r/foxholegame • • 14d ago

Update 67 is LIVE! - Large Fuel Ship, Radar Bunkers, Ocean Travel, QoL & More

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34 Upvotes

r/foxholegame • • 29d ago

Devblog: Update 67 Preview and Updated Roadmap

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67 Upvotes

r/foxholegame • • 3h ago

Fan Art Light infantry artillery

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38 Upvotes

r/foxholegame • • 7h ago

Funny The Bonk Queen strikes again 🐱‍👤

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64 Upvotes

Shouldn't of done that to my jeep bro 🤷‍♀️


r/foxholegame • • 8h ago

Funny When you press F1 as a collie in the Mideast

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42 Upvotes

Steiner is bringing manpower soon to Shackled and Allods do not worry.


r/foxholegame • • 11h ago

Discussion World AA Guns Vs Aircraft Crew - Mythbusters Vol. 5

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74 Upvotes

r/foxholegame • • 1h ago

Bug Storage/Seaport problem to submit rares caused by poor programming

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• Upvotes

When you tries to submit regular rares [not rare alloys] on your storage from your truck, the game tries to pack all your rares at same time and since they can't fit at your truck inventory, the game return a error message [check image attached]. This makes you need leave the truck and pack 14 rares per time or take the risk to use the depot inventory to make that operation faster, what can make your rares be stolen since everyone around can have access.

Edit1: the reddit user itsactuallynot said you don't have this problem in game when try to make the operation using a Dunne - I don't tested myself anothers trucks, except the regular hauler - thanks for the feedback!


r/foxholegame • • 6h ago

Funny One with the bridge

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20 Upvotes

r/foxholegame • • 9h ago

Discussion Artillery Balance

38 Upvotes

Hello,
My background:
I'm mostly a Collie player with many wars behind my belt and have been leading green men for a long time now, I did 2 full wars warden.

I'm interested in opinions of player base about the arty balance.
Below I'll present my view on it and some scenarios about usage of both of these.

I'll also say that I believe there are things that should be adjusted on both ends, both collie and warden - but these should be done at the same time to avoid pendulum swings and instead put things at balance but still keep asymmetry.

Lets start with stats.

120mm

Koronides (colonial)
- range - 100 min - 250 max
- accuracy radius can be visualized by a simple linear function y = 0.05x + 17.5 where y is the dispersion in meters, and x is distance.
- damage per minute if fired at full speed 400 x 9.2 = 3680
- HP 1000
- price 50 refined materials
- repairability 125 bmats for max repair - 8hp a hit
- able to be pushed and towed, but also stolen by the enemy

Lariat (warden)
- range - 100 min - 300 max
- accuracy radius - y = 0.05x + 20
- damage per minute if fired at full speed 400 x 8 = 3200
- HP 3000 - (750 if not emplaced)
- price 35 refined materials
- repairability 108 bmats for max repair - 27hp a hit
- able to be emplaced

Alright having listed the stats lets compare.

Koronides 480 more damage per minute than Lariat
Koronides also has accuracy better by 2.5 meters at any range
Koronides does not require T2 pits to be dug and can be moved without crane
Lariat has 50 meters more of range
Lariat has 2000 hp more in most situations than Koronides
Lariat cannot be stolen by enemy
Lariat is more repairable by 19 hp per hammer hit and cheaper to repair by 17 bmats
Lariat requires crane to be moved, by in most situations both guns require a crane for pallet/quick moving
Lariat is less prone to being de-crewed by arty or howitzers
Lariat is cheaper

150 mm

Thunderbolt (colonial)
- range - 200 min - 350 max
- accuracy radius - y = 0.05x +22.5
- damage per minute if fired at full speed 900 x 7.1 = 6390
- HP 4000 - (1000 if not emplaced)
- price 195 refined materials
- repairability 100 bmats for max repair - 40 hp a hit
- able to be emplaced

Exalt (warden)

- range - 100 min - 300 max
- accuracy radius - y = 0.05x +20
- damage per minute if fired at full speed 900 x 8 = 7200
- HP 5000 - (1250 if not emplaced)
- price 175 refined materials
- repairability 105 bmats for max repair - ~48 hp a hit
- able to be emplaced
- has a shield that protects from 220 degree de-crew angle

Alright having listed the stats lets compare.

