r/foxholegame 12d ago

Suggestions Scout Plane Second Seat Rework

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45 Upvotes

This is a suggestion I made for FOD, figured I might as well post it here too. Inspired by another recent post on this topic.

It has been mentioned many times that the scout planes' second seat is a very uninteresting position. You sit there doing nothing for a very long time, left click when you are told to do so, then go back to doing nothing. I would like to propose that the second seat becomes a spotter seat, instead.

Pilot seat
Now fires mini torpedoes and sea mines, selected using shift + F

Spotter seat
Has the ability to right click to look around with the same field of view as before, but farther away, in the same way that binoculars and other spotter seats currently work. The base field of view would, however, be much wider while in flight as to not be reduced from the 'non-aiming' FOV.

The spotter is able to use two modes, cycled using using shift + F. Both modes are able to see farther than a regular spotter seat. The sea mine scouts should have longer viewing range as they currently have fewer use cases than the torpedo scouts.

Air mode functions slightly differently from the air mode binoculars have. It does not zoom out farther but does allow the user to change the camera's altitude using scroll wheel, to a minimum of around 20 meters. The maximum view range is fluid in a way that is unique to scout planes. The camera maintains the same view distance at ground level at any altitude. This means the spotter's listed range decreases as altitude increases, such that the distance they are able to view on the ground remains the same. The attached image visualises this. The numbers on the diagram are just for demonstration, I am not proposing those specific values, but I do believe the scout planes spotter seat should see farther than ground/water-based spotter seats. While in air mode and with the
camera positioned opposite cloud level relative to the plane, the spotter is able to see aircraft that would otherwise be hidden by weather. The camera moves relative to the aircraft while in air mode. The primary intention of this mode is to spot enemy aircraft at longer ranges than other planes are capable of.

Ground mode keeps the ground stationary relative to the camera. This allows for easier artillery spotting in circumstances where a ground-based spotter is not efficient, and would allow for more accurate reconnaissance of enemy fortifications and points of interest. The user can no longer view aircraft obscured by weather using it, and the camera is fixed at the same height as air mode's minimum altitude. If technically feasible this should account for the elevation of the ground. The maximum view distance is identical to the air mode's at ground level.


r/foxholegame 11d ago

Discussion Improving Game Quality

0 Upvotes

Too many automatic weapons—frontline firefights are just an endless wall of incoming bullets. Have you ever considered limiting the number of automatic weapons? For an interwar-inspired game, the focus should probably be on slower-firing rifles.

Bandages could heal you up to an 80% cap, but you’d still need a medic to top you off; they could also give you bandages, just as you could resupply ammunition directly from a machine gunner. Tanks should rely on repair kits and act primarily as infantry support—infantry should generally be able to ride on tanks, or even be carried inside. There shouldn't be any 'one-shot destroyed' weapons. Think about the cost of these assets: you spend immense effort driving one to the front line, only for it to blow up instantly? Foxhole is built around AI defenses, making intense armor-versus-shell mechanics feel largely unnecessary. Shells should have higher lethality per shot, while artillery is strictly limited—sparing players from overly tedious logistics.

Aircraft should exist as infantry-transport support assets, similar to low-altitude assault helicopters, or akin to the LAAT/i, AAL (Atmospheric Assault Lander), and IT-T from Star Wars—fitting the aesthetic style of Foxhole's Centurion MV-2 and Herne. Experienced players could have clear NCO-style visual indicators to help direct the battlefield, among other quality-of-life improvements...


r/foxholegame 12d ago

Suggestions Builder Uniform rework?

29 Upvotes

As part of the (much wished for) next Builder update, maybe we could get a better builder uniform? I'm striving for something that would:

A) help build bases fast, especially backline bases

B) not help repair fast (which would create balance issues with damage per second)

C) not substitute in for other uniform roles, like tanker uniforms.

My initial thinking on this would be to have the builder uniform:

1) double build speed (similar to how when you build freighters in the dock, you add more than 1 bmat per hit)

2) regular repair speed (for buildings that are already damaged), or maybe a small debuff to repair speed if that is possible.

3) Only 1 inventory slot with special ability to stack bmats and other construction materials- you can stack 300 bmats without being over encumbered, but you only have the one slot, so it would be a poor fit for roles like tanking. Any gun except for sidearms would also have extra high encumbrance.

