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foxhole added planes and now theres planes
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>>2184585
bump
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>>2185002
Surely you realize most players are taking a break before Airborne and even Able pop is mostly steam sales noobs still wet behind their ears? Update war will be a whole another story with both sides hell queued again.
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>>2185026
Not really. Some infantry weapons are overtuned (snipers, booker, pillory, lunaire), blueman has marginally better ships (though Navy is largely decided by skill and Airborne likely shakes things up) and tank balance is pretty good. Both infantry and the building update were overall decent. Pop is whatever it is currently but that is the one thing the update is going to fix, guaranteed.
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>>2185108
>Pop is whatever it is currently but that is the one thing the update is going to fix, guaranteed.
Yeah, for 2 weeks until clanman autism manages to halven it again. A lot of noobies will also fuck off before planes got teched.
Ressource and facility gatekeeping will just recreate the current shitshow again.
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>>2185212
The problem is Pop imbalance on both servers, Colonial loyalists moved from Able server over to Charlie server. This created a Pop imbalance on both servers and now almost every War ends the same way on both server.
The Pop is also natural declining because the last Update was months ago.
A Foxhole War on the full map needs around 3k players to function, you get gaps otherwise. We are currently on 3k max with 2 servers ...
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>try fuckhole again
>join a regiment
>it's just some dudes doing a fac
>ok havent done facs before, mite b kool
>it's just human pipe and factorio optimizing
>quickly realize most facilitys contribute nothing to the team
>we try to do an artillery op
>only 4 people show up
>one of them is just afk in squad
>spend ~1hr fucking around with logi trying to get shells to the front
>my face when nobody forward-staged shells for the arty op
>1.5hrs past op start, no guns firing
>fuck this, quit regi
>join big public regiment
>eve FC wannabe announces a demolition op
>mite b kool, start supplying the op staging point with democharges
>clan logiman starts freaking out that i'm taking democharges from the stockpile
>clanman officer whispers me politely saying "wtf are you doing, dont touch democharges"
>30min later forward them both a screencap of the op leader, myself, and four others in our truck full of democharges
>fuck these retards, quit regi
>try jankhole again next war, join another regi
>seems cool at first, only 8 dudes total tho
>regi has one builder, he's a clanman veteran
>spend an hour listening to him bitch about some other clan stealing his facility blueprints two wars ago
>he's upset because they cloned his tank factory and started handing out free tanks
>he's upset because free tanks undercuts his tank selling scheme
>he's been upset about this for literal months
>he's an officer in the regi so nobody can tell him to stop being a faggot
>quit the next day
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Seaplane Tender seems redundant and the Warden Maritime Airforce will have the numbers advantage everytime.
Simply because of water fighters.
Collie drydocks are also cucked, Torpbomber suicide runs against Docks seem viable. Even if its in numbers with the Recon plane.
The 250mm Warden Siege Boat also has a lot of potential, depending on its range.
I call it the Seatain.
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>low pop paratrooper partisan dropping in backline destroying facs because no one can be 24/7 watching the map and then manning the AA, also paratrooper 30 minute not show on intel lol
>torp boats doing low pop torping of drydocks for the aforementioned reason
>planes will froze mid air on the border untill they cross, so they can be picked off by enemy planes or AA boats
>plane queue will make planes come into a hex one by one, breaking up air wings and making easier for the enemy to individually fight and destroy each enemy plane
I pity warden and colie logi players
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actually kinda hype for warden floatplane memes desu
not sure how i feel about flying, but plane crew roles seem primed for larp.
kinda hyped to be airfield ground crew, would love to sally out in logi trucks to recover downed aircraft.
any escort fighters returning from bomb runs are going to be strafing targets of opportunity (ie logi).
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>>2188938
>Well, Recon plane crashing will be the Meta, if collisions are enabled.
Planes can't collies with other planes. And they can't damage ships/vehicles/soldiers/structures if they crash into them.
Also I forgot:
>infaction fight because big airfields are world structure
I'm so glad I stopped being logi
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>you cannot pilot if you don't bring your special flying uniform (bmat tax, more friction, more failure points)
>planes are a group project and a resource sink
>this means only elite clanman air-samurai will be allowed to fly a plane
>fuckhole niggers won't let you fly a plane because they're afraid you'll crash it (they will crash it themselves) and yell at you for "wasting" a pilot uniform
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We should have had the new small ships in the actual naval update but I guess it's good that we have them now. Are there any logi changes? I thought there was a bulletpoint for it at the beginning of the stream but I didn't see any slides about actual logi stuff.
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>>2189047
Weak, should have added sea wreck salvage or some other small scale resource outlets, the global resource drain of ships and planes is going to be ridiculous this patch. I guess the new zones will have more resources. Islands should have been resource rich to begin with to make them more worthwhile.
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>>2184585
What the fuck do you do when you get to a loading zone
Last I checked this game's conflicts are decided entirely by who gets to go into loading zones. With factions purposefully putting bots into zones that sit around on the backlines to eat up space.
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>>2188976
And you forgot the best part
>They'll all get stolen anyway by partisans
The Mega tanks were the #1 way to know if your side was going to lose a war or not, If you could drive along the backlines and see endless miles of pickets and trenches guarding massive mega tank building projects that would never, ever be completed in time to be of any use in the battles that mattered, quit the server and join another one. Because ESL clanfags were going to blow all their load on a couple of fatties that will end up dying in the stupidest way possible or end up being stolen. All the while they will demand to have exclusive access to 90% of the oil on the map.
Planes look to be exactly the same way when people were demanding that they be made to be disposable and lightweight so anyone could fly one and numbers could remove entrenched 360mm emplacements like what was the actual strategy around them during WW1 and 2. Instead they're just mega faggot tanks but in the sky.
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>>2189094
my favorite super tank fails will always be tied between "Forgetting to put gas masks on" and "forgetting to lock the tank", both of which have killed more super tank projects than the entirety of all combat damage combined
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>>2184585
It happened
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>>2185179
The game needs less focus on clanfags and more focus on player-driven efforts done completely through spontaneous cooperation. The most good that is done in the war is when an unaffiliated barge just shows up to the front lines with a shitload of free tanks full of ammo and just leave it at the port with a sign saying "Take one". That's what wins wars.
What has caused every war in every logi clan or every special ops or partisan operation I've been in to be lost is when everyone else is focusing on their own projects and are excluding everybody else, yknow, the actual people who are fighting the war on the front. This has always been the sign of a loss waiting to happen. If the average player can't ever have access to simple artillery pieces or light tanks because clanfags are sucking up the resources to dump into their pet projects, the game may as well end and save everyone the embarrassment of watching their investments be hijacked and driven into the ocean.
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>>2188955
The sabotage is going to be off the charts this patch. Airfields being world structures may as well be a big sign that says "This is where all the claniggers are hiding, grief our stupid asses" and this will all be in service of things that are made to be annoying in numbers, not like their current business model of absorbing most of the resources on the map to dump into wünderprojects.
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>>2189149
>less focus on clanfags and more focus on player-driven efforts
You mean gun and ball retards?
>when everyone else is focusing on their own projects and are excluding everybody else
So like, clans invite clans to do huge ops
Meanwhile randoms invite randoms to do a single tank
>f the average player can't ever have access to simple artillery pieces or light tanks because clanfags are sucking up the resources to dump into their pet projects
You can always find people to do your shit but you will never never ever do that
>the game may as well end and save everyone the embarrassment of watching their investments be hijacked and driven into the ocean
Player numbers increased from 124 back in 2017 to 5k+ on update wars and 1.5k+ on regular wars
Retards like you belong here
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>>2189079
That's just squizo talk. People just like to park their character on the front so they don't have to wait 30 minutes for a queue.
Regardless, with this new update expect backlines to be way more active, groups can b-line to hexes far away from the frontlines with planes.
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I feel like paratroopers aren't going to be very good unless you can paradrop crates of gear or something. I guess the idea is that scout planes can locate a vulnerable target, but without being able to bring much ordnance you won't be able to destroy much. The best play is probably just dropping a dozen guys with stickies behind a tank formation, or on top of a vehicle group that is rearming/not combat ready.
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>>2189183
Paratroopers will probably be good to quickly deploy a squad of clanmen or even randos if you recuit enough of them to cut logi. A big enough squad to distract a portion of the enemy army for a good 30 mins atleast
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>>2189165
>So like, clans invite clans to do huge ops
Clanfags don't do this, they generally stay to themselves unless it's one large operation.
The people out there are the pubbies you hate so much holding the front right now. Without them, your retarded "Let's get on at prime time and shake our tiny penises at other clanfags on the other side" battles are for nothing. So what always happens is you imbeciles steal all of the resources that they need to hold that front, and you lose all of your gains and then some when you go offline.
