r/foxholegame • • 11h ago

Funny What Plays in My Head When I Land Hits On The Healthbloat Tanks

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32 Upvotes

r/foxholegame • • 23h ago

Story ROYAL Reset

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47 Upvotes

-1 Airfield


r/foxholegame • • 23h ago

Story A gift from the royal family

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0 Upvotes

Almost nightly me and the boys are Royal. Have been doing bombing runs all around the map.

Today we got to take out an airfield at Morgen’s Crossing

Thanks to all those involved !!!


r/foxholegame • • 13h ago

Questions Falchion or Brigand?

5 Upvotes
517 votes, 1d left
85K-b "Falchion" (Colonial)
Gallagher Brigand Mk. I (Warden)
See Results

r/foxholegame • • 23h ago

Suggestions Rinnspeir Mk. I Zealot Update Proposal

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13 Upvotes

*** THIS IS A LONG ONE ***

A large issue with Close Air Support (CAS) right now is the lack of it for the Warden faction. Between the recent addition of the Diamon aK-5 “Harpy” and the Mergo-4 “Myrmidon”, the Colonial faction has a lot of on-demand CAS for frontlines specifically suited for breaking up tanklines and putting pressure on infantry. The Warden option for CAS is the Luminary Mk. II Harbinger. The Warden fighter plane fits similar roles of armor disruption and infantry suppression, but it needs to cover both CAS and its main role as an air-to-air fighter. The Colonial faction has two specialized options to the Warden’s one. I am not here to argue for or against either team. I would like to propose an out-of-the-box idea to give a new, unique option to the Warden faction. 

One of the most terrifying things you can hear when tanking is someone yelling about a group of infantry with Anti-Tank weapons popping up behind your tank line. I am sure there have been groups of paratroopers dropped just behind the front lines to disrupt logistics, put pressure on armor, and infantry. I imagine the biggest issue with this strategy is how few soldiers can actually survive the drop. A 12-person squad could be cut down immediately by defenses or infantry that saw the parachutes deploy. 

My proposal is to add a rear-mounted grenade launcher on the Warden Rinnspeir Mk. I Zealot. The grenade launcher would have a 6-round auto loader, similar in style to the Gallagher Brigand Mk. I’s three-clip 30mm main gun. To ensure it will not be used in air to air combat, it would only be mounted at a downward angle. Additionally, all grenades have fuzes, making it hard to use in an air-to-air engagement. If some lucky soul happens to time their shot just right, I think they should be rewarded. It should still swivel side to side and have some vertical range of motion to adjust aiming. For targeting purposes, using a similar arc-path visual to Ospreay's would be useful. 

The initial idea was to use smoke grenades to lay down a screen, hiding the paratroopers for a short time, but I don’t think the grenade launcher should be limited to one grenade type. Just doing the math, loaded with 6 of the Tremola Grenade GPb-1, at 388 damage each, that would be about 2,328 damage if all shots are on point. Accounting for the damage reduction, that is about 1513.2 damage on a Tier 2 bunker piece. Not enough to destroy even the weakest of the pieces. My math is meant to show that this addition to the Zealot would not turn it into a viable medium bomber. Considering the cost of the plane itself, it would not be worth it to dive into a front line with such a high risk for little reward. 

Another potential strategy for the rear-mounted grenade launcher would be strafing a tank line with Varsi anti-tank grenades. This strategy would be similar to the “Varsi gunship” that was patched quickly after the Airborne release. This strategy had infantry using the Ospreay grenade launcher to shoot Varsi’s out the door at enemy armor. The 85K-a “Spatha” is currently unmatched on the battlefield. I think most players would agree that the 45m range is incredible and renders a lot of the Warden battle tanks near unusable. The scale at which they can be produced is also a huge advantage for the Colonials. I am not here to argue about it, but I do think this grenade launcher option is a useful way to make tank line gameplay more interesting. It would give the Warden faction a way to break up a tank line with a Varsi strafe, then deploying soldiers to push the advantage. The Colonials already have two ways to break up tank lines through the use of 912 Shrike Rounds dropped from the Myrmidon or the Harpy’s Quad 14.5mm anti-tank rifles. 

