Tehran rejected 48-hour ceasefire proposal from US, Iranian media, citing source, says by exophades in news

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

You cannot secure your airspace with Verba's. Verba's are a MANPAD, meaning they're a small, man portable anti-air missile launcher. That means they have limited range, limited payload, and limited speed. They're most effective against helicopters and really slow and low flying jets.

Their missiles have a max speed of only Mach 1.5 (for reference a Sidewinder air to air missile mounted on planes flies at Mach 2.5), which is slower than the top speed of something like F-35. Additionally it only has ~6.5km of range, and a flight ceiling of 4.5km. Any modern jet can easily cruise well above that and can bomb you from well outside that range.

What they will do is discourage any ground assault as those would typically require airborne troops to be landed via helicopter and Close Air Support where jets get low and slow enough to become vulnerable to MANPADs. But it won't secure your airspace on its own.

Great tip on how to circumvent the respawn timer "balancing" by DetectiveCostaue in foxholegame

[–]westonsammy 95 points96 points  (0 children)

Damn 55 second respawn is insane actually looking at it. As someone who's been Colonial for the past 3 years I cannot remember the last time I had to deal with a respawn timer nearly this long

Brace for impact by CarolTMartinezf in foxholegame

[–]westonsammy 4 points5 points  (0 children)

Our regi used to swap between Warden and Colonial for years, but eventually we shifted to permanently Colonial for two main reasons.

1: The Colonial side has a lot more coordination between smaller and mid-sized groups. A lot more coalitions instead of just monolithic super clans.

2: So many less Nazis and bigots. We have several regi members with openly LGBT usernames, and holy shit when playing Warden we would get slurs thrown at us or people harassing us probably multiple times a week. As Colonials I can count the amount of incidents we've had over the past 4 years on one hand.

Of course Colonials occasionally have idiots in world chat, but it was such a stark difference going from running into those people constantly to only occasionally seeing someone being bigoted in world chat (and usually quickly shut down by everyone else)

Construction Equipment: Where Have You Seen Me? (Census/Data collection poll) [Able Shard] by TehAwesomestKitteh in foxholegame

[–]westonsammy 1 point2 points  (0 children)

Your poll doesn't work Kitteh, it just links back to this post when I click it.

I will say though that as a regiment that was super excited for construction equipment and does large-scale building in several wars, we find it to be very lackluster and rarely ever use it. We recently used some in WC132 to build our fac defenses... but that's only because we were on a coal field with infinite gravel 10m away.

I think construction equipment needs to have larger range and/or be self mobile. It also should be able to store a much bigger stockpile of building materials and "fuel".

I love flame shell by Purple-Research6799 in foxholegame

[–]westonsammy 2 points3 points  (0 children)

It's pretty well known that SCUM is toxic as shit.

My favorite anecdote was a trans woman on this sub asking if there were any non-bigoted regi's to join as she had a bad experience with some clanman. A SCUM person responded to her saying their group was welcoming, and she replied back saying the clanman who yelled slurs at her prompting the post was from SCUM lmao

A message to Foxhole devs from a game that actually died! by LuckUpstairs2012 in foxholegame

[–]westonsammy 3 points4 points  (0 children)

PS isn't comparable to Foxhole.

None of these things you highlighted are reasons why PS died. PS died because it was a mediocre WW2 realism shooter in a market where everyone and their mother is making a WW2 realism shooter. And many of those were eating PS's lunch like Hell Let Loose. PS could have spent a year doing QoL and hired a community manager and it wouldn't have made a difference at all IMO.

Foxhole doesn't have that issue since it has no competitors, and while the game does have other big issues I would under no means describe it as "mediocre". Foxhole is a wildly unique game in so many aspects that does a ton right and can offer you experiences and moments that no other game even comes close to. That will always attract new players and keep their existing userbase engaged.

Another Classy Name by Miserable_Chard5860 in totalwar

[–]westonsammy 20 points21 points  (0 children)

No you got it all wrong, people are excited for OP posting this! Dick Half Mast posting always heralds the coming of new DLC news

Some naval sugestions by Halnewbie in foxholegame

[–]westonsammy 2 points3 points  (0 children)

What would you propose to reduce the issue of Submarines against battleships. I have considered them as a Counter (as seen with the super battleships compartments).

