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Colonials. Let's talk about issues within our faction itself. No this is not a discussion about "culture" by MarionberryTough4520 in foxholegame

[–]DayF3 -1 points0 points  (0 children)

the collie mentality is "Eventually, some big clan's stockpile will die when they burn out, why make spathas. Steal theirs!" a very self destructive mindset. And this is why there isnt stygian on every corner

Colonials. Let's talk about issues within our faction itself. No this is not a discussion about "culture" by MarionberryTough4520 in foxholegame

[–]DayF3 1 point2 points  (0 children)

Addon to this. Since half the wardens arent fac larping, they probably have more frontline manpower. Food for thought, that might add to why theyre higher pop on frontlines

Colonials. Let's talk about issues within our faction itself. No this is not a discussion about "culture" by MarionberryTough4520 in foxholegame

[–]DayF3 4 points5 points  (0 children)

Wardens say they have less public logi, but i actually notice same if not more public logi for them vs collies.

The main thing is, they have less fac larpers. Asking both teams, egneral consensus is collies are a low-trust faction where everyone makes their own materials factory to upgrade or make planes or etc. Wardens however commonly sell fac equipment for comps, or have public upgrade pads commonly stocked with mats, which would never happen collie side as theres an epidemic of 20 private facs in one hex and thus 5 of them are stealing everyone else's materials.

So in the end, there's less maintenance and less fac larp blue side as they kinda have an integrated, slightly higher trust system, so a higher percentage of actual logi mans are normal logi. Sure there's less public tanks, but there's more options for solos to get equipment that collies would outright be forced to fac larp for.

Here's an example. Playing collie side, for many wars now, war eco for anything not a train, ship, or BT has not existed. Flat out, there's no regiment doing it, no group doing it. Recently last war, I actually CHECKED. Saw ads for collies who steal warden tanks from freighters, multiple of them, and not one singular ad for "Give us comps and we will give you spatha/stygian/quadiche". Not one.

It even prompted me, as collie on able, to make midline public pads, and try my best to stuff with mats, until I burned out from solo running 4 simultaneous field facs to feed that project. More public variants were made there than I've seen last war in one midline hex. The bottleneck was pop sadly, if I did this in a higher pop war I might've seen vastly more use.

Blue team, asking able blue mans and playing charlie warden, has it so figured out that they have T3C analogues who do it for basically the whole faction (FMAT, CMAT, CARP). And what I personally witnessed was a far higher trust resulting from it. When there isn't 50 private facs in a hex, there isnt 50 tempted people to steal from a public upgrade pad. They either stock pads for public use or sell vehicles for comp/rare/rmat.

So all the collie logi men are half dying trying to feed their regiment's personal fac so they can see a couple stygians that war, and rely on big logi clan to make the public logi or very dedicated solos. While the average blue man actually makes their own logi, then hires dedicated regiments for the specialized equipment. You dont see the real big difference all out when talking about MPF items, but what you do see is that collies bring 10 falchions and are lucky to bring a spatha, and wardens bring 10 outlaws and an STD since a medium regi used a public upgrade pad without having to dedicate 4 people to fac slavery.

Wouldn't Six eyes Ryu be a Monster? by Advanced_Card_8594 in CTsandbox

[–]DayF3 27 points28 points  (0 children)

6 eyes kusakabe just turns into fucking Roranoro Zoro

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] 0 points1 point  (0 children)

whats your defense for silverhand, having 3100 hp, a 68 and 40mm, and best speed in class, with better armor then spatha

its not as interesting sure but it has a lot of upsides, and 2 guns with one being 68 gives it a lot of firepower.

Why do colonials think the only thing that affects win-rate is balance? by v_john_ in foxholegame

[–]DayF3 3 points4 points  (0 children)

I feel like you are totally disregarding any and all things I say, and are resorting to factionalism. You dont disagree with the idea that bad balance makes a team log off- you just dislike any example that puts wardens in a bad light, because it doesnt suit your agenda. My 5000 hours tells me that if enough wardens got dive bombed, theyd rage quit and not play the war, the same way being torpedo bombed over and over makes collie naval players log off.

