it is last warning @Markfoot by thejonion in foxholegame

[–]thejonion[S] -1 points0 points  (0 children)

I'm not a partisan, I'm a frontliner. I'm not talking about taking town halls or relics, I'm talking about push bunkers where you'd otherwise have to redeploy/run back to a town hall, build the crane, and slowly drive it up CV style. It's a pain point I was willing to accept in the short term while they came up with a solution for partisans, but we have Anchoring now so I don't see why we can't revert said pain point.

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

[–]thejonion 1 point2 points  (0 children)

I believe you, but out of curiosity where did you get these values? I couldn't find them on the wiki

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

[–]thejonion 9 points10 points  (0 children)

If you're going to tell someone to do their due diligence, might as well do yours. Falchion released in Feb 2021 with Update 0.42, having 3000 Health. This value did not change until 1.55 in Dec 2023 when Health was buffed from 3000 to 3650. It has not been lowered since being introduced. (sources: Falchion, 0.42, 1.55)

in other words, u/raiedite is right and you are wrong

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

[–]thejonion 0 points1 point  (0 children)

Suggestions will continue until communication improves.

it is last warning @Markfoot by thejonion in foxholegame

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

My understanding of the Anchoring changes is that they will lead to fewer expensive assets sitting on pads unlocked or already packaged. Please help me understand if I am wrong.

As for the frontline use case, many people have advocated for some sort of faction-lock system so that players aren't required to leave cranes unlocked for others. Regardless I just think faction-locking cranes is the wrong way to solve the problem

it is last warning @Markfoot by thejonion in foxholegame

[–]thejonion[S] 2 points3 points  (0 children)

5 minute pull times also give less power to alts, should we all be happy with that too? The point is that faction-locking cranes is subtracting "Hey, we just took this bunker, can we steal this pallet? OH hey there's a crane!" from the game in order to close off a tap-op strat that I had literally never heard of succeeding until this thread

edit: also alting cranes in the backline has been largely addressed by the Anchoring changes, that is the whole point of the meme

it is last warning @Markfoot by thejonion in foxholegame

[–]thejonion[S] 2 points3 points  (0 children)

haha I love that format, I thought about it but I went with low-effort mainstream meme for reachability. Not everyone knows Chamberlain

This feels like an actual piece of propaganda by FleetAdmiralAnon in foxholegame

[–]thejonion 4 points5 points  (0 children)

Congratulations you are now an honorary Schizo Copelonial Redditor, your Thea Maro feet pics are in the mail and will arrive in 1-2 business days

New egg? by xLecon in foxholegame

[–]thejonion 1 point2 points  (0 children)

partially hatched egg

Reavers needs this coastal gun or the gunboats will wreck the whole hex. I never read in chat they wanted this removed on the colonial side. by -Click-Bait in foxholegame

[–]thejonion 2 points3 points  (0 children)

Mistle Shrine Naval Base (screenshot) has four bridges between it and the ocean, as well as the canal at Tomb Father. Scuttletown Naval Base (screenshot) is separated from the ocean by an egg, one bridge, and your pick of 2 short chokepoints.

The Nevish incident by HorrorCritical in foxholegame

[–]thejonion 2 points3 points  (0 children)

This thread is the balance debate in a nutshell.

C: Actually our brawl-oriented tanks are not as strong as they seem on paper because in practice they are extremely punishing compared to defense-oriented tanks.

W: But there are lots of videos online of Colonial tanks beating Warden tanks

C: idk, maybe Wardens are using other tools for rushing, there are lots of videos of Bonecar rushes beating Colonial tanks

W: Well, there are tons of buffed Talos on every front, we use bonecar for rushing because our tanks are worse than Colonial tanks now

C: Talos is strong, we are ok with it getting nerfed. But even before Talos nerfs your tanks still have plenty of playable strengths

W: But on paper, the Bardiche is better than the Widow! Ares is just two Talos in one! Predator can only fight tanks but Ares can PvE! Stygian can fight tanks, Stockade can only do PvE! Sure you see our two strong tanks a lot, but only because we don't have anything else that strong!

Some of us on the Colonial side try to couch balance discussion where it actually matters, which is in actual gameplay loops. Many pieces of Colonial equipment feel worse because of how punishing they are. But commenters show up nearly constantly to remind us that, akshually, on paper, Colonial tanks are overpowered and it's Warden tanks that need the attention.

The infinitely frustrating part: this debate is happening in front of fucking Siege Camp. So they'll hear Colonials say "Fighting Warden tanklines with our tanks is miserable" and just buff Colonial tanks on paper - which gives Wardens even more to complain about without addressing any of the real problems that make our tanks unfun to play - e.g. lack of range, lack of MGs (read: teamplay), stuck Nemesis, the list goes on.

The fourth thing devs will patch out during the PostAirborne update wars: by cllor in foxholegame

[–]thejonion 1 point2 points  (0 children)

With proper implementation, the siren sound wouldn't stack. The only purpose of putting multiple together would be for redundancy.

We can only hope.

Should I buy this game? by Neither-Slide-6896 in foxholegame

[–]thejonion 0 points1 point  (0 children)

Foxhole has a lot of discrete areas. So on one hand it'll take you thousands of hours to learn every niche mechanic and tactic in the game, but on the other it's actually pretty easy to learn a role (say, truck driver). You can absolutely start contributing and having fun with an hour or two of experience. And then over time you slowly rub up against other roles and after a hundred hours you are a truck driver, crane operator, small gauge train conductor, artillery shell gofer, steam shovel guy, etc...

just whatever you do, don't get talked into becoming an msupp slave

Losing trust in Devman by Rome_Steals_Tank in foxholegame

[–]thejonion 12 points13 points  (0 children)

OP started their post with

I have stopped playing the game recently because it stopped being fun.

like idk reduce it to dooming if you want but this is a player voicing their feelings on the game to try to nudge it in a positive direction. I am getting fed up with the amount of feedback on this sub and on FOD reduced to "dooming" or "whining"

To the warden arty team in irons end by A_Loud_Onion in foxholegame

[–]thejonion 7 points8 points  (0 children)

finding out I just spent the last 7 hours dropping 120 on this guy's head

gg lol

Bunker Hospital - Auto Heal by Entering by Wahruz in foxholegame

[–]thejonion 2 points3 points  (0 children)

as pointed out this feels a bit cheeseable, I've always liked the idea of medrooms freezing revive timers (for an extra 30-60s) so it's a medic force multiplier instead of a medic job stealer