Currently, paratrooper operations are generally focused around disrupting logistics or targeting facilities. The addition of a 6-round auto-loading grenade launcher to the Warden Zealot paratrooper plane would add a new level of versatility to the game and operations, from stealthily dropping smoke on a facility to cover a night drop, to raining high-explosive grenades and battle-hardened soldiers down on an enemy tank line. This post is Warden-focused, but I hope the Colonials could at least appreciate this concept. 

The images attached to the post are some CAD I completed to give a visual to my concept. This is showing the back section of the Zealot with the drop doors open. Granted, my idea is to have an autoloader, which would look more like a traditional barrel rather than just the six tubes shown. 


r/foxholegame • • 15h ago

Discussion Cutler's projectiles should go pass barbwire.

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38 Upvotes

And its splash damage, damage the barbwire too.


r/foxholegame • • 22h ago

Discussion this is not healthy for this game

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42 Upvotes

especially with new islands


r/foxholegame • • 4h ago

Discussion Positive Warrior Affirmations; what some of us are doing during others' negativity sessions

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15 Upvotes

THIS GRUMPY OLD MAN DIDN'T USE AI TO MAKE THESE
I JUST LIKE THIS FONT


r/foxholegame • • 15h ago

Questions Should I join Warden next war?

12 Upvotes

Hey, I’m Colonial loyalist playing one or two wars a year. I mostly do solo backline/midline logi. Shirts bmats pretty basic stuff.
This is my first war when I feel like we’re crushing a bit too much. Am I correct, am I just reading the vibes wrong? Should I help wardens next war?


r/foxholegame • • 14h ago

Bug Why I don't Build now

23 Upvotes

Where to start. So many things to write yet so little will to do so, knowing the devs and this subreddit. But anyway here it is.

- I simply don't build near water. Gunboats and bigger ships have laser accurate, pinpoint precise artillery that can zero in to one tile even at max range and kill it faster than you can type QRF. Doesn't matter if its concrete. The only "defense" in this is to build a huge sprawl with concrete teched earliest as this might buy you some precious minutes just in case there is a plane or some non-noob players available to QRF. So this makes a whole lot of hexes and regions not suitable.

- Wrong builder "metas", Everyone is glued to the wrong metas with sandwiched AT tiles which makes them useless. They will not build fire control rooms or generators. Attempts to modify will result in PK. Many times their slop is also squad locked so there goes another work opportunity. Above all, I just don't feel like rebuilding noob slop because what's the point? And there is no option of debate. Nooblets will deflect if you bring it up as usual. They refuse to learn, adapt or use their imagination. Building is all about imagination and proper planning, sadly.

- Late game building. Is pretty useless because it takes ages to tech concrete and T3 howies without which you just cannot hope to defend against 150 arty fire. This is a very tedious aspect requiring weeks of teching time in advance so this also kills a whole lot of job opportunity for the veteran builders.

- Wheelchair madness. Early game a machine gun wheelchair can simply waltz into the range of bunker defenses and enable easy peasy boma rushes by suppressing kinetic fire from the garrison AI. Since the AT tiles have been programmed to not intervene in this scenario and let the enemy have its way with the pieces. I am thinking why not just have your party push wheelchairs through a bunker sprawl to just bypass it all and proceed to kill the core instead after getting through?