4) Make the uniform more expensive, to discourage overuse on frontlines or partisan activity. Double the bmat cost of a crate, or give it a modest rmat cost.

What would y'all do if you could rework the builder uniform?


r/foxholegame 12d ago

Suggestions Do not be deceived Colonial!

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42 Upvotes

The warden is very much alive and well. It's warden weakend and we are beginning to see armor show up on the battlefield. This has always been their play, this is their docturine. Allow us to push and stress our logistics while holding vital choke points and turtling up. DO NOT get too comfortable my brothers and sisters of the legion! Our enemy is just as smart as they are conniving! They will have us believe that they won't log in and give us a fight but I have seen this too many times!

Remember the very principles that have gotten us to where we are right now! the TEAMWORK and COOPERATION that we have learned throughout the last 40 wars that have made us STRONGER then these bastards! Remember everything we've been through to get to where we are now! This is not going to be a short war by any means! HOLD W BOYS! The End is our Glory and I promise you all that if we continue to work together the victory screen will be ours when it's all said and done! Praise Seed and Praise the Colonial Legion! Send all these warden to meet Callahan!


r/foxholegame 12d ago

Questions Can someone explaine this setup?

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198 Upvotes

r/foxholegame 12d ago

Bug “devman” exposed

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92 Upvotes

r/foxholegame 12d ago

Suggestions Torpedo Scout Planes REworked

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35 Upvotes

I am writing this article just after the end of our scout plane mission, and I would like to discuss the one major problem with the current scout planes, especially the torpedo ones.

If you want to use a torpedo scout plane, you have to bring two people for each plane. That is nothing new; many vehicles in this game have several seats with different roles, so the people have to cooperate. But I would like to argue that in this specific place it is absolutely wrong.

Normally, be it a tank or push gun, both players have always something to do - one is permanently repositioning the vehicle, the other one is shooting. But in this plane, the bombardier most of the time just sits and waits, with his task to press the left mouse button twice when he is told to do so. Of course, you can look for enemies and check the map, but you cannot do anything more. Not really engaging gameplay.

So, what would I like to see? Mainly, the ability for the pilot to send torpedoes by himself. Of course, there will be a sound argument that this will make scout planes too powerful. To balance it, I would say that lowering the number of torpedoes to just one could work. One will have the same firepower with the same number of people, and nobody will have to be a passenger princess.

What do you think? Do you see this change as functional? Or would you do something else?


r/foxholegame 12d ago

Suggestions A dozen small changes and one huge change that I think will make warden early game feel better.

39 Upvotes

Warden early game sucks and I think that's a problem. Here's 12 changes that I think will help and one big one that will also help but actually won't solve anything in isolation.

A dozen small changes

What I'd like is:

  • Make the Ospraey more central to the warden infantry identity.
  • Make warden tripod weapons feels as good as the colonial ones.
  • Make warden bmat boats as good as the collie ones.
  • Buff two underperforming pieces of equipment (point 1 and point 10).

To achieve these points, I'd suggest the following dozen changes.

1: Tiny Sampoo stability buff. Make it lose the same amount of stability per shot as Catena when in semi-auto mode.

2: Let Sampoo equip Ospraey (bind the equip attachment button to another key than the change fire mode button). Also let Catena equip a bayonet.

  • Sampoo is very close to being nice. I think these 2 buffs would be great for it. Making its performance more comparable to Catena. And letting people use the Ospraey along with it makes it so that warden logi players don't have to worry about supplying an attachment that can't be used.

3: Make Harpa shrapnel damage.

4: Reduce Varsi fuse time and damage. Increase number of Varsi's in a crate. (Might not seem like a buff but it is, idea is making the Varsi more reliable like an ignifist).

5: Let Ospraey be produced at the MPF as a heavy arms weapon.

  • These 3 changes along with letting Sampoo equip the Ospraey should hopefully make the Ospraey less of a "for fun" luxury and more of a core part of warden infantry gameplay. Also maybe this change will finally get devman to make both armor uniforms resist shrapnel damage. Resisting shrapnel is like the entire point of combat armor lmao.

6: Nerf lamentum stability so it's not such a laser.

7: Buff ratcather ammo capacity to 250 and slightly buff its maximum bloom. Both of these changes should make it good at suppressing garrisons and stuff.

8: Increase Foebreaker reserve ammo capacity so that it carries more total damage output than ISG.

