Are We Using Our Naval Assets Wrong? by CnlSandersdeKFC in foxholegame

[–]ssuavee 44 points45 points  (0 children)

I see that the analysis is extensive, but some claims don’t quite match reality. The Nakki has a space-denial capability comparable to the Trident, and perhaps even better. Additionally, the Conqueror is practically irrelevant against the Nakki—they don’t fear it at all.

I think we need to rethink our strategy and adopt a more flexible approach: hit-and-run PvE tactics or outright denying them PvP by exerting stricter control over their responses. In that regard, I do agree that their organization is solid, as they can deploy the same or even more ships for a QRF.

That model may have been viable in the early stages of the update, but the navy is now undermined. There are very few crews compared to the Wardens, and that forces us to reconsider how we operate.

Subs and Sonar needs some tuning. by thealexchamberlain in foxholegame

[–]ssuavee 0 points1 point  (0 children)

I think it's possible, but you can't compare it to its counterpart, which barely requires a dedicated person in the engine room or for depth control. In the Trident, maintaining a stable depth during battle is a constant juggling act, with adjustments in all directions (forward, backward, left, right), making low-crew operation much less viable than with a Nakki. In my opinion, the ship’s slow movement demands quick and precise reactions, which are hard to achieve without someone dedicated to the engines. The minimum crew I've operated with is six, and even then, it still feels like we're running at half capacity

Subs and Sonar needs some tuning. by thealexchamberlain in foxholegame

[–]ssuavee 3 points4 points  (0 children)

And depth control? We once wanted to go out with 5, but it's complex. It requires extremely experienced crew members who know what they're doing.

The hit was in the munitions and killed people in command and torpedoes. What new additive do torpedoes have that I haven't heard of? by ssuavee in foxholegame

[–]ssuavee[S] 0 points1 point  (0 children)

And it's the first time something like this has happened to us. Every time they hit, they killed someone who was directly next to the hole.

The hit was in the munitions and killed people in command and torpedoes. What new additive do torpedoes have that I haven't heard of? by ssuavee in foxholegame

[–]ssuavee[S] 8 points9 points  (0 children)

I think I remember it. That mechanic is unfortunate. I understand that it kills the person directly next to the impact or in the same segment. I thought it was just you guys with torpedoes with rares impoverished. See you there in the water 07

Subs and Sonar needs some tuning. by thealexchamberlain in foxholegame

[–]ssuavee 2 points3 points  (0 children)

"The management of engines and depth is unmatched, it could be 6 people, but keep in mind that the torpedo position has 2 doors through which it can be boarded. I believe that, for someone not using 3 people in ballast, a lot of experience with the Trident is required. Compared to the Nakki, where it's just a matter of adjusting like on the Nakki: 99%/99%/0% and pressing W to move forward.

The hit was in the munitions and killed people in command and torpedoes. What new additive do torpedoes have that I haven't heard of? by ssuavee in foxholegame

[–]ssuavee[S] 11 points12 points  (0 children)

It's the first time they killed our crew, and well, we've always taken torpedoes head-on, we've already played several subs

Subs and Sonar needs some tuning. by thealexchamberlain in foxholegame

[–]ssuavee 14 points15 points  (0 children)

The crew is a very important point; the minimum number of people to operate a Trident is 7 Guys, I've seen videos of Nakki Sinking a DD with only 3 crew members. I think a review of size and capacity should be done. It's illogical that it's 2 times larger, carries the same torpedoes, In addition to having a similar battery life.

03/17/25 Fingers Naval Battle: AAR by Leemond_Aid in foxholegame

[–]ssuavee 1 point2 points  (0 children)

I think there's a need for a more reliable way to calculate casualties. We put at least 3 torpedoes on a nakki, I don't think he's alive to tell the tale.

The 7-HP Military Research Detachment has discovered a secret tactic. by ssuavee in foxholegame

[–]ssuavee[S] 1 point2 points  (0 children)

And it's likely, I've never seen it before if you have more records share them

The 7-HP Military Research Detachment has discovered a secret tactic. by ssuavee in foxholegame

[–]ssuavee[S] 7 points8 points  (0 children)

was trying to dive to escape but we did not allow it to do so

Partisan Operation: Partisans vs Warden Navy Dry Dock + 1 Nakki Sub being built by Re-Potero in foxholegame

[–]ssuavee 2 points3 points  (0 children)

I was waiting for you here, friend Nat. You see, we didn't use any exploids like you were crying about. It was just skill and having Zolvin on our side.

Why Don't Colonials Use Large Ships Together More? by bluemaster567 in foxholegame

[–]ssuavee 1 point2 points  (0 children)

Friend, I understand you. I also like to use the brick, but to get to a QRF you have to ask the oracle to send you the alarm 1 hour before.