Retards like you belong in this game. Can't wait to hear about you eating a gun IRL because your big tank got hijacked again for the 10th time this war.
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>>2189184
The planes are still visible if you have intel and logi/faci man starting to cry about paratroopers in intel chat also kinda gives them away if they actually do anything useful.
>>2189183
Paratroopers, I'd assume, are just gonna be faster/higher risk way to deliver partisans to POIs compared to them infiltrating via LUVs/boats or whatever. You aren't expecting to hold ground with them, just deliver expendable troops to harass logi/gank bad facilities.
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>>2189165
>So like, clans invite clans to do huge ops
This shit has always been overstated, this happens maybe once a war and usually once they're already winning and their supply lines are secure.
>Meanwhile randoms invite randoms to do a single tank
Because there's more of them and they can occupy dozens and dozens of tanks and they can do this even while you're offline.
Clanfags can make a difference if their projects come to pass but let's not pretend the majority of them don't steal every tank on the map and lock them behind 1000 layers of trenches and walls
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>>2189210
They are if you need to transport then 2 or 3 hexes over. Takes like an hour and a half filling up an ironship with petrol containers, delivering it and offloading it. Its only 500 petrol btw itll get gone soon
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>>2189183
>I feel like paratroopers aren't going to be very good unless you can paradrop crates of gear or something.
I see clans filling planes with couple of guys with just a satchel and a proper parachute. The rest have an inventory full of satchels and fall down as loot bags full of satchels.
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>>2189209
You need meat shields to win a war, ask the Soviet Union.
I'm sick and jaded of hoping some clanniggers get their shit together in hopes they *maybe* grow a brain and become competent after they have most of the logistics lines and supply chains all to themselves. This myth that they're "totally going to show up with a trillion tanks and artillery" happens so rarely that it's never the thing that turns the war. What turns the war are well-supplied meatshields making gains at 4 in the morning EST when nobody is on except the meat shields.
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>>2189209
>So the only counter to that is using your own side’s clans
Only counter to that is to flood everyone with tanks. Let's be real. It always comes down to the last minute tank push where quantity matters more than quality. That's why all of the super tanks are such huge wastes of time when they get scrapped by zerging them with light tanks and RPGs.
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>>2189220
>Half of them get walls built around them
This isn't true lmao. Go ahead, give an example of this in current war.
Any attempt at this would immediately summon a massive in-faction QRF to burn that shit down. I've never seen a resource node being inaccessible whatever has been build around it and basically all have free infra to make extracting them easier for randoms.
You are literally just making up some retarded scenario inside your own head and then being super mad about it, lmao.
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now the big question is, how long can a plane be airborne? and which faction has the plane(s) with the bigger fuel supply.
https://www.youtube.com/watch?v=qPELcGcVHfU
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>>2189271
Fac planes take HOil, at least that was shown in Roberts Video, Scoutplanes only take Diesel.
So the Warden Scoutplane is the most versatile plane in the game, just because it got Mini Torpedos instead of Seamines.
It can kill Ports, docks and possibly even CoastalGuns with those, if you send enough.
Warden ScoutPlane is the best plane, just because its the most versatile one. It will be spammed a lot.
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NO AI AA
>NO AI AA
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>>2189197
>>2189207
Literally this lmao
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>>2189313
The difference in payload is only 3 bombs, the Collie bomber just looks worse overall.
Warden equipment seems to be much better overall in function.
>Scouts
Mini Torps vs Seamines
Clear Warden win
> Fighters
2x20mm vs the same + 14.5mm Repeating Cannon
Cannon implies there is some kind of HE payload ... so possibly a thing to destroy structures (cranes)
The Warden Fighter is clearly better
>Bombers
Collies get 3 bombs more and exposed gunners, it also looks like Collie gunners get firing arcs.
Wardens get a fully rotating enclosed turret, looks like Collie bombers are easy targets.
>Paraplane
Collies get 12 Troopers and Wardens get 10.
Collies are better, unless the Parauniform allows Satchels.
Other planes aren't comparable.
I still believe that the seaplane tender will be better than the Aircraft Carrier, just because of the Warden Seafighter and the Warden Scoutplane.
Wardens are simply able to park airfleets on the water and the numbers gonna kill the Carrier.
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>>2188931
I figured siege camp would make AI flak guns but nope. So now I just need to spam internal rifle garrisons on all BB sections facing outwards.
>>2188955
NOD claims this airfield. Why are you standing here?
>>2188951
Building two container stacks to the heavens and calling them the world trade centers
>>2188985
>clanman stores all pilot uniforms in private stockpile, uses 1 crate when he wants to fly, randoms take the extra uniforms, no uniforms available and no public planes when enemy attacks
>>2188994
I remember seeing like 30 collie logi trucks and 2 spathas on a logi queue into heartlands. Yelled at WN who were doing a nearby tank OP to go kill and they fucked up so much shit.
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>>2189331
>Collies are better, unless the Parauniform allows Satchels.
Parauniform allows all equipment besides Large Items, so Warden clanman gets 4k demo damage out of 1 Paraplane, enough to kill 1 Foundation.
Collie faclarpers on suicide watch.
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>>2189376
different target selection imo. warden fighter's 14mm AT rifle will probably be quite nice for shooting up light vehicles, but i bet collie divebomber is gonna eat silverhands for breakfast especially if supporting a battle. i don't think the 14mm is gonna do much against a tank unless you circle around from the rear which would expose you to more AA fire
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>no commando gliders so you can crashland supplies for your partisans
Damn
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>>2189430
Airdropped supplies seem like a bigger breakthrough than paratroopers and it's so much bigger it's not even comparable.
Trucks may just become obsolete at some point just because for a little bit more components, you can just fly the supplies there. If you get shot down oh well, it still beats driving a truck across 6 hexes from a port just to get stuck at a loading zone and strafed.
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>Clannie loads up 30+ paratroopers with fighter escort/bomber support.
>No gunners on bombers because fighters lol
>"It's gonna be like heckin Planetside and Helldivers guys!"
>Flies to low-pop hex because of course they will.
>Fighters go through first on account of being faster.
>Bombers and Paratroopers frozen in que.
>Pilots laugh and cut up in discord
>Some clueless noob taking a scout plane up to fuck around in gets 50+ kills his first time out.
Will happen at least once.
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So everyone was jizzing their pants over the flattop collie carrier, but something tells me it's going to be a nightmare running carrier ops from that thing. God help anyone daring to act like an ACT and getting people too excited and too busy thinking about Top Gun montages to listen to him.
Meanwhile the Warden carrier cruiser is going to have a swarm of planes lounging around it waiting for service. It'll be frustrating, but the blueberries aren't going to lose planes due to a congested deck.
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>>2190439
There's plenty of seething and doomposting on fod and reddit about how the warden carrier is superior to the collie one, because planes can lande on water, doubling the range of them as the carrier can just pick them up from the water. So the wardens can send waves of them and park them on water while the carrier refuels them.
I find it amusing, specially given that warden controls the waters in almost every war.
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>>2190446
Well, the warden seafighters don't have bombs (until wing-slung hardpoints become a thing), so they can't do much beyond hitting soft targets. Those mini-torps don't count.
I'm interested in how effective the dive bombers will be. If they are an actual threat to ships, then the collies actually have something to fight with.
I myself will wait patiently for helicopters. Even just flimsy transport choppers would be even more game-changing.
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>>2190439
It is gonna be such a juicy submarine target lmao
But yeah, constant dev bias is
Collie = Land
Warden = Water
Also collies are fucking cooked on water, since wardens developed even anti-gunboat small torps
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>>2190493
It doesn't even matter, they can kill Coastal Guns safely, that's a big point.
Imagine this:
- Coastal gun gets destroyed by a swarm of Warden Scout planes (They only got 2k HP)
- Warden Gunboats, 250mm Mortar boats and Light Boats rush port down
- Siege boat kills TH
- CV barge rolls up
- Easy VP tap
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>>2190516
>I thought coastal guns were land based, and this invulnerable to torps.
Some are right next to the water, you can splash them with explosions. Paratroopers are also a thing and Wardens got Satchels, so same result.
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>>2189206
It's actually based because paratroopers are gonna be the rando/small group 'run around, steal shit and ambush people' type of partisan rather than the clannie 'spend 2 hours running an outlaw across the RDZ and exploit your way over a bunker to kill a SHT' bullshit that makes up the majority of partisaning now
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Does a game / dev ban from foxhole only track the HWID or IP as well?
I wonder if I made a new steam and somehow spoof changed my hwid if that would be sufficient. VPN's are extra costs / latency id prefer not to have.
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In regards to paradrops: the encumberment limit will be bypassed by one man (or a whole group in a preceding plane) being the sacrificial cargo drop, splattering on the ground with whatever heavy item(s) replacing the parachute, giving the follow-in drop all the griefing equipment needed. Wat could devman do?