Thunderbolt has 50m more range
Exalt has more accuracy by 2.5 meters
Exalt has 1000 more HP
Exalt has more damage per minute by 810
Exalt is more repairable by 8 hp per hit
Exalt has a shield
Exalt is cheaper
Exalt has 100 meters lower min range

Summary

Based on these stats and in game scenarios I believe the trade off of being able to move the 120mm without a crane is not enough to offset better PVE ability of the lariat - but this balance difference is minimal (lariat crews can also survive indefinitely counter fire due to repairability of their position/guns) - as long as they have bmats. Also Lariat costing 35 rmats makes it very frustrating to kill them as well, since it's very cheap to replace.

Where Koronides shines is close PVP support without enemy arty counter firing. It's also faster at chewing through bases without many defenders due to it's DPM.
I also believe 120mm guns are too cheap - both should be much more expensive (in my opinion somewhere close to 100 rmats)

150mm balance is quite bad at the other hand. There's a single advantage that Thunderbolt has and it's trading it for a plethora of very good perks that Exalt has.
I believe a full on re doing of stats is needed here - I won't tell devs which stats to change since there's a lot of different possible approaches to be taken a here.

Anyway thank you for reading. o7

As a fun fact this war we have killed 38 Lariats in a span of 48 hours as a regiment.

Edit:
- added full explanation to the accuracy radius calculation.
- stupid logical mistake with double reference to same arty gun


r/foxholegame • • 6h ago

Suggestions New Vehicle Proposal: IFVs and Assault Guns!!

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17 Upvotes

One of the most fun ad hoc parts of Foxhole is the Battle Bus and carpools. It'd be neat to see devs expand this and give infantry a little more staying power on large frontlines.

IFVs should be late-game light infantry mobile spawns with 20mm or 30mm cannons. This would allow them to tango with some structures, carry small, basic infantry kits, and let infantry stick around for a little longer on the flank.

As for historicity/realism, Assault Guns were developed in early ww2 while IFVs are an early Cold War concept (much like the MBT). They would fit right at home with Foxhole aesthetically, and would be easy to balance around.

Foxhole's light vehicles are wonderful. I love workhorse infantry support vehicles, and would love to see more in the late game.


r/foxholegame • • 13h ago

Funny Mines! Mines! Mines!

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50 Upvotes

r/foxholegame • • 1h ago

Funny pov: Devs changing their mind and game balance

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• Upvotes

r/foxholegame • • 20h ago

Funny "10 Rules of Foxhole Logi"

115 Upvotes

Was ruminating on this during a recent logi run- would love to see your additions below:

  1. Pedestrians never have the right of way. If you have doubts about this, try walking around a logi town for five minutes and see what happens.

  2. There has been much debate about which side of the road you ought to drive on. The real answer is you should drive down the center of the road, and if someone runs into you, you should honk at them for driving on the wrong side of the road.

  3. Always refuel the mines. Failing to refuel mines can summon an eldritch horror known as "angry logi vets."

  4. Always return your truck to a depot or seaport. If you abandon it on the frontline, it will get lonely without the company of the other trucks in the depot. Spare it this sad fate and return it to the company of its peers.

  5. Whenever you cross one of those dinky little wood bridges that slow you down, honk to express your displeasure.

  6. Stealing from clanman can get you banned or BAMM'd, depending on how itchy their trigger finger is and their patience for the Foxhole report system.

  7. If you are driving a freighter, close the bridges behind you. No matter how long you wait, the logi in trucks will not, repeat not, try to jump the gap between the two sides like a monster truck stunt driver.

  8. Partisans are the scum of the earth and should be treated as such. Unless they are on your side, in which case they are really just honorary logimen who are scrooping in a different field, if you catch my drift.

  9. Always upvote the logi list. Unless you want some total joker to bring you 300 bayonets again.

  10. If you don't know what to do, make and deliver shirts. Enough respawns can stop almost any problem, short of a tank. Even then, they'll eventually run out of fuel running people over, right?


r/foxholegame • • 21h ago

Story Collies! Remember what we fight for!

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75 Upvotes

r/foxholegame • • 1d ago

Discussion Holy,what is happening there?

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137 Upvotes

r/foxholegame • • 1d ago

Funny New kind of collies flat bed

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92 Upvotes

r/foxholegame • • 1d ago

Funny CAPTAIN, LOOOOK!

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681 Upvotes

r/foxholegame • • 1d ago

Funny The promised land are close

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114 Upvotes

r/foxholegame • • 1d ago

Bug REVERT AIRBORN TRAIN "BUG FIXES" week 16

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72 Upvotes

Before the Airborne update, it was possible to get off a moving train if you weren’t the driver. It seems this was a bug, since that feature disappeared after the Airborne update was released. I suggest bringing this feature back. Seriously, NO ONE asked for this feature to be removed, and it didn’t bother anyone. I am so mad about this. I plan to post this every week until the changes are reverted.


r/foxholegame • • 9h ago

Suggestions I feel like there should be less relic bases.