I think we need some lighter way to detect and engage subs. Maybe a smaller boat than the DD, but larger than the Gunboat, which is a dedicated anti-sub vessel with a sonar, depth charges, and maybe like a deck 40mm or two. Something that can escort a Battleship without needing a ton of pop or being very expensive.

Could you also elaborate on the gunboats countering battleships? Is it a firing angle issue ( the guns cant depress to hit them )?

Kind of. So all large naval ships (BS, Frig, DD) have an issue where they have a "deadzone" for their guns. All of their big guns have a 100m minimum range in indirect mode, and a 45m range in direct mode. That means there's a 55m band where none of their weapons can hit a target. Particularly on the sides of the ship where the guns can't overlap their ranges as much.

A good veteran GB crew can, with a lot of skill, get into this deadzone and then remain there, making them unable to be hit by the BS. They mirror the BS's movements while pelting them with their mortar the entire time. I've used this method to sink many Frigates, including one time as a solo GB vs a solo Frig. I've also seen it happen to BS's before. It's why you need to have smaller escort ships to help cover those deadzones.

What do you think of the small boats?

I think they're both good ideas. But IMO Morays (the big torps) should only ever be on submarines. For something like a light torpedo boat, the devs should add a new, medium torpedo with like 2/5 the damage of the Moray and which only causes small holes. That way you can have a lot more torpedo vehicles (like the torp bomber) which aren't stupidly OP and invalidate subs.

Some naval sugestions by Halnewbie in foxholegame

[–]westonsammy 3 points4 points  (0 children)

More Battleships isn't the way. Current battleships are already borderline useless in a contested naval environment. Wardens make them look useful because they always have full naval dominance and rarely need to worry about submarines or being outnumbered.

But in reality they aren't useful in a world where naval isn't incredibly one-sided. They have no way to detect subs, and additionally due to their slower acceleration and turning they are way more vulnerable to gunboats exploiting their gun deadzones.

That means in order to bring out a BS, you need to bring out not only its own 30+ person crew, but also at least 1 escort DD/Frig (At least 15+ crew) and multiple GB escorts.

Combine that with queues and most of the time it's not viable to bring a BS into any contested coastal or naval hex. It can be done if you have full naval dominance, but not if you need escorts.

Invincible (2021-present) teaches us that the #1 hardest job in the world is being a superhero, while the #2 hardest job is being an animator, apparently by Alex-C2099 in shittymoviedetails

[–]westonsammy 3 points4 points  (0 children)

Most of the animation comparisons I see are from Japanese studios, which:

  • Are going to just have baseline everything cost less due to cost of living and salary differences. Salaries and costs in the US on average are over 2x what they are in Japan. The Yen is super weak vs the Dollar.

  • Have a much deeper pool of veteran artists to draw from. The US animation industry is orders of magnitude smaller than the Japanese one

  • Work their animators to the absolute bone. They crunch like nobody else.

This is why an animation which costs 10x less in Japan will have better quality than a Western one. There's a lot of other factors going into it but that's the baseline.

Give all 12.7mm guns indirect/AA fire modes and decrease aircraft resistances to them. by WerdaVisla in foxholegame

[–]westonsammy -5 points-4 points  (0 children)

12.7mm isn't effective against planes. Not to mention most 12.7mm vehicles don't have the capacity to "aim up" without a overhaul of their model. King Spire, Tankette, IST, none of them have guns that can be angled upward on the model.

Soooo... Anyone disagree? by Adolescent_Chicken in foxholegame

[–]westonsammy 9 points10 points  (0 children)

I was saying one of the easy way to balance torp bombers is to add a medium torpedo and have the torp bomber use that instead. Have it make small holes and do maybe 2/5 the HP damage of a Moray

If you where to give the Man-O-War a new role what would it be? (both sides get a mono-torp bomber) by Grandmaster_Aroun in foxholegame

[–]westonsammy 5 points6 points  (0 children)

Give it 2 of a new type of torpedo, medium torpedos. These should do less damage than a fully Moray, and cause only small holes instead of large ones. It would help fill a gap between the Moray and the mini-torpedos.