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>>2191205
I'm a member of the Oldest Clan in Foxhole
Gotta say, it's just fellow people you play with
Some people play good, some don't, some are assholes
Most dudes are over 30 anyway
If you see a child below 20 being a clanlead - leave. Those always end up disbanded after a week
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>Reddit and discord is nothing but Warden LARP trannies seething that they didnt get their heckin realistic grimdark militacticool vehicles and instead recieving ugly stuff despite getting the better end of the stick for 9 years
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>>2192086
because we are divided into 3 (really just 2) main groups: warden loyalists, people who play warden mostly but play collie during outrageous 60+ que season and finally collie loyalists.
It would be dangerous to have mostly 4channers on a clan because the game is notorious for banning that non PC behaviour. Even the most lax groups like 420st have routine bans on obnoxious underages or loose cannon autists.
Your best chances to do this would be to make it collie loyalist, since Wardens femboy discords are known for vast witchhunts and doxxing.
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>>2192101
>Your best chances to do this would be to make it collie loyalist, since Wardens femboy discords are known for vast witchhunts and doxxing.
> Implying Collie "Elite" clannies are any better.
There is a reason why most people tell noobies to play Wardens first.
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>>2192508
I know clannies will eventually reee hard enough to get spammable AI-AA put in, but it's hilarious to think of them having to make planes for pubbies as the only way to defend their "private" bases from the offline bombing raids.
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Collie MSA is on Charlie Seal clubbing, they are running around with FMs, Lt Gens and full stacks of Cols against Noranks and Sgts. GG Collies, your true skill on full display.
They are trying to shut down Charlie because Able has can't hold players, because those people are all cunts.
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Why there's so many autistic retards that want the game to change to a solo experience when the devs have been saying and doing things to designing for large player group cooperation? What kind of mental illness is that?
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>>2193073
>>2193067
It did. It was around the time they updated logi with cranes and stuff and made the fields limited. They actually just asked what I wanted and offered to give it to me. But it was clear they didn't want me there doing my own thing when I was just dicking around whacking piles a little.
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So are they renovating the map interface? Between air units and a gorillion extra hexes we really need better organization and coordination tools inside the game. Map whiteboarding, grid pings, logi searching, item/gear checklists, maybe some kind of op/squad planning interface. It's fine to focus on the unique mechanics of the game needing player coordination but there are virtually no in game tools to support it.
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Clans are really gay, but Im up for playing with you all once Airborne drops. Id ask if we want to play Collies or Wardens, but Ive seen how that goes, so how about we alternate servers regularly, being Collies on one and Wardens on the other?
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>>2193210
Sorry buddy, i will keep playing alone because offering you retards who wont stay with the game any advice like "put on a gasmask if you crew a tank" will get me called a "Clannie", and 70% of you will say "1488 gas the troons now" in response to cum spam while trannies talk about putting you in femboy camps and you will all eat a ban because you're too fucking stupid to hide your power level, or communicate privately. You wont make a discord so you can say nigger to each other, you wont make a teamspeak, you will always be atomized fags. And your security stance will be ZERO so you will let in a discord troon who will catalogue everything you type in regiment chat and still get you banned because you lack theory of mind and despite all the warnings and all the evidence you refuse to believe mentally ill leftists will stalk you and do this.
You are doomed to fail so dont even try. Also most of you are frontliners who will never farm for anything and cant produce their own bmats to build anything, so you end up being massive leeches anyways.
The only way you'll succeed is making a discord and recruiting and then having the backbone not to cave to other clans, and then taking enormous amounts of shit and calmy reporting them when they try to run you out of the game. That eliminates a bunch of your recruits right there.
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>>2193210
>but Im up for playing with you all once Airborne drops
You really don't want to play with people from /v/vg/vm. I tried it in other games but it never works out. That being said, there's a billion regis out there and if you shop around for one, you'll find one that fits your playstyle. The game becomes much more engaging once you've got a set team to work with
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>>2193382
I mean i still have fun with low or medium pop infantry fighting. Today me and a just a few wardens shot a bunch of partisan outfit guys who outnumbered us who were trying to blow up defenses and bunkers and we did pretty good shutting them down. I still like the cover system and killing guys.
For big trains, I have had access before while in a clan but i hate using them. Its a 2man job min. You load up many shipping containers in the backline. It can be stressful because you are probably blocking a seaport and wanna do it fast or the team gets annoyed. Then you drive to a forward depot or seaport to deposit it all. But along the way theres gonna be a bunch of track switches going the wrong way - to facilities, to bunkers for safekeeping, to other destinations. A 2nd guy driving a luv or argonaut goes infront and you tell him to switch the track. Your train stops because you cant see in advance where the track points until you are ontop of it. Constant interruption. Maybe you want to bring it into deadlands to cgate or salt farms. Then the map is queued. Now you have a massive assset that is waiting at the border that needs protection. A real headache.
Small trains usually dont go far but it depends on playstyle. For me they are just tools. Maybe someone has them at a triple scrap mine to a refinery. For facility stuff, they pull fast, you might use the flatbed traincarts to cart the mats around, or take a bunch of arty shells out. But i still prefer a faster flatbed of 5k per trip than a stupid minitrain getting 10k but you need rails, coal, they move slow, etc. Hate the larpers who cross the hex at 5mph on these.
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>>2193385
or they could just get radicalized enough to start killing people irl. They could create entire systems of software designed around ban evasion and secret file embedding so that you never know they're even communicating in the first place. You never know with those radical extremists who should be hiding their power levels.
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CAOIVA - OUR HOME, OCEAN - OUR HANGAR, MESEANS - THEIR LAST MISTAKE
>>2193382
>Should I play this game?
Yes but only if you aren't an autistic retarded special snowflake nigger with zero social selfawareness. You knowm like the bare minimum to work in society.
>Can I build trains and drive them around?
Yes, but they are intended for extremely large logistics, which only medium and large size regiments do.
>Also is the LGBT stuff in clans really that bad?
I'm in one of the biggest and oldest regiment in game and I haven't seen any. I've been here since 18'.
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>>2193788
A lot of high ranks got there by trading favors for commends don't have an actual fucking clue. It's like a Nam movie where the ahole career officer gets shot in the back and the men are all quiet and mumbling it was friendly fire.
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>>2193382
>Can I build trains and drive them around?
Join T-3C, they have an entire program that revolves around using trains to deliver 720 crates per trip to various stockpiles around the map. They also do backline train stuff for moving raw resources to refineries.
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>>2193826
If this was the case he never communicated to me that the tank was worthless. It's not the stupidest thing I've ever seen though.The worst was my brief stint in a small group that involved
>making a tank
>slowly driving it up to the frontline
>running out of fuel because apparently these beasts take a lot of fuel
>reaching the front to be greeted by cheers from out side
>promptly driving it into mines like retards
Or they may have driven it into enemy tanks too. I can't quite recall much beyond the tank lasting 15 minutes because idiots think they are way more durable than they actually are.
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>>2193967
>I can't quite recall much beyond the tank lasting 15 minutes because idiots think they are way more durable than they actually are.
Yea, for tanks to work they need to either
1) have a solid amount of infantry support
2) be part of a tank line that knows that they're doing
Solo tanking is essentially a suicide run
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>>2193978
>doing a recon uniform + 5 sticky rush with only 2 other guys
>flank around and manage to sneak up on a enemy ?SHT? (not sure of the name but it was a big fucker)
>get off about 3 stickies each before nearby infantry mows us down
>region chat explodes with "HES TRACKED PUSH PUSH PUSH"
>see the friendly tank line surge forward
>enemy tank line crumples
We lost the war only a few hours later, but it was a nice moment
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One thing that is crazy to me is how much better lunaire is compared to cutler. Cheaper. And when pushing enemy bunkers you can just have everyone shoot the trench. Kill the trench. Now no one is in cover infront of the bunkers. Now you shoot the bunkers. When you try to do this with cutlers you get cucked and no one can hit the trench because the rocket hits the terrain infront or people just will not kill trench or octagon.
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>>2194260
>Collies already got the better and easier to use tech in most fields
lol, lmao even
>get good and maybe start playing a full War instead of just the first 2 weeks of almost every War.
Our pop has been pretty shit for a while. A couple wars back two large warden regi's swapped to colonial to even up the pop and we won that one.