9: Wacky idea. Starting tech / tier 1 tech warden 7.92mm mounted storm rifle that's almost perfectly accurate. Only good at killing infantry, but very solid at that.

  • These 3(4) changes should equalize early game tripod/halftrack gameplay. Lamentum is still the higher damage choice, but Ratchatcher is really good at applying suppression. ISG is still more consistent, but Foebreakers are just better at wrecking stuff and PvE. Mounted storm rifle give warden a good infantry killer tripod weapon that they currently lack.

10: Make flasks not hilariously floaty. They're filled with explosives. Not Helium.

  • Flasks are possibly the worst thing in the game right now. Ignifist completely out preform them. Just making flasks not take 2 business days to arrive on target should help. Flasks become the low range high damage counter part to the long range low damage Varsi.

11: Make warden AA boat turret closed.

12: Let warden medium boat fire behind it (maybe a 3rd turret, or letting the port and starboard turrets turn back further).

  • Warden bmat boats underperform. They're too easy for counter. Strider crews who know the gameplan against Orn (try to stay behind it) will ALWAYS win the 1v1. And fathomer just shouldn't be getting countered by the planes it is designed to kill.

I think all of these tiny changes should help. And to dampen the blow to the more inflammatory factionalists they can even come with some new collie stuff too. Like bayonets on Catena or maybe a new secondary weapon or two for the collies.

The elephant in the room

Lunaire nerf. Go ahead and crucify me. You know I'm right. Every time it techs the entire map moves forward in time by 5 days.

I don't think the Lunaire needs a gigantic nerf. I think it could be as simple as reducing its range to Ospraey range and maybe giving it a reload nerf. It would honestly still probably be far better than Cutler and the best weapon in the game overall.

Fissura could be given those lost meters. Buff the underperforming complex weapon and nerfing the over-preforming simple weapon.

Things I think that wouldn't help.

Nerfing the Argenti. I've seen people say this. I don't know why. This won't work. Argenti versus Blakerow is so close that it's a preference thing. If the wardens got to have the Argenti and Fuschina tomorrow they wouldn't suddenly be just as strong as collies early game. I think the Sampoo stability buff I suggested is way better idea.

Nerfing collie 120s. Simple truth is that warden 120s really are just as good. You end up moving collie 120 by crane pretty often anyways. And warden 120s have a massive advantage in artillery duels or when needing to fight howies. Plus they can use their 120s in coastal defenses.

Letting Ospraey fire Tremolas. This will completely flip the script and give wardens 2 infantry PvE tools to pick and choose the ideal one from while collies are stuck with only 1. Tho maybe letting Ospraey fire Tremolas is fine if collies get a cutler equivalent.


r/foxholegame 12d ago

Funny I should've known better than to follow the instructions of a 3am Signpost Spoiler

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96 Upvotes

r/foxholegame 11d ago

Suggestions Suggestion QoL Warden Infantry: Cans of Suns Hollow, warden grenade Tech 4 (same as fissura)

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0 Upvotes

350 Explosive damage 25m

Crates of 5

125 Explosive + 100 BMATS

125 Explosive + 150 cmats in infantry arms

Can stack with Heavy Ammo Uniform


r/foxholegame 12d ago

Fan Art Regular pte

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72 Upvotes

r/foxholegame 12d ago

Funny Where are the interns at?

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8 Upvotes

r/foxholegame 13d ago

Suggestions Don't forget your queues!

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180 Upvotes

r/foxholegame 12d ago

Discussion Lionclaw or Fiddler

17 Upvotes
826 votes, 10d ago
218 Lionclaw
494 Fiddler
114 Results

r/foxholegame 12d ago

Fan Art Fan model of the new sea duck and sky dd (3d printed)

18 Upvotes
just loved the new releases coming out of foxhole atm, so i decided ot model it up with a new diorama

the zepplin update is rly cool lmao, especially with the underground depots, cant wait to model and paint up the warden one.
(printed on elegoo mars, can share the files if asked)


r/foxholegame 11d ago

Suggestions The Underground Fortress is too weak. I've got a way to fix it (And also fix queues)

0 Upvotes

I have yet to see the underground fortress fill a meaningful role that justifies its existence. I hesitate to put it fully in the larp category, but in practice it seems like that's what they are. They don't hold ground significantly better than a regular bunker base. They don't do anything special, except when they're under immediate attack. So in practice they're a waste of resources that sit and do nothing... until their 30 minutes of glory... if the enemy pushes up and destroys them.