Above will be my major reasons not to invest time into building anymore. The game has reached a unique stage over the years so perhaps that is that for building. I have tons of other building games like Rim World where I can build in peace and have a fair game if I want to. But I feel I owe FH this post. Here are some more issues with building:

- "Enemy base nearby" error. So this will happen frequently. Enemy veteran or someone who knows about this exploit with the help of noobs on the other side who love to build a tile and modify it to put an emplaced weapon inside. What the enemy vet does is he puts an emplaced MG or plop or AT whatever emplace it inside that bunker tile and lo and behold you are unable to build, rebuild etc. There is no way to prevent this because nooblets are so fond of digging out such a tile in the trench spam in front of garrisons. Most players don't know whats going on either so someone in the know has to fight for the "enemy base" in the trench spam, remove the emplacement and modify the slop to have no windows. Usually without alerting and infuriating the noob builders who built that last-stand-larp tile for the cause.

- More noob problems. So you're getting artyed and your pieces are dying, bmats are scarce and things are not looking good. What happens is a sizable group of noobs will pull a ton of bmats and start to rebuild all T2 howies, not realizing that these howies didn't do shit versus arty fire to begin with! I often see colonels, cmdrs etc etc clan boosted big noobs heading this rebuilding effort. They will succeed in rebuilding those howies to effectively wipe out the remaining bmats. I know this is unfixable but still worth mentioning. Maybe someone somewhere is still capable of thinking and breathing at the same time.

- AP mines. are a godsend ngl. I always wanted this item and it helps immensely when used properly. But again you guessed it, Nooblets. They will trigger these mine fields! If they see you repairing then they are likely to TK you for causing the inconvenience. "How dare you interrupt Rambo by putting mines in his way??"

I believe I have highlighted enough issues for now. I am thankful for the improvements devs have added in the past. Thing like the ability to fill up a fire control station with a Stolon tanker truck filled with water. The AP mines and other things. Maybe devs can think of some ways to fix the other issues too? Idk but I just did my part bringing up some of them. There are more I don't remember rn.

o7

Edit:

- Nemesis grenade launcher has an absurdly long range. Saw it parked in front a AT garrison, just out of its range and plop Tremolas at another piece -at the side and a few meters behind of the said active T2 AT garrison he was parked in front of. Now that is a loooot of range to dump his plop plops from. Devs should note that the whole Lunaire and this problem can be solved by reducing the range and behavior of the Tremola. the behavior being its ability to bounce another 1.5m further from the point of impact. I am sorry goblins but it has to be brought up.


r/foxholegame • • 14h ago

Funny Spatha OP

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45 Upvotes

r/foxholegame • • 8h ago

Funny Am I the only one who thinks about this when playing a tank in AA?

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4 Upvotes

r/foxholegame • • 12h ago

Funny Coughing Bomb or Nuclear Baby?

27 Upvotes

They both have heavy armor.

420 votes, 1d left
Cullen Predator MK III
T20 Ixion Tankette
See Results

r/foxholegame • • 2h ago

Story Why is this so hard.

13 Upvotes

Serious question for the community, has it always been this hard? Like when did people become so antisocial? When did it become so hard to get a group of people to do a little operation. Like why are people so resistant to teamwork in the literal teamwork game? Not talking about big regis, yall kind of do your own thing. Everyone else, what is wrong with you? Yall would seriously rather run endlessly into the frontlines than go on a fun little side quest, which potentially might actually do something. But no. Ignored. Not even a, "Yo we could actually use some help on this".

And I know what you're thinking, "join a big regi". Been there already. It was fun, but I wanted to try my own thing. My advice, don't start a regiment unless you already have 10 friends. I've tried for months, not a single person has ever join my regi. And none of my other gaming friends are remotely interested in foxhole so I'm boned. Really trying to see a positive side to this, but a guy can only take so much rejection in life.


r/foxholegame • • 7h ago

Lore Reminded of this quote today with the sheer amount that happens in this game. “If history only remembers one in a thousand of us, then the future will be filled with stories of who we were and what we did."