Hoping airborne update will lure back all the coli vets that have been taking a break
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>>2193382
>Also is the LGBT stuff in clans really that bad? I'm a tranny but seeing shark memes everywhere is kinda annoying.
dunno about wardens but when they do this stuff in colonial world chat they regularly get told to shut up
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>>2190897
>>2190889
1. Rebooted LTE router (External IP changed)
2. Changed hostname on PC
3. Changed mac address ( https://www.youtube.com/watch?v=6iEqvyvogdY)
4. Made new steam and bought new game
They still detected the alt
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>>2189149
>The game needs less focus on clanfags and more focus on player-driven efforts done completely through spontaneous cooperation
I'm glad I got to experience this game when it was new, back when most of the communication during any given war was between randoms and not clans. I've considered re-downloading it multiple times over the years but never got around to it, kind of glad I haven't now. The spontaneous cooperation with proximity voice chat in a game with hundreds or thousands running around on the same map was the coolest shit ever at the time. Not once did I join a clan or felt pressured to join or make one, I was always able to rally up or join whoever was around me to get something done and succeed plenty of times.
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>>2195771
Its actually insane that they now have 4 squad chat tabs and not operations where randoms can join and talk. Operations actually got randoms involved and trying to talk about the frontline. Now there is literally 0 culture towards joining a voice chat of temporary players on the frontline because people are in 4 different clan squads.
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I dont think I can join random squads anymore, i spent over an hour with a group that only ever faffed about spamming songs over the mike, changing objectives every 5 minutes, and stopping to rope in more players into acomplishing nothing. Worst of all though they couldnt coordinate wort shit. Lead would have to repeat orders like 5 times before anyonr responded, and anyone trying to tell him something had to do the same.
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For those banned ive bought a few accounts and tested this out. You can get discount versions of foxhole on sites like K4G, etc.
It turns out they dont ban by IP. All you got to do is change your hostname (windows 10 atleast) and change the mac address of your network adapter.
TraceX spoofer on sourceforge can help with the network adapter portion. You dont need a VPN.
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>Watching clannies shoot and mass report each other over comp fields and rare drops next patch.
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>>2197120
Imo Air Fights will be mostly scout planes running into each other on recon flights and fighters taking off against spotted bombers. Nobody will launch fighters until they have a confirmed threatening target, or so Siege Camp wants it to be.
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Flight Time
Scoutplane 5.5m
BomberC 6.5m
BomberW 6.5m
FighterW 7m
FighterC 7m
TorpedoW 6.49m
ParatrooperC 6.5m
ParatrooperW 6.5m
Picrelated is the price of a single fighter.
>>2197136
Air fights don't look like something that will happen much taking into account that they need to be launched from a air base, and need rares for both the fighter and the uniform.
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>>2197191
There were over 10k views during the stream. Doing backline logi will be cancer. And I see a ton of civil wars over the airfields.
But I will fight for a Warden victory. The mayhem will be glorious.
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>You have been banned for the following reasons: We Gaan. This ban will not expire.
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>>2197440
> Fighter printing time = BT printing time
> Fighter can only be used by 1 person
> Pads cost 20 Alloys
It's just not possible to saturate the demand with those pad costs and printing times. Especially when you consider how flimsy aircrafts are, 90-95% of players will never fly more than a scoutplane in each War.
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>>2197491
They had around 60ish pads last time, that would be 1200 Alloys just for the pads.
Most planes are also useless, so it would just be a massive ressource sink.
>fighters are only good against other planes
> Dive bomber bomb does AP damage, it's to risky to use it against anything smaller than a BT
> Torpedo bomber is extremly situational
> Paratroopers are limited by their gear and they get no respawn. 10 or 12 dudes is only so much stuff they can bring.
> Bombers are ultra expensive and the bomb spread is wide. Bomb damage not known, most likely the only viable plane to spam for low pop hour bombing runs.
Planes are LARP
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We got an early game carrier. It only can hold one scout plane, but you can repair and refuel it.
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One whole day to print a bomber. And they can barely cross a hex to do a bombing run and go back.
Planes are dead on arrival.
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>>2197845
I kinda like it because it opens possibilities for larp around saving/hunting downed pilots.
Planes in general feel way too expensive but I guess it's good you can't just mammon rush stuff with dive bombers.
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>>2198887
>Copy oldfag prank
>Use your mains instead of alts
>Probably bragged about it beforehand so troons would be lined up to take screenshots and names
>screech a bunch of /pol/ shit instead of hiding your power level.
I'd ban their retarded zoomer asses too.
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>>2199077
Thank you for your service.
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>>2199077
>The real trick is very subtly baiting one of the troons to have a melty in chat then report them.
Baiting is about to be driving a 100 bmat truck onto a runway and watching a battleship's worth of rare mats slam into it.
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Airborne devbrance is looking disastrous. If they don't majorly buff and expand AA, add AA garrisons, reduce plane prices, and extend flight range before launch it will flop and foxhole will lose its last chance to make it big.
It will also become a worse game for everyone already invested.
Planes have the worst effort to gameplay ratio in the game by a mile. Like an entire BT worth of effort for something only 1 player will use for 6 minutes at a time (Lmao if you think playing ground crew is gameplay) and nobody but the other plane players on the enemy team get to interact with. Also if the server shits the bed while you're flying it it's gone.
Plane players will essentially become aristocracy who get to ignore a very basic part of the game that holds everyone else back (AI) and the entire game will revolve around them. Ocean playerbase will rule the game because they will wipe the map during low pop hours. If your side ever wants to win a war again it's going to need to do everything to enable planes at the cost of everything else. Building a submarine, battleship, storm cannon, nuke, etc. will be a war losing tier grief. Planes will also never be publicly available because they'll be too easy for alts and 80IQ mouthbreathers to grief. Just hop in and fly into enemy territory while pretending you're doing something. Go ahead and prove to devman that the guy who lost two fighters trying to strave a logitruck was an alt and that we should get those planes back.
Genuinely have no ideas why devman thinks this is acceptable.
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>>2200308
I agree that flight ranges should be extended from what they are now. It's just doesn't feel good when just taking off and clearing the airfield burns 1/4 of your fuel.
I don't really mind planes being expensive because that way they will stay strategic assets used most likely fairly sparingly. I don't think it was reasonable to expect Foxhole immediately turning into every pte flying a fighter plane in some gigantic free-for-all dogfight.
There will be a specific type of clanman autist that will absolutely love the gameplay around them and if they can pull off running airfields and actually doing something with planes I don't really care. More AA will come after devman sees how planes are used and how oppressive they are. I don't mind large expansion wars being full-on chaos.
Scout planes feel cheap, flexible and fun enough to provide some nice gameplay even for a random (assuming at least double the current flight time). I feel the best thing coming out of this update is more interesting naval gameplay with all the new (cheap!) tools. Frigs and dessies will absolutely remain relevant. I don't think there will be other as effective and survivable PVE tools even after the update. Better bring AA escort, though, lmao.
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>>2200326
>I don't really mind planes being expensive because that way they will stay strategic assets used most likely fairly sparingly.
>Add planes to the game
>Never use them
No, this is ridiculous.
They don't have to be as cheap as a medium tank. But the current cost and lack of counterplay is outright stupid. This won't be the fun kind of chaos where planes are overpowered but at least people will be having fun with them. You'll have a couple of clans who'll field bombers and only like 20 people in each of those clans will be flying planes and it'll be entirely their war while everyone else just plays normal foxhole but their contribution matters less.
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>>2200341
>only like 20 people in each of those clans will be flying planes
How is this different from large ships? I bet there's less than a hundred people who have actually played in one of the important seats in a large ship.
Randoms have scout planes that cost less than a Silverhand and have can for example kill small ships unlike fighters.
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>>2200348
It's very different from large ships.
Damage control crew is actually fun. It gets hectic without being stressful like it is for the captain and driver. Damage crew also gets to play marines or shoot at approaching gunboats. Sure you're not a gunner, but you're also not the sonar man (woah looking at a black screen!), engineer (literally just do what the driver says simulator), or loader (carpal tunnel generator). Playing DC on a ship is overhated by people who only care about getting high damage numbers.
The high crew requirement of ships also allows randoms to get a piece of that action. Unlike planes where there will be zero insensitive for regiments to allow randoms on their planes.
Ships are also out there for hours, and supporting them involves more gameplay than standing around waiting for it to return. They need gunboat escorts to fight safely (scout planes look rather useless in comparison and won't help bombers succeed in their mission). Meanwhile the chosen people who get to be aboard a plane will only be enjoying it for a couple of minutes.
Large ships can be built by 10 people and offer 25 people hours of gameplay. A plane can be built by 5 people (need that many for the facility) and will offer only like 1 guy 10 minutes of gameplay.
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>>2200362
DC can be fun but most often it is just playing another game waiting for anything to happen. Depending on how viable it is to contest enemy airfields I wouldn't be surprised if ground crews fight more than random DC run.
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>>2200379
>Ground crews are stuck playing infantry man
Even less plane gameplay lmao
Planes just shouldn't be these weird in an entirely different category super weapons that they are now. The game shouldn't revolve around them. It shouldn't be the case that plane players and plane logi are the only decisive factor for winning wars, but with the way planes are currently setup that will be.