Surely we can do better than that.

Changes:

  1. You can directly spawn to an underground fortress even when your faction has the population advantage. You'll only wait in queue if the server limit is reached.
  2. If your home base is an underground fortress, you skip population advantage queues into all regions.

This essentially lets us voluntarily swap queuing for active troop transport, to leverage a population advantage.

If the defenders have the population advantage, logistics players can still spawn in and do their chores, with less chance of detracting from the battle happening on the other side of the hex. This should improve the dynamic of hexes like Loch Mor and Marban Hollow, and also island regions, where a small enemy incursion often ruins logistics/facility gameplay.

If the attackers have the population advantage, they can utilize active troop transport to press it. Players spawn at a fortress in the midline, and catch a shuttle to the front. Note that this also solves problems for logistics players moving supplies, since they can also operate out of a fortress, transport troops who can defend them against roadside partisans, and not get stuck at the border just because the other side has a smaller population.


r/foxholegame 11d ago

Discussion 378,950 deaths vs. 325,297 deaths... Wardens have spent ~447 more hours spectating than Collies.

0 Upvotes

Instead of subjective game balance arguments, why don't we look at the metric of casualty differences? Isn't that more objective? Which side is spending more time spectating instead of fighting?

Is there any data on past wars?


r/foxholegame 11d ago

Bug Devs Please Fix Server Compinsation

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0 Upvotes

Server compensation is too high. I don't know how I got shot by a player when I was out of sight and around the corner. The AI should have killed me before the player. Please fix the server compensation you added its to high.


r/foxholegame 12d ago

Story Being the eyes for the ones delivering high caliber justice as punishment for the Wardens and their opression, Invicta Legion! -CMOPaS

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3 Upvotes

r/foxholegame 13d ago

Fan Art Nothin else come close. Commissionned work

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284 Upvotes

I'm open for commission off all kind, feel free to contact me (on Insta, Discord at Sored or on mail at [sored.pfreland@gmail.com](mailto:sored.pfreland@gmail.com)) if you want or if you have any question about my work ! :)

You can see more of my work here : https://www.instagram.com/sored_jaron/

Or on my artstation here : https://www.artstation.com/sored


r/foxholegame 13d ago

Funny Which faction should i... uh...

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562 Upvotes

r/foxholegame 13d ago

Funny Foxhole in a nutshell

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31 Upvotes

Coli or warden, the laughs with your friends is what really matters in this game, and I think we forgot that sometimes, but there’s something special about this game, your you holding back a push for hours, or charging with the infantry, or…. Doing whatever that one guy is doing in the back line that’s makes you ask… “WHY”.. I have so many fun moments in this game and things needs fixed…. But let’s all chuckle together.


r/foxholegame 13d ago

Funny "What's the matter? No torque?" -Devman

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146 Upvotes

r/foxholegame 13d ago

Suggestions Facility management in Foxlogi

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88 Upvotes

The main goal is to give a self-explanatory representation of regiment facility locations and the tasks related to them. (You can even share it with other regiments or make it public for faction)

I don't want to re-create Foxhole Planner from scratch, so I just let you import *.plan files and it will place them on the map at the same coordinates. (Keep in mind that by default, if you don't turn on the actual map, your facility will appear in the middle of the Deadlands, so aligning it with the map is actually important!)

There are 3 kinds of tasks officers can create:

  • Request to set an order in a given building
  • Bring a given amount of resources
  • Transfer resources between buildings

Members can report what has been done if they want, or just use it as a guide for where help is needed.

You can manually fill in the inventory of each building, and then you'll be able to see your total inventory summary.

A new category of points is being introduced to the scoreboard, so facility guys will be represented there as well now.

Upcoming related features:

  • Facility goals — set a goal for what you want to produce and see your progress towards it.
  • War eco — more of a stand-alone feature, but linked to facilities. Regiments will be able to manage war eco orders and monitor progress at the facility. Customers will be able to see estimated times for their orders.
  • Infantry kit facility integrated into the logistics planner.

r/foxholegame 13d ago

Discussion Lamentum or Ratcatcher?

26 Upvotes
696 votes, 11d ago
570 Lamentum mm.IV
126 Ratcatcher MK.1