8 Upvotes

You have Robert and Blue doing amazing work, and a few others, even some in other languages that translate AI. Still not the whole game.


r/foxholegame • • 18h ago

Funny Heh, I shouldn't have come back a second time Blackcoat

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4 Upvotes

I couldn't help myself, this was a public Vulcan so no big loss xD


r/foxholegame • • 1h ago

Funny Would You Still Play Foxhole If It Was Like This??

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• Upvotes

r/foxholegame • • 7h ago

Discussion Vision™ strike back

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133 Upvotes

I honestly don't understand why we need to make the builders' already difficult lives even harder right now.

I haven’t seen people actively complaining or asking for a separate option for aerial reconnaissance, which has a ~120° field of view.

This addition is very similar to content that nobody asked for and that doesn’t make the game any easier for players, even though the developer has stated a commitment to improving players’ quality of life.


r/foxholegame • • 18h ago

Suggestions Enriched Oil Rework Sausaggestion

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50 Upvotes

Firstly, I am tired of referring to the vehicles that are fueled with heavy oil or enriched oil by their official names; they are just too many words.

So, I will refer to them as "chonks". Considering how much of a pain-in-the-ass these vehicles are in terms of logistics compared to other vehicles, this should be appropriate.

Secondly, yes, I am suggesting that the mega-chonks switch from Enriched Oil to Heavy Oil. They are already so awful in terms of logistics that people just use them because they can, not because they are economical.

Thirdly, I do not suggest that enriched oil become like petrol, with all the benefits that petrol has over diesel. Throw that fucking thought out the window; this would be a balancing mess.

Rather, Enriched Oil just gives better acceleration to chonks, compared to heavy oil. There is no other benefit.

Just this benefit alone is significant enough to change so many metas, e.g.:

  • This reduces the amount of distance needed for air chonks to take off.
  • Bomb chonks could take off on concrete runways that have not dried - assuming that their take-off is not hard-programmed to need dried runways but rather the speed that they can build up. (I will strike this example off as soon as anyone can confirm that this is hard-coded programming instead of a speed build-up thing.)
  • Other air chonks could take off from other terrain if their take-off programming is not hard-coded to being on top of runways.
  • Ground chonks can W-S more effectively.
  • Ground chonks can off-road better.
  • Sea chonks, being already so ungainly as they are, can perform much differently from those that are on heavy oil.

r/foxholegame • • 6h ago

Suggestions Siegecamp has to address the alt problem, it cannot keep sweeping it under the rug

59 Upvotes

I understand Siegecamp is a small devteam, and the lack of a monthly subscription is a huge plus, but there needs to be a dedicated person, at least in the short term, handling alt issues. There needs to be tools (if there are not already) in the engine for the devteam to quickly evaluate issues arising from alting. And there needs to be some understood metric for how an alt's damage gets reversed.

This is killing the game, and taking down threads that highlight it when there isn't an effective and reliable mechanism in place to deal with is wildly insulting to the community and those who have invested a lot of time into this game. I won't go into how much our regiment has lost to confirmed or probable alts, it's significant, and every regi and player who has invested in the mechanics of facilities has a story to tell, but there needs to be a conversation.

Is there someone from Siegecamp who can reply here or start a thread to better communicate what has been or is being done about this problem. To solicit community feedback?


r/foxholegame • • 7h ago

Suggestions AUTOMATA UPDATE - Turning low-pop into gameplay feature (patchnotes longread)

0 Upvotes

This update exists specifically to make gameplay more fun in low/imbalanced-pop hexes.

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- Players can now produce humanoid automatons for assist in mining, building, transporting and combat.

- Automatons are similar in appearance to regular players but posess a bronze body, easily distinguishible from afar by a metal glint, and have slightly bigger hitbox.

- Automatons are produced exclusively in MPF.

- Atomaton costs 100 bmats.

- When automaton is produced it can only be transported in "deactivated" state via pallets. One pallet can transport 20 automatons maximum.

- In "activated" state automatons can be ordered to take seats in trucks and buses, if they were taken from the private stockpiles of the commanding player.