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My solution to Lunaires being too good is just making RPG weapons shoot in a slight arc. Not as deep as the Lunaire's, but enough to fire at a garrison from inside a trench or behind a pilbox.
Then colonial infantry weapons can get buffed to compensate. Make the Auger not shit. Make dragonfly not shit. Catrena actually got the buff I was expecting so that's fine. Add another colonial exclusive secondary.
Colonial infantry being held up entirely by the Lunaire is bullshit.
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This update is every bit as shitty for the wardens as I thought it would be looking at the trailer. You would think the dev team would consider why exactly WW1 era dreadnoughts were getting Hull conversions to become hybrid aircraft carriers while those same ships completely vanished by WW2 and by late war almost all carriers were flattops like the poseiden. The update has effectively pitted a WW1 ship against a ship two wars and three decades more advanced than it. And as the IJN learned, the backbone of the fleet isn't the battleship, it's the flat-top aircraft carrier that can quickly land and refuel/rearm planes.
The bright side is that the bonkers requirements mean that we'll never see it except at the very end when people get something resembling fleets together. By then one side will be beaten into the dirt with players deserting left and right, and it won't matter what toys they get anyway.
That gunboat is a fucking travesty, though. Who on the balance team thought having a 4-inch turret on a ship you build with B-Mats would lead to balanced naval gameplay? This is the shit that WW2 Patrol Boats and Destroyers had, and Collies get it for effectively free, not even the cost of the push-gun version which costs rmats.
Moral of the story I guess is the moment the war begins: click Collie as fast and as hard as the faction selection lets you click because it's going to be lopsided quick and remain that way for the rest of the war.
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>>2201077
>Let's play
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>>2200933
for me, it's wardens getting all of the worst planes but it's OK because THEY ALL FLOAT DOWN HERE GEORGIE (80% of fighting happens on landlocked hexes)
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>>2200933
Wardens will still win naval because they have a guaranteed large hold applier compared to the divebomber which is honestly garbage.
Even with mega nerfd large holes the torp bomber still deals 5k damage compared to the divebombers 300 damage.
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>>2201668
Torpedoes are overrated. Here's the largest airborne OP in the dev branch so far on the warden's side
https://www.youtube.com/watch?v=dQy6o1tL5KQ
grand scorecard:
>10-15 planes participating including 2 torpedo bombers
>3 scout torpedoes hit. Main torpedo bomber didn't score a single hit and secondary one ran out of fuel and went home
>every single torpedo dropped besides those three, totaling about 24-26 in total, exploded on contact with the water because of angle/speed/altitude
These aren't nobodies either, this was a tryhard serious rank regi and only two of them scored a single hit against a target the size of a building because the altitude/angle/speed to drop torpedos and not have them detonate on the water is extremely finicky and requires practice. Which is realistic, but what is also realistic is that staying level at 3-5 feet above the water makes you extremely easy prey for literally any cannon or gun in the game. You know why the divebombers are better? You don't have to loiter in gun range near the broad side of a ship at the altitude of every infantry weapon to drop your payload. It's just dive from the skies -> drop -> fly away, and they won't just magically turn to dust once they hit the water or the ship like the torps do.
With how much danger you're in deploying the torpedos, they BETTER do more damage or they would have no use at all.
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>>2201798
Planes are cool enough for a couple of guys to become ace pilots.
The divebomber just doesn't have the power the torpbomber does. The damage doesn't compare, and the divebomber only has a chance to turret compare to the torpedo guanteed large hole.
Largeholes are also just better than turreting.
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Anyone who argues against changing fuel consumption is a facility fuck who wants to play factorio in this game, but doesn't like the whole war aspect. They're so worried about their precious pads getting touched by anything that they'll have devman fuck up the biggest update since naval. I'm actually getting angry at those people, and I suspect the devs will listen to them instead of the many more people who are suggesting a fuel cost to boarder crossings along with fuel economy tied to throttle control. It'll be a lot easier to scrape off 5% of plane and pad costs and act like they're practically giving them away instead of implementing shit that just might make them worth these fucking stupid prices.
And I was getting excited for this update, too.
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Was the infantry gameplay more kino before burst weapons and shotguns? They started with:
> rifle good at range
> SMG good at close range/night
> HMG used to support and suppress
I guess the TTK was pretty high, so there never was a situation where you'd get OHK blasted (apart from old bayonet).
But then it feels like the original idea started rotting away because they added:
> burst weapons fuscina/booker, good at killing in one burst at close range, but for what reason was it added, what did the gameplay lack?
> shotgun pillory/dragonfly, OHK (?) at close range, but what role does it fill?
And then it's further apparent that they have no idea what they're doing by adding the 20mm inf weapons in the "Infatry" update, that just nobody uses with their intended purpose (to suppress tanks)
Then they add shit like this and instead of nerfing 2 months later, it took them more than a year to nerf Booker (and not touch the other weapons people complain about).
Do people tolerate this devteam solely because there's no other game like this, apart from limping Planetside?
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>>2202222
I also hate the current meta of one tapping shotguns and burst weapons. Both sniper rifles should be nerfed into to oblivion, too.
I'm kinda fine with the 20mm (now 14,5) infantry weapons because they are expensive and rare enough not to be a real problem, unlike Pillories and Bookers for example.
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Bombers are going to be able to effortlessly level fucking everything but whiners aren't satisfied being able to level everything within one hex, they want to be able to level everything in every hex
Welllllllfuck you air niggers I hope they make air gameplay even more restrictive
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>>2202426
Not having AIAA is good because if they get it wrong planes will be useless and the whole expansion kinda fizzles out. Seeing what planes can do first without having to worry about AA should provide good data how powerful AIAA needs to be and gives a good easy introduction to actually playing with the toys.
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>>2202449
That's what I was thinking first but then they made planes stupidly expensive and gave them no flight range.
If planes release like this airborne will flop and most of those new players will be gone before they can fix planes.
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>>2202317
AKA most wars before 100
>>2202426
>>2202449
The solution I saw proposed that needs to be echoed is only allow Flak AI AA. Inaccurate airbursts which slowly become more and more accurate the lower you get and the longer you stay over them. So it's not like one-hit-instant-kill turretfaggotry but it is a deterrent from sneaking 3 bombers over a congested naval battery hex and leveling it all in one night before anyone wakes up.
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>>2202222
>I guess the TTK was pretty high,
I haven't played the modern game but it was slow. HMG could mow down people but rifle fights were at least two shot kills with a lot of inherent chance to miss. You either died fast or engaged in careful rifle pushes.
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>a single bomber can cause 30-40% damage to a townbase
Lol. At least they barely have the range to cross a hex.
>>2202131
Able, Warden. Also look for a regiment to join. This game is NOT made for playing solo, devs say it again and again that the game has and they are adding features and mechanics that needs groups of people to be used.
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>>2202222
HMGs still gave infantry an advantage in early foxhole but trenches filled w tripod lamentums is way harder to push against because they arent losing accuracy. It might have felt better before with infantry back and forth but eh, there are generally options to deal with a tripod hmg like nade launchers or just blow it up.
I wouldnt mind if they deleted fuscina and booker, the reachability on both of them is pretty far.
The warden shotgun has a very short kill range. Its already been nerfed and is in a good spot right now, or needs a 1m buff. No one wants to go back to a confetti shotgun.
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A SINGLE FUCKING BOMBER does 75(seventyfive) percent damage to a tier 2 townhall.
That's over 3000 damage points for the 4000HP a townhall has.
https://www.youtube.com/watch?v=HvRFI2jzLm8
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>>2202868
>the flak emplacement needs:
>height, distance and pitch
>the first two it gets from the radar, by triangulating it's position with the radar and the radar's readings
>the pitch it gets by use of trigonometry
>you have height and distance of the triangle, solve for the angle
It will filter mathlets and low IQ mutts.
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>>2203197
Radar has only 500m range, so you get like 30sec to do that and you need 4 guys for it.
>>2203233
Dive Bomber is better, it can delete BTs, SPGs and SHTs.
The torpbombers torps are really hard to activate at the moment.
Biggest buff for the Warden Navy is the minelayer, just because of how the map is.
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>>2203246
Lol
Lmao even
Dive bomber need 4 drops to kill an outlaw, it won't do shit to BTs.
>The torpbombers torps are really hard to activate at the moment.
>>2203254
Until people learn how to use it
Wardens clearly got the better deal here. Not even close. 90 damage against a large ship and like 30% chance to turret if you hit a very specific tiny target VS 3000+ damage and a guaranteed large hole that's allowed to hit any part of a large ship for full effect
totally comparable
Collies should have gotten a torpedo bomber too, and wardens a dive bomber, making it exclusive like this is suck fucking garbage. id punch markfoot in his stupid fucking face if I saw him
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>>2203267
>>2203246
>>2203233
Just tried torpedos, they genuinely fucking suck. If they aren't lagging in mid-air and then disappearing then a grand total of one torpedo will ever hit the water and go in a run of 10-15 aircraft. On paper Torpedo bombers are better but in practice the game is too much of a laggy, buggy mess to ever have the mechanics work out because these things just don't work with bad pings.
