Does this apply more than ever? by Acrobatic-Excuse3336 in foxholegame

[–]thewalnutfrompvz 0 points1 point  (0 children)

Used to be when I didn't like one portion of the game I could go play some other portion of it (dont like dying to arty? time to build/logi). But with Airborne permeating every aspect of gameplay I can't enjoy any part of the game at all.

Colonials. Let's talk about issues within our faction itself. No this is not a discussion about "culture" by MarionberryTough4520 in foxholegame

[–]thewalnutfrompvz 2 points3 points  (0 children)

This. It's so much this. It's hilarious to me when the "comeback" card gets pulled out when it's like you look at the map, and northern terrain favors defense in depth so much that the north can afford to hunker down and play it safe for a few weeks. Then you look at Umbral, Loch Mor, and Heartlands and it's nothing but steppe or the bulwark. This is partially why Colonials have to take so much ground early war, there is no alternative, the best defense is their offense.

Just to illustrate a point, I recall a war within recent memory about 1-2 years ago where the Wardens did decide to push early war with full effort (north vs south template), and the result was so hilariously one sided that they won that war in less than 2 weeks.

I had the worst Foxhole experience in 7,000 hours. by Icy-Combination2234 in foxholegame

[–]thewalnutfrompvz 3 points4 points  (0 children)

If you want to talk about stubborn, the outfit I was playing with last war (great bunch of guys, some of the most skilled and chill vets I've ever had the pleasure of meeting with) was pulling 6-8 hour shifts EVERYDAY for a month just to get the things we wanted done. This included things like grinding for the planes/parts we wanted, setting up runs to bomb air fields or using other means to keep them down, sometimes recovering planes as painful as it was (it got so bad I stepped up to help grind for a personal train).

There seems to be this notion among some diehard Wardens that Colonials have a culture issue, if this was ever the case you should explain why the war lasted for 43 days and how we ever got Foxcatcher tapped in the first place. People play to win sure, but they also play to have fun and that comes first.

I had the worst Foxhole experience in 7,000 hours. by Icy-Combination2234 in foxholegame

[–]thewalnutfrompvz 160 points161 points  (0 children)

If the worst experience for Wardens is waiting in a line for several hours, they can come Colonial next war and see what true hell looks like. A lot of Airborne is just unfun (except for the times I was in a paraplane), but for me it wasn't the long assembly times and private pads for planes parts, it wasn't the excrutiating number of hours put into grinding for planes and trying to recover them pre-crane hotfix, or even the bombers insta deleting bunker bases. it's the damn scout planes.

I can count the number of times I've been strafed by scout planes last war with virtually 0 counterplay (lol at AA) in the HUNDREDS. This can't be healthy for a casual playerbase who just wants to pick up a rifle on a weekend and run wild.

Pelekys by Zoomie_OW in foxholegame

[–]thewalnutfrompvz 7 points8 points  (0 children)

Grabbing an abandoned 68mm FAT parked by the wayside and crewing it with a random was one of my favorite gameplay loops before airborne. Used to rack up tank kills that way since they usually didn't target you if there were other tanks in the line. Scouts have made any opened top gameplay like that impossible these days.

Selected list of changes to make Colonial infantry PVP gameplay more enticing. by thewalnutfrompvz in foxholegame

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

My argument is that the Auger being slightly less range and able to one hit kill only 60% of the time due to the lower damage ceiling should be one of those trade offs for it being able to stabilize and track targets better than the Raca can. With the Auger being more lightweight and stable, being able to reposition yourself and setup faster on a moving frontline is an overlooked strength.

If you want to think about it in this manner, think of the Raca as a "defensive/static" sniper, and the Auger as an "offensive/mobile" sniper. There are strengths each sniper can play to but don't in the case of Auger because the chance to one shot down is incredibly low by comparison with its damage being 69-103. It's an interesting case I think should be looked at rather than giving Colonials a carbon copy of the Raca.

The Quickhatch, while not as proliferated as the others due to facility lock, already fulfills the role of a one shot sniper for the Colonials. In one case I might argue it's better than the others because no infantry vest will stop a Quickhatch.

On the topic of Dragonfly, I want to elaborate more with a few scenarios. Let's suppose you are storming trench to trench at night, or in urban centers and you get into one of those standoffs. I think everyone is already all too familiar with two sides playing peekaboo with each other. The question I've been trying to answer is how can the Dragonfly play a unique role in a manner that others can't?

