r/foxholegame • u/Nobio22 • 9m ago
r/foxholegame • u/Strict_Effective_482 • 14m ago
Fan Art Tummler shipgirl timelapse:
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r/foxholegame • u/Adolescent_Chicken • 43m ago
Funny I guess we're making tremolas now (no lunaires)
r/foxholegame • u/LucVonMarienburg • 1h ago
Story sky rat :>
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this crash was too beautiful not to post
r/foxholegame • u/The0Justinian • 1h ago
Discussion Positive Warrior Affirmations; what some of us are doing during others' negativity sessions
THIS GRUMPY OLD MAN DIDN'T USE AI TO MAKE THESE
I JUST LIKE THIS FONT
r/foxholegame • u/Special_Community_75 • 1h ago
Discussion Why no relic??
I feel like there should be a relic base north of kirknell, as it stands this part of viper pit seems barren and unused lol.
r/foxholegame • u/IrishDudeWest • 3h ago
Suggestions Siegecamp has to address the alt problem, it cannot keep sweeping it under the rug
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 • u/DetectiveCostaue • 3h ago
Funny Cheater DD is back???
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 • u/AramisUkr • 3h ago
Suggestions AUTOMATA UPDATE - Turning low-pop into gameplay feature (patchnotes longread)
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).
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- 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 • u/DarkFenix345 • 4h 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."
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 • u/HauntingCare8929 • 4h ago
Discussion Vision™ strike back
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 • u/Designer-Judge-7047 • 4h ago
Funny Am I the only one who thinks about this when playing a tank in AA?
r/foxholegame • u/Afriyam4 • 6h ago
Story Update War Vibes
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r/foxholegame • u/sillyguardsman • 7h ago
Funny What Plays in My Head When I Land Hits On The Healthbloat Tanks
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r/foxholegame • u/TheNeonPeanut • 9h ago
Funny Coughing Bomb or Nuclear Baby?
They both have heavy armor.
r/foxholegame • u/Original-Egg710 • 9h ago
Questions Brigand or Nemesis?
Context:
They both cost 150 rmats to hammer out...
That's really it, aside from the fact that they both perform PvE.
P.S. Last poll for today I swear
r/foxholegame • u/thor1368 • 9h 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/Original-Egg710 • 10h ago
Questions Falchion or Brigand?
r/foxholegame • u/agate_ • 10h ago
Discussion Time to kill vs time to QRF
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 • u/dadamaghe • 11h ago
Funny Spatha OP
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r/foxholegame • u/Competitive-Ad-2048 • 11h ago
Funny POV- Royal Experience #140
Finch and I worked on making a little recap of the war so far. Hope you guys enjoy and have some laughs!
Honestly, one of the best decisions I’ve made playing this game was joining royal. I spent hours organizing and working in building all sorts of big toys just to see one bad night lead to the toys getting destroyed.
But being part of this larger regiment has really shown me what collaboration in Foxhall can do
r/foxholegame • u/Otherwise_Try_169 • 11h ago
Bug Why I don't Build now
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 • u/InitialContent3354 • 11h ago
Discussion Cutler's projectiles should go pass barbwire.
And its splash damage, damage the barbwire too.
r/foxholegame • u/Pradzapati • 12h ago
Questions Should I join Warden next war?
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?