Wish we had dive bombers instead. A 50% chance to do 90 damage beats a 90% chance to do 0 damage even if the last 10% it may do a zillion damage and make a big hole. Realistically the 10% will never happen when you need it to happen. Meanwhile the dive bombers at least don't have this problem of their weapons just vanishing and they can work against land targets.
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>>2203308
I mean I just searched for Foxhole plane torpedos and the first result was a video of 8+ people trying to use it against a destroyer and only 3 torpedos ever hitting the water.
https://www.youtube.com/watch?v=o28a5ZjUC94
This isn't 'skill issue', these things are just buggy and they suck for a role that's as niche as naval combat that most players can just ignore.
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>>2203287
Devman still hasn't learned what kind of asymmetry is ok and what isn't and it pisses me off
>One side has a thing and the other doesn't
Bad, nobody likes this, and has been a huge balance problem each and every fucking time they did it
>Both sides have a thing but it's a little worse for one side
Acceptable, can work sometimes, just don't make it too egregious (Auger VS Raca, and the new medium boats look to be horribly imbalanced too)
>Both sides have a thing, and they're basically identical
Acceptable, nobody complains about this, but can be a little bland (68mm AT guns)
>Both sides have a thing, one is worse but cheaper, the other is better but more expensive
Acceptable, but can feel really bad if one of these ends up being better. (40mm push guns)
>Both sides have a thing, and they have meaningful difference that causes one of them to be better in one situation and the other to be better in another situation
Ideal. The way asymmetry should be. (120mm artillery)
>>2203294
I would have happily waited another month if it means shit not being this fucking ass....
>>2203308
Once again. People will learn how to use the torpedo bomber and it will completely shut down naval and force collies to put in 8 times the effort to get anything done because they will need fighter screens for everything.
But figuring out how to use the dive bomber won't matter because it just doesn't do anything. Woah! You turreted a frig! It'll be repaired in a minute and achieved nothing. Divebombers will need to perfectly coordinate with friendly ships to have any effect while torp bombers can just wing it solo and leave meaningful lasting damage.
The best outcome for the torpedo bomber is just so much higher than it is for the divebomber that pretending they're balanced is a joke
>>2203318
Those are scout planes.
Whenever all this bugs are fixed the wardens will be left with the much more impactful plane.
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>>2203326
>Once again. People will learn how to use the torpedo bomber and it will completely shut down naval and force collies to put in 8 times the effort to get anything done
1 Autist with the new minelaying ship can turn Origin into a total nightmare for all kinds of Collie navy.
Next War won't have East/West border teleportation enabled for Island hexes. Collies will loose all of the Western waters.
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>>2203348
>Artillery and large ship guns are gonna win the next war with the howie range nerfs but everyone's autism-fixed on the planes that will be out at the very end.
With the seas locked, each faction will win a sea side, and then whoever nolife more at the msupp mines, and build and maintain more SCs will win.
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>Me and the boys in LUVs going to look for lag and dc'd plane wrecks.
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>there's a bug in which when border crossing your plane will take random damage and get parts blown off
>this has happened to me with two bombers and a fighter
Priceless. This update is FIRE frfr
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>>2185830
>>2188561
shit man I had the game in my wishlist for a while but I always had this gut feeling that something like that was going on. Fucking manchildren clan faggots ruin every MP game, whats up with that. You didnt have this kind of faggotry back in the early 2000. Atleast not to this extend
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>>2204909
Don't listen to them. Foxhole ultimately doesn't work without organization. It's too complex. You're not going to run a drydock or tank facility alone. You can't operate a destroyer or battle tank alone. Even if you find the guys to operate your vehicles they'll be useless without logistics. Everything needs teamwork. This is what regiments are for. It gives players structure and organization.
What anon did wrong was joining a baby clan (and when he joined a big one he only joined in on one operation). Join one of the huge ones that host trainings, have operations every week, and will alert you when they need help with a sortie.
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>>2204909
Foxhole is a game designed for group play. Every single new feature is aimed for groups of people to work on it. Devs say every time they do a stream, that the game is meant for groups of people working on the same objective, and that teamwork and player cooperation are the main things of, what they call, the "vision of the game".
If you want a single player game with a chatbox stuck on it go play Final Fantasy or WoW.
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>>2204951
The problem is that 95% of Foxhole clans just suck, you need a hardcore logi guy to carry the group. Most players are just leeches that refuse to do the logi part of the game, which means that groups that mass hardcore logis dominate the game.
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>>2204960
>you need a hardcore logi guy to carry the group
For most standard items, you can order them for free from t3c "lend lease" program. You just fill out a ticket of what you want and which depot you want it dropped off at.
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>>2205167
Despite being in the largest collie logi regi, the only time I've ever seen anyone actually botting is when two large warden regi's switched side for a war. They set up shop in the same logi hub as us and full on afk botted the nearest scrap field and I don't mean "an alt with an auto clicker hotkey" I mean a full on scripted bot that would pull scrap, take it to ref, dump it off and repeat while the player was afk.
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>use AOL instant messenger for text chat and ventrillo or teamspeak for voice comms in the early 2000s
>this is fine
>fast foward
>discord combines text chat and voice comms into one app
>this is not fine, considered by some to be the downfall of gaming and western civilization in general
nah, thats fucking retarded, its just a tool for comms nothing more nothing less
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>>2205858
>use AOL instant messenger for text chat and ventrillo or teamspeak for voice comms
> fast forward: discord
Maybe that's where the problem is. At first you had some ecosystem and choices to pick from (remember Xfire?). Then Discord came and now you have to give them your phone number and I think photo of ID sometimes to "use what everyone else uses" (then they have data leaks). It's just really sterile and Facebook-like
I don't know of any regis that use Mumble, even though it's still popular in EVE Online and the playerbases cross over.
> t. freetard
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Over multiple tests all serious navy players on both sides have concluded that colonial navy is utterly and completely fucked come airborne.
Torpedo bomber is too oppressive and easy to use, and it's got no counters. The only way for any colonial large ship to exist is to have it covered from all sides by small boats that can eat the torps.
Meanwhile the reload change gutted the DD, absolutely ruining its damage output. Aiming has become much harder, and in any combat scenario loaders will regularly be blocked by damage control, which is really bad when you have to wait for both of them. You'd need to dedicate like 10 people to being a loader now just so you have enough redundancy to not lose reload cycles.
The frigate doesn't have to deal with any of this of course. She can just be used as she has always been used. And now easily has more than twice the destroyer's damage output.
Colonial saving grace is the completely busted medium boat. The only viable strategy is to get like 60 of these boats out with only a driver and 40mm gunner and just swarming the Wardens to death with overpowered cheap shit and hoping that naval AI can't deal with it.
Amazing balance by the devs once again. Nobody could have predicted this.
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If I start playing the game on the airborne release will it even be possible to be a pilot at all? Seems like it costs too much in resources and is going to be gatekept by clans? I don't play the game so I don't know, and I'm only really interested in piloting / airborne stuff. I already own the game so that's not a problem
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>>2206824
You can easily make yourself scout planes. But anything bigger, solo, as a new player, and as someone who isn't an addict pig who plays 18 hours per day? Absolutely not. If you want to manufacture your own you'll need to do literal weeks of grinding to setup up the facility and keep it maintained. And if you just want to buy the plane you're still going to have to grind most of an afternoon for it.
Join a large regiment if you want anything bigger than a scout.
And start playing now on devbranch so you can get pilot experience on the fighters, or they might be hesitant about letting you on the fancy toys.
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>>2206819
>Colonial saving grace is the completely busted medium boat.
Kek, have you seen what the new Hullbreaker mine does to it?
You won't be able to QRF with those during a serious naval invasion.
I'm also pretty sure that the DD reload nerf came because of Charlie Collies doing low pop PvE for 1 year straight.
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>>2206837
I think the DD nerf is just devman completely misunderstanding how using a destroyer actually works. Which might sound crazy but becomes more plausible when you read devs themselves admitting that they couldn't get hits off with flak cannons without using discord overlays. They're not very good at their own game.
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>>2206848
>devs themselves admitting that they couldn't get hits off with flak cannons without using discord overlays
this shit blows my mind. they played it, they tried their own fucking AA guns, and they were totally unable to use it.
yet instead of going back and unfucking the thing (having just discovered how ass it was) they instead push it forward onto the players.
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>>2206851
If they actually did that then the colonial navy wouldn't be in such a bad shape since everyone can agree it's struggling.