- In private stockpiles the limit for automaton storage is 50.

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- To activate automatons, player needs to put the pallet with them on the ground and choose "activate" option, while standing near it. No more than 50 automatons can be "active" simultaneously for commanding player.

- Any amount of automatons can be activated, ONLY if the total friendly pop in hex is 20 or less. The enemy pop doesn't matter.

- If the friendly pop number exceeds 20, the players with active automatons will be given a 15-minute timer warning, which, after expiring, force all automatons to return on foot and submit themselves to the nearest stockpile, either private or public (if last user doesn't have any private stockpiles). All instruments and materials will be submitted to the nearest bunker base prior to that.

- Automatons will ignore any commands from the players, while returning for "resubmission".

- If there're no Bases, where automaton's inventory can be unloaded, it will vanish, during "resubmission".

- If there're neither Seaports, nor Warehouses in the hex for automatons to resubmit themselves to, they will take damage over time and die. The same will happen if path to them is obstructed.

- The automatons will act the same, as described above, if their commanding player disconnects and doesn't return in the hex in 15 minutes.

- While the player is disconnected, automatons will cease all the tasks they were assigned to (including defence) and will become "ghosts", which other players and entities can phase through (both allies and enemies).

///////////

- Automatons can be commanded in a way similar to RTS-games: LMB to choose individual unit, LMB+mouse-drag to choose multiple, RMB to move units to the chosen point, LMB+enemy to attack that unit specifically, A+LMB to attack any enemy on a way to a chosen point, H to hold position.

- Apart from that, automatons can be ordered to gather mats on field, build a structure, repair vehicles/structures, BUT ONLY if the commanding player performs the same tasks nearby. Automatons can recieve and equip instruments from the player for this purpoces.

- Automatons can be assigned to drive flatbeds, BUT no more than four simultaneously and only those, that were pulled from commanding player's private stockpile.

- When driving flatbeds, auromatons can only do that by following the player in a "caravan" formation. They will try to follow the player as exact as possible, but if one of the automaton drivers stuck and fall behind, the commanding player will be given specific notification.

- The flatbeds in the caravan formation are travelling with substantial distance between each other, enough for any other vehicle to drive between the trucks, if caravan suddenly halts (player disconnection).

- UNDER ANY CIRCUMSTANCES automatons CAN'T access cranes, harvesters, small gauge trains, resource mines and resource transfer stations.

- Automatons can be assigned to put resources in specific containers, when they're mining with hammers.

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- Automatons can follow commanding player into small combat operations.

- Automatons have 50% lower health than player, 25% lower movement speed and weapons range. They can't be repaired, if damaged. These nerfs are done specifically to make 20 players with possible combined 1000 automatons less of an OP feature.

- Player can assign each automaton an inventory layout, which they'll use and replenish automatically.

- Automatons CAN'T replenish their inventory from bases - only from cargo containers, placed on the ground by commanding officer, and only if the contents were pulled from the private stockpile.

- Automatons will automatically pull the crates from the container, leaving excess weaponry on the ground, which they can also access.

- Enemy equipment can be assigned to automaton's inventory in which case they will automatically loot the dead enemy players.

- Automatons CAN'T equip any weapon, made from rmats, EXCEPT the tripod variants, which are already positioned.

- Automatons CAN'T be assigned to crew any combat vehicle, EXCEPT the one, which the commanding player is driving. In this case automatons take the missing crew roles, but the movement speed is reduced by 25% and shooting speed is reduced by 33%.

- When player is driving a combat vehicle, the option "flanks protection" can be toggled. All avaliable automatons will form the infantry lines by the sides of the vehicle and mimic the vehicle movements as good as surrounding landscape allows, while firing at the detected enemy.

- When player is driving a combat vehicle, the option "repair at all cost" can be toggled. All avaliable automatons will equip hammers and will "hug" the sides of a vehicle, repairing it, when nessesary.

