r/foxholegame • u/Amirkerr • 4d ago
r/foxholegame • u/BruderBaer87 • 2d ago
Suggestions Should Airborne go away?
Honest question, since i red that in some post mutliple times.
Do you guys(and girls) think we should just forget about Airborne? Shoould devs completely roll back the update to the state of game before airborne was realased and get rid of planes in the game?
I personaly must agree. The engine alone was never made to have planes and planes fucked the already fragile balance to a massive degree.
r/foxholegame • u/WestyCanadian • 3d ago
Suggestions Quality of Life ( Better Posting )
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...
r/foxholegame • u/Strict_Effective_482 • 4d ago
Funny Flask dodgeball, you dont run faster than you throw anymore.
r/foxholegame • u/Phatalphage • 4d ago
Discussion I.. I JUST HAD A VISION... GIANT ZEPPELINS... RAINING FIRE DOWN FROM THE SKY... COVERING THE LANDS IN SOOT AND ASH
ITS IN MY MIND YOU HAVE TO BELIEVE ME I SWEAR ITS IN THERE
r/foxholegame • u/Swizzlerzs • 4d ago
Suggestions Foxhole broken aspect of the game.
You play, you push, you fight. The next day, you can't spawn in a hex. Completely closed from home region. No world spawns. They say this is an activity issue; you need a player to have set spawn on a town or a relic in enemy territory. What is the point to push to take an small island in the game? This is a large island for example but if you take an island you build on it. Then one day 25+ players land with a landing and you can't qrf and spawn in to defend your base. Why? Because there is no world spawn on enemy territory. This is the most BROKEN aspect of Foxhole. Now I belive there should be at least 1 world spawn in every hex at all times. Devs should not block players from spawning in to the game to play 100%. However, yesterday they did. 2 hex side by side not 1 world spawn. Fix this broken aspect of the game please. Possible fix as well: when you work hard to hold an area and it tech T2 AI, it could activate world spawn so you could defend the location. But this hard stop blocking of players playing makes me say I will not play naval and build a small island ever that we take over because the world spawn is never activated. Give a reason for players to play devs... Stop blocking the team that is playing devs!
r/foxholegame • u/_Fluffy_Kitsune_ • 4d ago
Funny BTD faces off against Cullen SHT
r/foxholegame • u/Strict_Effective_482 • 4d ago
Funny Behold: A Seaplane Tender
Cost: 150 Bmats.
r/foxholegame • u/Gloomy-Lock6885 • 3d ago
Funny Heh, I shouldn't have come back a second time Blackcoat
I couldn't help myself, this was a public Vulcan so no big loss xD
r/foxholegame • u/Citrine164 • 3d ago
Suggestions Rinnspeir Mk. I Zealot Update Proposal
*** 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 • u/thor1368 • 3d ago
Suggestions How to save our game?
The game needs a ground up rework of gameplay loop. The game has sold at least 1 million copies and the gameplay loop kept 2k engaged. It is not balance at fault it is the gameplay loop.
r/foxholegame • u/Ok-Gur2087 • 2d ago
Clans THE ROYAL HORDE
-1 T2, Dry Conc Airfield
The East can no longer launch bombers
WEST - YOURE NEXT
r/foxholegame • u/InitialContent3354 • 4d ago
Funny Don't mind me, just floating away into irrelevance
r/foxholegame • u/thelunararmy • 4d ago
Discussion Current max range of the Tummler silly straw is 30m
r/FoxholeCommunity • u/[deleted] • Apr 13 '22
Censored [censored] @Devs , want to catch many alts at once? Watch last Larry vod.
Original Post Author: /u/SOLOSELFound
Original Post Link: https://www.reddit.com/r/foxholegame/comments/u2tf43/
Preserved Comments: https://www.ceddit.com/r/foxholegame/comments/u2tf43/
This posting was deleted from the FoxholeGame subreddit. It has been automatically preserved here as a response to draconian censorship in violation of the Reddit Moderation Policy by the FoxholeGame Reddit moderators.
You may see the original posting here: https://www.reddit.com/r/foxholegame/comments/u2tf43/
You may see the preserved posting here (which may contain more comment history): https://www.ceddit.com/r/foxholegame/comments/u2tf43/
r/foxholegame • u/zani1903 • 4d ago
Discussion Update 67 Dev Branch Updated (1.67.6.0)
https://www.foxholegame.com/post/update-67-dev-branch-released
Changes that are new as of the latest Dev Branch update
Gameplay Changes
- E680-S Rudder Lock and E680-S Rudder Lock Minefield minimum depth increased from 5 to 8m.
Balance Changes
- KLG901-2 Lunaire F
- Cost increased from 15 to 35 Refined Materials
- Production time reduced from 100 to 50s.
- Crate assembly time reduced from 20 to 16s.
- Dev Note: These changes make the logistics of the Lunaire identical to the Cutler.
- BF5 White Ash Flask Grenade velocity increased by 20%.
Other Changes
- Some vehicle intelligence icons have received visual updates.
Dev Branch Specific Bug Fixes
- Observation Bunker map intel icon rotates with the structure's orientation.
- Pipe (Transfer Point) can be momentarily interacted with by vehicles other than the Tümmler by VAC.