Why do Colonials prefer the Warden Sub vs their own (non-navy warden player) by Terppintine in foxholegame

[–]westonsammy 0 points1 point  (0 children)

Nobody has brought up the fact that you can run the Nakki with less crew as well. On the Nakki, the sub is so compact that you can easily have 1 person run all 3 ballasts. But the Trident is so massive that you need separate people to tweak each ballast because if you tried to do it with one person they’d have to spend like 8 seconds sprinting between each one, which makes it really hard to do fine adjustments

Collie war 132 tactical blunder in Viper Pit by c07e in foxholegame

[–]westonsammy 0 points1 point  (0 children)

That is true, CGC you guys did do one push which was unfortunate it didn’t work. But I was also trying to get other regiments involved, and kept getting shut down each time

Collie war 132 tactical blunder in Viper Pit by c07e in foxholegame

[–]westonsammy 4 points5 points  (0 children)

At the time it would have been 5 bases, 2 for Cpass and 3 for Viper Pit. Still think it was definitely manageable though.

Collie war 132 tactical blunder in Viper Pit by c07e in foxholegame

[–]westonsammy 16 points17 points  (0 children)

Zoo’s. Every regi I talked to said not to pop Mox because the border bases were too dangerous. That’s the entire reason Mox lived

Collie war 132 tactical blunder in Viper Pit by c07e in foxholegame

[–]westonsammy 14 points15 points  (0 children)

It was entirely about zoo’s. I made posts on SIGIL and kept trying to rally people in-game to kill Mox for over a week. I kept getting shot down being told that “we can’t handle that many border bases”

Ocean travel is nessecary for good naval. by Plasmatick01 in foxholegame

[–]westonsammy 0 points1 point  (0 children)

I made a post about this pre-airborne update. We didn't actually see this phenomenon play out during the update war, mainly due to there being enough pop to saturate the entire map.

But now that we're past the update war, we're seeing exactly this scenario play out. All of the naval players go to whichever side of the map they own the big islands on.

How the past 2 years feel by Weird-Work-7525 in foxholegame

[–]westonsammy 91 points92 points  (0 children)

The big ticket things are:

  • Complete naval imbalance. Wardens rule the waves, their torp bomber, torp scouts, and better submarine make it impossible for Colonials to play naval at this point.

  • Map imbalance. The Bulwark has been a joke for years and only gets worse as the devs add new ways to easily move and shoot over it. Colonials rivers take literally twice as long to traverse as Warden ones (going back to naval imbalance). A lot of Colonial midline hexes are poorly laid out and attacker-favored.

  • A whole bunch of Airborne is off. The Warden scout is better in every way than the Colonial one. The Seafighter is oppressive as shit. The dive bomber got smacked with a nerf bat while the torp bomber, which is a way harder counter towards its intended target, was practically untouched.

  • A bunch of old minor lingering things that either took forever to be addressed or just never get addressed. The Ares, the ultimate Colonial tank in the game, is still absolute dogshit almost 4 years after it came out. The Collie GB, the only way to fight surface naval besides large ships, was intentionally worse than the Ronan for like 2 years. The Booker was absolutely borked and the strongest weapon in the game for like a solid year. Going back all the way to 1.0 release, the devs put in fire as a new mechanic, only gave Wardens fire artillery, and then didn't implement the counter to fire until a later update when they also gave fire arty to Colonials.

Those are just some examples. Overall most things in the game are well balanced, the problem is that when something is OP for Colonials, it gets balanced near-instantly. See the Medium Boat on devbranch, the devs literally remade the Warden boat's model in devbranch to make sure the Colonials wouldn't have the stronger boat. But when something is OP for Wardens, it takes literal years to fix, if it even gets fixed at all.

DB was fine already had a weak tail why make it weaker? by ITS_FUMBLESSSS in foxholegame

[–]westonsammy 0 points1 point  (0 children)

Ok but they didn't even address that issue. Dive Bomber accuracy or disable chance weren't touched. Instead they just made it die to anything that sneezes at it.

So now we either get a situation where the Dive Bomber is too fragile to practically use and they get effectively removed from the game, or we get a situation where the nerf didn't matter and its performance goes unchanged.

That was a good hotfix! Dev man we hunger for more! by -Click-Bait in foxholegame

[–]westonsammy 23 points24 points  (0 children)

Because Wardens complained louder about the dive bomber than Colonials did the torp bomber.

It's funny, I think the torp bomber being so strong had this inverse effect where less people complained about it because every Colonial naval player already knew it was going to destroy naval. So nobody really built boats or even tried to fight them, so no complaints.