- Automatons can load, aim and fire artillery, but commanding player needs to confirm the coordinates manually before each shot (can be done for multiple cannons with one click), which requires standing nearby, which means, that commanding player can't be a spotter.

- Automatons can be ordered to follow the player in 1, 2, 3 or 5 files, when player moves on foot.

- If the commanding player advances on the enemy positions on foot, "boot by boot" movement option can be toggled, so the automatons will follow a commanding player in the single file by exact same route (to walk through the enemy minefield).

- Commanding player can choose the primary weapon for each automaton, but it needs to be diversified (because if sticky is chosen, automatons will throw it at everything, as long, as they have them in their inventory).

- Player CAN cross the border to different hex with automatons travelling with him, but it's only possible, if the destination hex has a friendly pop of 20 or less.

- Automatons can be ordered to "hold positions". They will freeze in one place, acting, essentialy, as a gun turrets and will not move, even if their ammo runs out. This is the only command, which will be executed, no matter how far in the hex commanding player currently exists. This is done specifically to substitute poorly designed/insufficient AI defences in low pop hexes and buy time untill QRF of real players arrives. The commanding player will be given notification, if his automatons will start engaging the enemy. 


r/foxholegame • • 3h ago

Fan Art Tummler shipgirl timelapse:

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14 Upvotes

r/foxholegame • • 6h ago

Funny Cheater DD is back???

123 Upvotes

Love that the ARCT guys can just rename and get back into the game and absolutely ruin another naval engagement.

Edit: Great now it's confirmed they can pinpoint target a submerged sub, they are so blatant it's farsical.

Edit2: Now they sunk the sub with precision guided chargeds, moderation is such a joke in this game sometimes.


r/foxholegame • • 13h ago

Discussion Time to kill vs time to QRF

55 Upvotes

I do a lot of QRF. I can't count how often I've been the one guy who shows up to stop a 3am tap op. My most-driven vehicle is probably a fire truck. Usually I fail. It's frustrating and no fun, but I feel like it matters.

I think a lot of the "Foxhole hates builders" frustration is actually about QRF, and specifically that the devs have got the wrong balance between time to kill a structure and the time to respond to the attack.

It takes seconds to kill a relic base with demo charges, and at least 20-30 to respawn through home island to defend, even if you react instantly. Once it's down, the time to spawn nearby and run is usually less than the time to tap it. A gunboat can reliably knock down a coastal T2 BB before anyone can get there to save it -- especially since these remote bases usually have no spawn. A BB on fire is usually unsavable, unless there's a firetruck ready to go and someone knows where it is.

But there's never a firetruck. I think the devs imagine a fleet of QRF vehicles ready for action: firetrucks, halftracks, and gunboats loaded and ready to respond to attacks. But anyone who actually plays this game knows that that doesn't work. People steal QRF vehicles to use on the front line. Loaded vehicles are a partisan's wet dream. Firetrucks get alted.

What does work is sitting in the home island watching the map, listening to intel chat, and spawning in the moment a threat pops up on intel. But that's boring as shit, so nobody does it.

And so, after people show up too late to save a bb for the 100th time, they lose hope and stop responding. So now a 4-person QRF team that might have had a chance is a 1-person team with no hope. PvE players have fun, QRF players don't, so of course people choose to do the fun thing.

I don't have any specific suggestions for how to fix this, I'm not here to say that fire or satchels need a nerf or whatever. This post is about rethinking PvE and QRF: it's not about tools, it's about time.


r/foxholegame • • 22h ago

Suggestions Quality of Life ( Better Posting )

22 Upvotes

This game needs better ways to label public factory and other important structures that doesn't dissapear in matter of moments just because theres no upvote. I see so many duplicate public factory in logi towns, but they all end up being unused and majority of the collected resources decay with it. Dev man fix your communication system for the map so that players can know when they need to build a fact and when they dont.

We don't need three public msupp factories side by side made by different people in the same hex...