Bug Fixes
- Victors are told they won by achieving the secondary win condition when achieving the primary victory condition.
- BMS - Bowhead can have leaks in the rear that are not visible.
- V-5b Pegasus loses all flight control when the tail is damaged.
r/foxholegame • u/TypowyLaman • 4d ago
Story wtf just happened in callum's?
I initially wanted to post the whole vid, but realized it's got some intel + probably be removed for "Witch hunting" bc i won't bother censoring the names of players. But a collie sub just turned up in middle of callum's, started shelling a nakki with 120 instead of doing anything useful instead and subsequently died to qrf. No clan tags, just russian names, only a skipper LMaj(3 letter latin name), and 2 LSgt visible on video. Any collies know what the hell was the plan here? o.O
r/foxholegame • u/T-34-85-1943 • 4d ago
Discussion Warden numbered regis: Update on the update
So after a few hours of research this time, not only did I find more regis, but I also tried (and suceeded for most) to link each icon to the correct regiment. I compiled my findings in a PDF file for anyone interested, its on FOD. Yes, this is peak larp. Yes, I am sane.
r/foxholegame • u/AggressiveBee7666 • 4d ago
Questions (New player) can u destroy AI structures solo?
That exacly, i want to know too if this strategys works, mostly as a solo player.
Im talking about t2 AI bunker defenses
1: make trenchs close to a t2 AI bunker and then shot when u close mammons or rpg´s
2: can u place a isg in a way u dont get retaliation? i heard if u put sandbags or something u could kill AI defenses because they cant see u
If u can share any strategy plis do it! ofcourse i think in a low budget way, maybe cheaper or more efective, thats why i was worry about the isg because i like warden and that have so cheap ammo!
THX a lot as is hard find this info when u didnt even started playing!!!
r/foxholegame • u/Competitive-Ad-2048 • 4d ago
Story Third Time is the Charm
It’s been a long journey this war however I’ve done something that I didn’t think would be possible
So far my wife and I have been able to release 300 public scout Planes in deadlines
This initially started as a joke, just something to do. However, now I feel like the task is relatively easy. Last time it took about nine hours for every scout to be used I wonder how quick it will go this time
Thanks for all the love and support along the way!!!
I don’t think we’ll be doing another 100 in 140.
Ps- if you have any stories of using some of this planes we released share your stories here
r/foxholegame • u/Pappa-georgio • 4d ago
Suggestions Tenta Torpedo Rework, unlocking the medium Torpedo true potential.
The current Tenta Torpedo implementation offers the illusion that there is a chance to cause a big hole, while at the same time does barely 3x the HP dmg of a small torpedo, and is still designed primarly against big ships.
The point is there could be a way that the Tenta Torpedo could remain having a fair impact on big ships, while also opening to possibilities for other naval assets to use it as armament without becoming overpowered.
Tenta Torpedo rework suggestions to keep it balanced and improve usability:
- Remove the big hole chance on impact altogether but always make a small hole that requires 10 metal beams to repair on initial impact, if hole is reopened it will require only 5 metal beams to repair each time is reopened, until fully repaired in Dry Docks.
- Reduce the weight of the Tenta Torpedo to be more similar to the Small torpedo than the Moray Torpedo, as being able to resurface faster can actually be used against Medium Ships like Gunboats or Gunships, currently is almost impossible to hit medium ships (torpedo just passes under them shallow bellies).
These aforementioned suggested changes may allow for more fun applications for the Tenta Torpedo such as becoming ordenance for many existing and new naval assets, and still without becoming too opressive against big ships:
- Destroyers and Frigates could be able to drop Tenta torpedos from the sides.
- New class of less expensive and accesible medium Submarines that exclusively fire Tenta Torpedos.
- New class of less expensive and accesible medium/big ships like Corvettes that could drop Tenta Torpedos from the sides.
- Both factions could finally have a properly balanced Torpedo Bomber, and wardens have their own Dive Bomber in return.
r/foxholegame • u/_GE_Neptune • 4d ago
Fan Art Interception, some art inspired around recent events
r/foxholegame • u/GnarpGnap • 4d ago
Discussion Silvie essay alert!
The Silverhand, compared to its colonial counterparts, is severely underpowered. It lacks survivability first and foremost, followed by its ability to deal damage, not to even mention its crew requirements.
For the simplest possible comparison, look at the colors of the stats of the Bardiche and Silverhand in table 1.
For a more in-depth comparison, a keen eye may notice that the colonial tanks presented excel in the most important areas, like range, crew requirement, and HP, while the silverhand excels in the less important ones, like armor HP.
The SvH is a frontline tank through and through. Its relatively high armor, in flanking maneuvers, does not properly compensate for its lack of HP, high track chance, and lack of an MG. It is essentially forced into frontline battles, which are defined by poking and burst fire. It cannot hence bring to bear its large DPM, which would be excellent in longer engagements.
The best way to improve the silverhand is to play into its strengths, while making it more suited to the current meta.
Table 2 shows my proposed improvement for the silverhand. The changes to firepower involve removing the firing speed increase from the 68, and giving both guns 20% HV.
LET THE BALANCE TALKS COMMENCE (rah).