>>2206852
I guess it's because they know that this is what vehicle and especially large ship crews do too. But they don't understand WHY those things do that. It's because when you get in those things you have time to organize. You won't have that with flak. The plane is coming and it needs to go down now.
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>>2206865
Yeah the silly side server where the colonial navy refugees went because they stand no chance on the tryhard serious main server are such a valuable source of information.
I seriously doubt they're THAT stupid. Right?
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Why are the devs so resistant to a new game mode? If the majority of people who want to experience a new feature won't even be able to, to the point that players will probably be griefing eachother for access, then what's the point anymore? The "massive war" gimmick seems a little dated now
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Increase rare drops. Add a recipe in facs that can produce rares. Be able to convert other tech mats into rares. Decrease fuel consumption. Add basic aa air. Fix all the terrain they fucked up with the cosmetic changes. Nerf damage from air dropped torps.
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>day 3 of having to qrf in your logi hub against multiple tanks / half tracks because your neighbor keeps leaving them out fully fueled and loaded for partisans to wrench
At what point is this considered griefing ffs
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Scorpion can AA
Scout tank can AA
Highwayman can AA
FMGs can AA
Destroyer and frigs now each have four 20MM machine guns
Battleships have radar, two 20mm machine guns, and two flak guns
Trident has two 20MM machine guns (must be accessed from the deck)
NEW vehicles:
Field AT rifle upgrade. Increase rate of fire, magazine size, and can now AA
Arachne 14.5mm Scorpion variant. Can AA.
20MM collie halftrack. Can AA.
20MM warden logitruck. Can AA.
Flak BTs for both sides.
Honestly I think something like this should be the minimum...
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>you can launch fighters from provisional roads
>you can refuel planes with trucks while they are flying
>you can transport fighters on barges
There's probably more bugs and unintended things, but I honestly can't keep up with so many shit, and have other games to play too.
>>2208416
>They also have different people working on Anvil Empires right?
Yes, there's now two different teams. Siegecamp is now over 60+ employees iirc.
>>2208338
>131 wars
>still mad about what happened one war because of balance that was patched next war
This is some kind of mental illness.
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https://www.youtube.com/watch?v=X2Ds4YDIGsI
>you can refuel from a fuel truck in the middle of the sea and on ground
You can't make this shit up.
>>2208442
This update will be a huge clusterfuck.
>>2208486
>Which side do you guys think has the better solo infantry experience?
Colonials. Their infantry kit is far superior than wardens, and needs little to no player cooperation or skill involved.
>which faction gets the cooler and better toys for their soldiers?
Colonials again.
But this isn't a single player game, fuck off to counterstrike if you want that.
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>>2208546
I think the 3-round burst rifle they got a few months ago and their default semi-automatic rifle (the argenti I think it's called) put them miles ahead when it comes to infantry engagements, specially in the early stages of a war
Semi-automatics beat bolt-action rifles in real life, after all
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>>2208486
Let's be dead ass. You'll never find a definitive answer from players regarding factions.
>Which faction is better at X?
>Which faction is overall stronger?
>Which faction is better for noobs/has the best community?
>Which faction is more woke/chud'y/retarded/drama-infused?
Somehow both Warden and Collies to all the above in a quantum superposition.
The only truth: There are no femboys and everyone is a furry.
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>>2208562
Niggy the Wardens one tap sniper, death trooper Booker, one tap secondary shotgun, and flexible utility options beat colonial options late game. There's a reason why collie rmat weapons are getting buffed and the booker is getting nerfd
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>>2208736
>Current devbranch
>Anyone still pretending that wardens aren't devman's favorite
Lmao
Before devbranch the dusk was barely any better than the fiddler
>>2208565
>>2208486
Objective faction power comparison in devbranch
>Infantry pvp
Slight favor for wardens. Booker nerf and dusk + catena buff is a a step in the right direction, but the booker is still the best storm rifle overall. The Raca remains the top dog sniper, and wardens still have better secondaries.
>Infantry pve
Collies
>Infantry anti-tank
Even
>Tripod weapons
Collies, inspite of the fact that the typoon and fissura are useless
>Push guns
Collies, literally only because of the Stygian
>Early game land vehicles
Even
>MPF & midgame tanks
Collies
>Facility tanks
Slight favor for Wardens
>Artillery
Slightly collie favored because the Koronides isn't dogwater anymore
>Small boats
Collies
>Large ships
Wardens win here so hard it's not even funny, collie large ships are completely worthless now, even without the torpedo plane bullying them
>Aircraft vs Aircraft
Even
>Aircraft vs land
slight collie favor, only because the heavy bomber is a tiny bit better than the light bomber. Divebomber is a complete joke.
>Aircraft vs water
Wardens by a mile, anyone pretending that torpedo bomber is hard to use is a shitter
>Paratroopers
Collies by a mile, even if all the obvious exploits and bugs are fixed landing on water is insanely powerful
>Anti-aircraft
lmao
This might look collie favored, but with large ships being more important than ever cuz of the new island regions next war is looking massively in the favor of wardens. I have no idea how collies are supposed to hold the islands when the multi-barrel reload rework completely annihilates the destroyer and titan. Baby boats won't matter because scout planes and anchoring a longhook eats them like chow. The only way I can see collies winning this is if the wardens just fail to make any bombers and get carpet bombed into the stone age.
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Collies live in your head rentfree
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This is the best thing they have added to the game bar non, solo naval logistics is now enjoyable feasible instead of painstakingly sluggish
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>>2209020
It's ok
The best thing about it is being able to pull from seaport from the back. So you have a much easier time loading cargo when the port is busy.
It's basically just the water equivalent of the logitruck, with the ironship being the flatbed.
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Lol.
Mini trop heavily nerfed.
And now the diver bomber can solo two(2) Widows. 1200 damage x4 bombs.
Fuel consumption of planes reduced when going low speed and increased when going at high-speed.
Warden boats nerfed and collie boats buffed.
Devs again with their bias against wardens.
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>>2209239
Air Power won us The Second World War, The Korean War, The Vietnam War, The Gulf War, The Iraq War, and The Afghanistan War
And soon it will win us the Venezuelan, Taiwan, and Iran War
Get over it navycucks, The Air Force IS the single most important thing in a modern military
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>>2209107
Still not enough
Reload change to large ships should just be reverted
Making the frigate's reload 10% worse doesn't come close to how much weaker the DD is now. It's not just the theoretically DPS that's the problem. It's that aiming with the DD became 10 times harder
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>>2210371
>Is this game worth picking up as a new player? Just making sure I'm not buying into a dying mmo or something like that
It has only kept growing since launch.
Also don't be a retarded faggot nigger and complain about how the whole game is about player cooperation, like the niggers in this thread. This game is a MMO, not a single player with online chat.
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>Devs completely fucking save the patch
Ugh, doombros?!? Our response?!
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>dive bombers do now 40% of damage against warden SHT without rearming
>and 94% to a BT
Easy mode.
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>>2210797
This is not how I wanted them to be buffed
The extra bomb is complete overkill
Just make them HE damage and keep the increased sub system disable chance
Devman thinks they can balance divebomber to be both useful in naval while also being a tank hunter on land and it's dumb, you can't do both. It either deals too little damage to ships or too much damage to tanks
If they just made the divebomber a precision strike generalist it would be fine
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>>2210802
>Devman thinks they can balance divebomber to be both useful in naval while also being a tank hunter on land and it's dumb, you can't do both. It either deals too little damage to ships or too much damage to tanks
they can if they actually used different type of bombs
bombs used against ships have an armour piercing tip, sometimes they were even made from modifying armour piercing shells from a naval cannon
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>>2209224
The only way it could
Air superiority is big boy game and very costly to maintain and operate
If you make AA too effective then nobody would bother to use airplane, not worth it
Also in real life case if both side doesn’t have air superiority then it becomes this slug of a war like in Ukraine
So with this update, war should last shorter than what we have
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>>2211209
Bad way to go about it
The way it's setup now wars will be about aircraft and aircraft only
All those other things? Distractions. Build and support more aircraft or you lose
Also pay the Australian and Chinese clans to join your faction and give them all your bombers so they can win the game for you.
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Can someone who actually plays the game explain the recent airborne rework on the test branch? I thought I would have to join a large regiment with lots of pilot experience to have a chance... will the changes they're making actually make it viable to solo all the production to a fighter now?
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>>2211484
>will the changes they're making actually make it viable to solo all the production to a fighter now?
God no. You will still have to join a dedicated regiment for sure.
I'd recommend getting on now and training because you won't get the chance later. Especially for the dive and torpedo bomber.
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>>2211683
>Wardoid doesn't know how the game works
Tier 1 and 2 takes only 25% damage from AP. A single dive bomber hitting all its uber long reload bombs on the same piece doesn't even have enough damage to kill the weakest tier 2 garrison.