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] -1 points0 points  (0 children)

well its over the subsystem, armor hp, and so on of normal flood. To be honest, i see them kinda equal. one is faster, but one is far easier to eat shots in. theyre both faster than Lance tho, and speed really matters with a 35m tank

we can argue bt vs bt but it never comes to that. Its Lance vs HTD or Flood vs Bardiche or Spatha, the speed of them is just as essential for actual things

and of course, on top of outspeeding a lance by a small margin, the flood jugg ignores slow from snow. its a decent tank, although the lack of speed would make choosing between it and the flimsier, but much faster Flood Mk1 a tough choise

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] 1 point2 points  (0 children)

theres 100 nothingburger complaints, like wardens having just 50 meter more 120mm range, having a 45m 68 one tech tier before collies, the arc EAT not hitting tanks if they shoot then scoot, wardens exclusively owning the heavy flamethrower tanks, seafighter, torpedo bomber...... hundreds of nothingburger complaints. Its turned into one giant fucking empty burger and it makes playing kinda sad

"I’d understand if Colonial vehicles had resistance to mud but hey that’s just balance - a GAME balance." by Direct-Bell-7504 in foxholegame

[–]DayF3 3 points4 points  (0 children)

only the old roads. collies have double the hexes now, and all the new ones are winding and twisty

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] 3 points4 points  (0 children)

You are a bit wrong on details.

  1. The juggernaut is the higher armor upgrade, it has half the module disable chances basically across the board

  2. It has better armor than either BT Lance 36 or Flood Mk 1

  3. The flamethrower is the 18 meter range Heavy Flamethrower, the kind Widow has. To put that in perspective, it sets fire as fast as 3 flame Hatchets. So, the perfect relic/safehouse killer.

whether its a good tank or bad is another discussion, but its generally considered the better one due to its modules being tougher than even a lance

Why do colonials think the only thing that affects win-rate is balance? by v_john_ in foxholegame

[–]DayF3 15 points16 points  (0 children)

these are just examples that explain WHY balance makes people leave. Yes there are nice collie things that make wardens quit, like the DB. But the point is, when theres 50 examples for warden unfair tools vs 5 collie examples, more collies will quit. The point escaped you that these specific niche things are what kill the game, its that theres 50 of em

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] 1 point2 points  (0 children)

Tell me where the shitty Actaeon, being slower, open topped, and casemate, with less hp, is balanced against king spire, and totally doesnt need a mud immunity to match

At this point, delete this POS trailer and make the others garage by DayF3 in foxholegame

[–]DayF3[S] 43 points44 points  (0 children)

Just for reference, trailer holds 700 scrap, but 600 scrap/comp locks the truck to not move

"I’d understand if Colonial vehicles had resistance to mud but hey that’s just balance - a GAME balance." by Direct-Bell-7504 in foxholegame

[–]DayF3 30 points31 points  (0 children)

one team has 28% slow to mud on multiple trucks, and 100% resistance to snow on in several ACs, every ST, a BT and LT, and a truck

the other team has 24% slowto mud on the least ergonomic truck in the game that struggles to turn a corner in under 10 seconds

Why do colonials think the only thing that affects win-rate is balance? by v_john_ in foxholegame

[–]DayF3 40 points41 points  (0 children)

in the grand scheme, pop affects it most. But a soldier who eats booker decides to DC. When a push gun arty dies to stickies, the crew gets grumpy and logs off. When an HTD disables a spatha 4 shots, and bounces 6 40mm shots, they too quit

bad balance = unfun for team. unfun = team quits, then they lose

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] 29 points30 points  (0 children)

this myth stems because once upon a time, in my era of weather update, storms were region specific

Randomly, half the warden tanks are immune to storm slowing. No collie tank is immune to storm slowdown. by DayF3 in foxholegame

[–]DayF3[S] 34 points35 points  (0 children)

The most op thing here imo is the LOGI TRUCK immune to snow storms. thats a giga buff, where's mud resistasnt collie truck?