The Economy in Foxhole is Tanking!!

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  • Опубликовано: 25 ноя 2024

Комментарии • 1 тыс.

  • @RobertLovesGames
    @RobertLovesGames  6 месяцев назад +30

    Foxhole has changed the resource rate once again! New Video here! ruclips.net/video/QsCZMnruEyM/видео.html

    • @CrusaderCrunch
      @CrusaderCrunch 6 месяцев назад

      I think the best happy medium would have been a 1.5x multiplier to ease the resource game so that loggie players don't get stuck doing logistics full time, but also keep resources scarce enough to make things feel valuable.

    • @bobybrimm5202
      @bobybrimm5202 5 месяцев назад

      What about players being the main resource ? I for one am coming back to foxhole because it seems the new changes are making it more fun and less grindy. Less grindy + more fun = more players .. maybe even more then one shard .. remember those days ? :)

  • @tavishlaughlin9530
    @tavishlaughlin9530 6 месяцев назад +1150

    As an infantry main, being outnumbered by tanks feels terrible. There is no reason to use basic infantry weapon. If you choose to go inf you must bring high tier weapons or you are kinda useless. If eco doesnt matter than stealing a tank with gas doesnt matter, killing a machine gunner with an smg dorsnt matter, etc

    • @svalfish1716
      @svalfish1716 6 месяцев назад +12

      More rmats for tanks also means more rmats for AT weapons

    • @nathangamble125
      @nathangamble125 6 месяцев назад +95

      @@svalfish1716 AT weapons need to be buffed to be viable when it's this easy for tanks to be replaced.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +120

      I agree it is not fun to constantly get hit by arty and 40mm from tanks every time I spawn in.
      Resource rate needs to be tuned down a bit. Instead of 5x it needs to be 3x or 2x.
      Thanks for your thoughts on this.

    • @ryanrasmussen5346
      @ryanrasmussen5346 6 месяцев назад +7

      Interesting I never even thought of that implication. Using worse resources like that smg vs lmg you described to be efficient and effective is very valuable but hard to do and now with this economy in the game it renders it useless.

    • @alex_zetsu
      @alex_zetsu 6 месяцев назад +6

      Is there a way to make infantry relevant and allow solo players to do something? I don't think "make tanks cheap" is the right answer but at the same time I feel like a solo infantryman can't do much against a semi-competent enemy. Sure 3 average players should beat 1 above average player most of the time because "more people". Should the solo above average player lose 90% of the time? Probably. 99.9%? Maybe a bit too much. If we keep things scarce, solo players will be infantry most of the time, which is fine, but they often die without a meaningful chance of success, which is not fine. Solo players should naturally expect to be at a disadvantage, but it should be "you probably will lose against a group without contributing much to the hex" instead of "you don't matter at all for the hex you play in"

  • @letitbe90210
    @letitbe90210 6 месяцев назад +1045

    Personally I liked the realism that the lack of resources brought... it was like a real war, if sections suffered supply then it became easier to fight against.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +134

      I agree with you. I'm always all for realism in this game. But I also understand balancing the realism and respecting players time as well. There has to be a balance.
      Thanks for your thoughts on this!

    • @m10lover
      @m10lover 6 месяцев назад +40

      @@RobertLovesGames The resources should easy to get, but there should be less of them

    • @AetherX710
      @AetherX710 6 месяцев назад +18

      realism doesnt lead to a fun and entertaining to play game

    • @giant0mantis
      @giant0mantis 6 месяцев назад +21

      ​@@AetherX710Well see that's what we in the business call "an opinion"

    • @RustyBear
      @RustyBear 6 месяцев назад +4

      Yea. U really saw if u put a lot of time into making a good industry and stuff bc u had an advantage on the front. I dont like the way the wars are even tho u have more access to stuff u might have not gotten before

  • @madtechnocrat9234
    @madtechnocrat9234 6 месяцев назад +202

    What is most ridiculous is that builders have to hold left mouse button for around 2 minutes to construct anything, watching blue schematic all the way trough.
    There is no animation of construction like in starcraft or any other Rts, where those aminations are arguably less needed than in foxhole. Might as well watch grass grow.
    There is no variation to it, you just walk around holding left mouse button for hours to complete a base, at best you fight with "ERROR CAN'T BUILD GROUND BAD".