0 Upvotes

I would like some more open ground that doesn't come pre developed so we have more opportunities for back-and-forth action rather than constantly getting stuck at yet another built up base every 10 meters.

Relic bases just get turned into concrete mega fortresses just like any other BB.

It doesn't help that the placement of some relic bases is kinda absurd. Viper Pit is a good example of this. There's a relic base just north of Moltworth. Moltworth already has a safe house on its north side. Why does it need a relic base 60 or so meters down the road from the safe house!?

The amount of relic bases should probably be cut by around 33% or so. Some relic bases are important and shouldn't be removed as they are vital for defending some hexes. But some are just plain annoying and serve zero purpose other than being a building block for these massive fortresses we see almost everywhere.

I want there to be less relic bases because while some are important, there are a good chunk that just get in the way of more engaging and dynamic action.


r/foxholegame • • 2d ago

Funny Every day I pray for an Urban Warfare Update...

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373 Upvotes

r/foxholegame • • 1d ago

Story FC Conc Sabotage?

8 Upvotes

As a Warden I’ve been hearing rumblings of a single guy upgrading all of the most critical Farranac Coast defenses to (wet) concrete due to cluelessness or malice.

This was 3 hours before the organized Colonial offensive yesterday and, although it was handily beaten back, our defenses were weakened.

I’m fairly new to the game and am inclined to give people the benefit of the doubt. I’m just surprised one guy can (intentionally or not) lead to the possible downfall of a major defensive line. I have my doubts but I don’t know enough.

Does anyone have details on what happened?


r/foxholegame • • 12h ago

Suggestions An idea to reduce the effect of population differences

0 Upvotes

Please feel free to criticize any of the ideas presented here, but remain open minded to the general plan

In order to make population a smaller factor in deciding the victor of a war, we have to look at how population helps. In the current age of Foxhole, we have seen an exchange of population which seems to be the sole decider of wars. I do not believe this exchange can- or should be- prevented; however, I see steps the devs could take to nullify it in Foxhole 2.0, or Foxhole 2

When the ends of wars are examined, you will find a small set of poorly built fronts being pushed at the population limit. The devs feel this balances the game by preventing the overpop side from bringing their full force to bear, but in reality this causes the excess to queue other fronts and overwhelm defenses.

As this shows, it is the horde of solo infantry which really decide a war. This side often suffers setbacks far exceeding expectation due to massive supply shortages. I believe this represents a core of experienced and capable players who stay loyal to their respective sides, and are approximately equal in number.

As Foxhole stands now, the overpop of one side serves simply as a tool for the experienced players to win the actual war. By directing supply to areas they want to push, they are able to take command of far more players than they would otherwise have available. This means that if we find a way to make these loyalists the core of the game instead of frontline infantry, the game will be far more balanced.

And now the suggestion:

The map should be completely changed to create two large continents in the North and South, with a small 1-2 hex wide strip of land connecting them. This area can be made perfect for defense, with wide open plains for unrestricted fortresses and natural barriers like rivers and mountains to block lightning advances. In addition to a pop increase, this can provide the overpop solo infantry with a way to fight on the front without any time investment, without giving them a real change to the outcome of the war (for now).

For navy, the ocean between the continents should be rich with islands, resources, and empty water hexes that provide a perfect arena for naval duels or d-day landings. The side which wins the naval war will not be determined by population, but by whoever is more dedicated in scrooping and more skilled.

As for the end of the war, the stalemate should be first broken by the side with more artillery and tanks instead of mass infantry assault. Once the war is extended to the other continent, by advance along the peninsula or naval landing, infantry will get a break from their purgatory of endless machine gun and arty deaths, extending the front and taking the final victory points.

Please give me criticism of this idea and ways it can be improved. For the health of the game we need to find a better deciding factor than population alone, with at least some emphasis of skill and dedication in deciding who wins.


r/foxholegame • • 1d ago

Suggestions Please make the Brigand Cheaper

41 Upvotes

Please, it's so expensive for its utility, quite literally costing as much as a Nemesis.

Make it the same price as the Falchion without any MPF bonus. Plus, considering the Spatha and Outlaw are more on par with one another following rebalancing, i'm certain a decrease in the Brig's cost wouldn't be all that impactful now.

Plz plz plz, its my favorite tank.

With much love,

A solo warden player


r/foxholegame • • 1d ago

Funny Alto makes his grand entrance to the dance

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23 Upvotes

3 kill ^^