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>>2211484
>solo airgame
haha fuck no, abandon all hope of that.
realistically airborne gameplay is just more facslaving to make the parts, janky trailer/crane/train fuckery to get the parts onto the plane, more facslaving to make the ammo, all for the glory of the regiment leader and his officer clique to fly a bomber. the bomber will be lost to a crash after one or two flights.
they really should've made fighters hammer'd from rmats just like scout planes, just so that solo players can hammer one out and get in the air to try airgame content. the fact that fighters, the basic combat plane, the iconic solomans aircraft, is locked behind facility and takes so much to assemble was a huge, yuge misstep. they've got such an opportunity for this update but people are gonna bounce off it because of how obtuse the core feature is. ideally we'd have gangs of dudes hammering out fighters to QRF against a bomber raid, but somehow devman never got that picture so instead we need to make facility and fuck around with trailers and trains.
i'm at the point where i don't even want to try planes because of how high-effort it's gonna be for even basic participation. i'm just hype for Big War because every bittervet that's even mildly interested is coming back for airborne update war and the howitzer garrison nerf means i can do fun artillery stuff again.
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>>2212656
Its very likely that t-3c is going to have an airframe building service where you only have to provide the cost of rares and they build the airframe for you, public service. Some warden logi regi might also be doing this
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>>2212656
Devman's "vision" for airborne is just wrong and I hope they're scrambling for a rework.
All "small planes" should really be MPF-able with rmats. Make the torpedo bomber large (it's huge), give collies one too, and give wardens a divebomber equivalent small plane. Change all airfields so that small planes can be easily pulled without getting in the way of large planes. Basically add a second small hangers, and let small hangers store combat ready small planes.
Make anti-aircraft stronger, add anti-aircraft vehicles, add anti-aircraft AI, let divebombers and the warden equivalent equip HE armament that can damage garrisons so that they can serve as basic aircraft pve.
Countermeasures are better than scarcity.
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I can see and somewhat understand Devman's vision. They're trying to make planes so exclusive it doesn't *completely* fuck with years of carefully adjusted game balance. If you make planes as available as tanks everything will be thrown into chaos and the game meta will take who knows how long to settle down again.
In reality the bum rmat planes probably should have come out before anything else just to see how they would do.
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>>2213365
Fucking debatable? I mean Christ, look how many people are still pissed at OW2 for ripping up the foundation of that game.
You kill the game people had for years just so a couple of manchildren can fly the little plane-toy. Not exactly a good long term plan. And most of those same adult babies leave within a week.
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>>2213404
Thing is that what they're currently doing will already completely reshape the meta with how different they made planes from everything else. Giving them pretty much free reign to do whatever they want.
The better choice would have been making the small plane accessible and keeping the large ones hard to get, then adding anti-air options that don't suck major balls.
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>>2213354
>everything will be thrown into chaos and the game meta will take who knows how long to settle down again.
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I have no doubt devman's original intention was to make planes as available as tanks along with AA AI, but I'm guessing AA AI made planes ultra unfun/useless in internal testing.
So what's the bigger evil?
>Planes dominating the game so hard where footman, trenchman, and tankman just quit the game
>Anti-Air AI just making planes useless
There's a good reason trench warfare was mostly gone by WW2
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>>2214133
>no anti-air AI garrisons
>intended counterplay to air attacks is QRF or combat air patrol with fighters
it's based actually, one of the only things devman got right with this update.
the problem is just that the fighters are fac-locked and costly; if fighters were just like scout planes then everything would be fine.
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>>2214095
>what was fun?
Getting together with a bunch of random guys to just take over one of the enemy's bunkers using vehicles and equipment you put together yourself, or just hopping in on a big op in progress. It felt like I was making at least a minor difference on certain fronts as an individual and being able to join in on a random group and do shit was very comfy.
The rise of big clans and everything being done in trooncord servers was the beginning of the end, there stopped being a lot of spontaneous public operations. Then the factorio shit killed much of my remaining interest in the game since it restricted a lot of vehicles behind big clan projects.
Asymmetry played a part too, it's not fun to feel like you're losing just because you're at that part of the war where one faction is stronger than the other just because they researched some new toys, i.e. wardens losing to early game colonial infantry then colonials losing to mid game warden tanks. Minor asymmetry would've been ok but they went too far with it and turned everything into balance autism.
The naval update was like the culmination of the asymmetry ass cancer and big clan gating that made it really hard to me to want to keep playing. I remember trying to help with some naval logi stuff delivering bmats to an island and just being bored of my mind, literally just an hour of loading shit into a barge then slowly sailing across the sea to drop shit off on a place that seemed like it didn't matter to the frontlines at all just because clanman wanted it.
The airplane shit just seems like doubling down on locking everything behind timesink clan stuff and asymmetry bullshit. Unnecessary busywork for clantrannies who enjoy the most mindnumbing shit to make vehicles that are only useful situationally due to asymmetry. You can't just join a few randos, build a tank, then fuck up some pussies hiding in trenches anymore.
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>>2214647
> game about teamwork
> add 7.62mm sniper rifle so people can *alone* play a point and click adventure game without having to cooperate with anyone
> frequently see 3+ groups of prone snipers on one garrison roof
I pray Siegecamp grows a brain the same way I prayed my dad would stop drinking.
I really need to find a different game to hyperfocus on.
> 10 years of foxhole btw
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>>2215560
Here I couldn't upload the whole video so I just screenshot it at the last day
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>>2202222
I skimmed winter army devstream (2021 btw) and burst rifles were just thrown in without explaining what the gameplay was missing that they needed to be added, lol
they just needed filler weapons to fill up the faction specific tech trees ("arms race") and it happened to be cancer 1-burst-kill rifles
arms race = infantry is annoying for wardens early game and late game for collies
> 10 years of foxhole btw
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>>2219565
Nah, it's one of those fun little things that don't really have much impact on overall gameplay due to limited amount of bikes available, It's absolutely hilarious though when you kill something like BT like this.
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>>2220203
>collie carrier can't quickly recover planes
>damaged planes have to be disassembled for repair so they clog the flight deck and fuck up other landings
>low-fuel returning pilots are going to swarm the deck to avoid ditching in the drink and this will fuck up everyone else
>clanman begs his carrier pilots to try and land their planes ashore so it's easier to recover the ones who can't
>multiple planes will be lost because they fucked up the landing
>multiple planes will be lost because they ran out of fuel waiting for others to land
>multiple planes will be lost because they tried to land and crashed into someone else trying to land
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>>2220203
With the pitiful amount of flight time that the planes have right now, you will never see a massive concentrated air strike of 30+ planes from multiple carriers at a single target, at most I can see 6~8 planes from 2 carriers at the same time, assuming a very experienced crew
IRL planes have the time to loiter over the air at cruise speed and wait for the rest of their strike group to be airborne, they even have the time to constantly send out combat air patrols over themselves and other nearby units whilst sending out massive group of scouts to search a wide range of area
you can't do that if you have less than 6 minutes of flight time
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>>2220265
devs intended this operation difficulty, managing the carrier landing lane logistic was a big deal for carriers during battles, you risked losing an entire wing because you were busy sending more planes out.
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>>2220650
Real fighters can still loiter for at least 1 hour on fuel economy mode, probably even more on some other fighters, with an overall total flight time of over 2 hours
No idea if forcing a stall or gliding will add any meaningful amount of flight time, feels like it would add no more than 1 or 2 minutes at most, with an overall flight time of 8 to 9 minutes
1 hour of loiter time vs. less than 5 or 6 minutes
CAPs are literally impossible in foxhole, you can't have it with that fuel economy
You can't have planes constantly flying over a friendly target on cruise speed to deter against air attacks, you're forced to react
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>>2220645
Do you need the full length of the deck to take off in the dive bomber? I know you don't for fighters. You could have a few planes idling on deck, not burning fuel, and get 3-4 up from one carrier pretty easy. More than that is where it will start getting hard.
>>2220650
Flying at cruise speed is a decent amount of extra time, at least it was 10-12 minutes on the scout plane's fuel tank. You can travel a decent amount on a fuel tank, but if you're trying to play defense you're still going to need to land and refuel a lot.
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>>2206837
>I'm also pretty sure that the DD reload nerf came because of Charlie Collies doing low pop PvE for 1 year straight.
You mean the fucking able warden clans?
SCUM, Telephone, and WN all bitched out and went to bully retards on charlie since I guess clubbing baby seal CCF wasn't good enough for them.
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>Seaplane fighter is just the best fighter in the game now
>Was supposed to be weaker to compensate for its ease of use and ability to land at sea
Can devman PLEASE stop fucking overbuffing and overnerfing everything?
Just increasing stability and fire range would have been fine.