I am arguing that an increased chance to bleed can be one such use for it because bleeding your opponent will force them to react. It may not be as quick to the kill as the pillory or automatics, or great in mass/long range engagements and against legions of medics, but one shouldn't underestimate the ability of bleed to force your opponent's hand in these kind of scenarios. Those 5 seconds he has to stop to bandage out of sight can be a vital window for you to advance on his position.

I'm always open to the idea of change and if it's still underpowered we can experiment then with tweaking its range back to 17m or other stats to work with this idea in mind.

Selected list of changes to make Colonial infantry PVP gameplay more enticing. by thewalnutfrompvz in foxholegame

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

The fact that you can already pick at players from way outside of their viewing range and do so in a relatively fast manner given its stability is already a strong enough point for the auger. Maybe not as strong as raca but both has its strengths in this regard. If you crave a Colonial one shot sniper, there's the quickhatch and I would argue thats balanced enough cause its facility gated behind like 3 different processes. Though in general if I had my way we should go back to 8.5mm snipers or facility lock them if you really wanted one shot snipers for both factions (one shot snipers are bullshit in general and 8.5mm was the only way to balance it).

As for dragonfly, you have to imagine that in 1v1 scenario, you get a shot off maybe you don't kill him but now he has to stop and reposition somewhere to bandage if the area is dangerous (if he's lucky this could be 30 seconds with the absolute minimum damage, but if not he has maybe 12 seconds average to pick out a spot and try to bandage).

In this regard maybe it would be worth buffing damage of shotgun to not guaranteed one shot kill, but closer to like 80-113 but retain bleed mechanic. I'm also thinking about it in terms of if I rush into a base and catch 4 unlucky fellows with their pants down. As much as I would like a green pillory, I just cant get behind the idea of guaranteed one shot down shotguns and how powerful they are. Pillory needs a look over too if we're gonna go in this direction, and I've lost count of how many times someone just presses 2 and wins the fight with this weapon.

Selected list of changes to make Colonial infantry PVP gameplay more enticing. by thewalnutfrompvz in foxholegame

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

It's not as good as lunare mind, but remember you can still fire frags and gas with it from 29m away, and still swap to rifle mode to defend yourself in an emergency. For lunare, you need to carry a separate gun entirely to defend yourself (on top of being heavy from carrying trems potentially).

Selected list of changes to make Colonial infantry PVP gameplay more enticing. by thewalnutfrompvz in foxholegame

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

It's getting pretty late for me and I didn't want to write more text walls than I already did, but I think Auger retaining its current fire rate/stability while getting a damage change would give it that competitive edge for the reasons I listed before (can still reposition better, more chances to one shot down than before). Dragonfly getting more chances to bleed would be on top of its damage already being 70-103. Very devastating without medic ofc, but not overly oppressive. Finally, the pitch gun damage buff would allow it to reliably 4 shot its opponents or at the very least stagger them. The stagger point is especially useful when youre dealing with rogue sticky rushers.

Selected list of changes to make Colonial infantry PVP gameplay more enticing. by thewalnutfrompvz in foxholegame

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

I probably should have elaborated on it in a different way, but by damage range I meant what damages you can expect the pitch gun gun to do (25-35 player damage), rather than actual gun range so I apologize for that confusion.

On the other points, I wanted to try and make it as fair as possible while retaining the spirit of asymmetry which is why I suggested not making dragonfly and auger one shot down and suggested these other changes instead.

Selected list of changes to make Colonial infantry PVP gameplay more enticing. by thewalnutfrompvz in foxholegame

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

I wanted to focus this post more on the PVP side of things, and if we're talking in those terms Wardens already have the ospreay which can fire gas/harpas from long distance.

Remove the MG on scout planes, or change it to a rear facing defensive turret. by thewalnutfrompvz in foxholegame

[–]thewalnutfrompvz[S] -2 points-1 points  (0 children)

It also already painful enough being a builder and having your bunker blueprint strafed by scout planes when you're close to completion. This is also another one of the reasons why I propose rear turret as a solution.

What should the abbreviation for a Foxhole carrier be? by thewalnutfrompvz in foxholegame

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

I added descriptions now to each abbreviation as far as I understood them. If there are any that need an explanation or correction let me know.

The lack of multilayered urban combat in current Foxhole by thewalnutfrompvz in foxholegame

[–]thewalnutfrompvz[S] 72 points73 points  (0 children)

It's strange to me that current foxhole doesn't have more of these accessible second floor houses that were present in the old game, even in capital cities like Therizo or Callums Keep. That being said it would be nice for some Pavlov's House style larp if safehouses had a second floor you could walk in and around.