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +39

      I use a program to hold left mouse button for me ha. Which is allowed in the game and does not get you banned.
      Animation in the construction like StarCraft would be amazing! Honestly I'm normally watching a twitch stream or youtube video while doing massive building or gathering.

    • @1nsaniel
      @1nsaniel 6 месяцев назад +6

      Amazing gameplay loop

    • @CAMSLAYER13
      @CAMSLAYER13 3 месяца назад +1

      @madtechnocrat9234 2 mins is kinda bullshit but thats a bit like saying building a house in minecraft is just placing blocks for 10 mins. Its true but the ultimate enjoyment is building something greater than the sum of its parts

  • @morrischen5777
    @morrischen5777 6 месяцев назад +277

    As a regi facility builder, IMO if dev really wanting to make player-made PUBLIC facility a realilty, they REALLY need to add these features:
    1. Easier way to advertize the facilities on map, either by new map markers for different fac or new map posts to help ppl find the material production line they need.
    2. Divide public and squad production line. Instead of 5 production lines in a fac for either personal or public, those should be 4 public/personal and 1 squad locked line. This ensure not only solo player can use the fac, regi player wouldn't be blocked from their own factory being clogged with 5 occupied lines without any output.
    3. With the squad locked production line, it also need a squad shared inventory. It don't need to be large, but it allows more secure and efficent material management that WON'T cause issue between public solo user and regi user.
    4. Better anti-grief server logs. To let regi player open up their facilities to public, the securety lost of the action need to be re-enforced by better mechanics. Like vic driver transfer logs, would be the top priority.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +28

      1. Yes!!! I've wanted this for so long. Better communication tools for the map. Something that goes beyond just a regular map post. They have the filter system on the map now if players don't like that kind of communication on the map they can toggle it off.
      2. I like the idea of dividing public and squad production line. Legendary had this similar idea while I was talking with him.
      3. Agree with this as well!
      4. Also like this idea!
      All great ideas! Thanks for sharing these! Hope the devs see them or are working on something like these.

    • @xale3658B
      @xale3658B 6 месяцев назад +4

      you should share those with the devs if there any ways to do so :D

    • @paradoxuscz7337
      @paradoxuscz7337 6 месяцев назад

      EYOOOOOOOO Do you need a slave for facility building i always loved the logi part of the game but was too confused from the words all of yall use so if you have a lil patience ill help you

    • @yeeter7090
      @yeeter7090 5 месяцев назад +1

      tbh i like your ideas but the logs thing with the facilities from a programming standpoint will induce a higher load on your pc and the server because it has to ping each individual facility for its logs of each individual person that off/on loads the facility. your ideas are great its just a legitimate technical challenge.

    • @DurzoBlunts
      @DurzoBlunts 3 месяца назад

      They could fix it by having copy and paste public facilities put on the map at spawn and can be upgraded by the public as the war wages. Allowing clans and Regis to move their private facilities wherever they wish and public doesn't have to interfere or ask to use clan factories.

  • @talinpeacy7222
    @talinpeacy7222 6 месяцев назад +248

    The thing about tanks historically was that when buttoned up, tanks could see far, but had very poor peripheral view. Making tanks view sights extremely claustrophobic and narrow when the hatches are closed and then giving infantry more ability to climb on the tank to damage view ports or jam a metal bar into the tracks (like the tools often strapped to the tank for recovery/maintenance).
    Speaking of which, a surprising amount of travel time can be accounted for heavy vehicles getting stuck, reinforcing roads so they don't get stuck on the recent damage and wear from other heavy vehicles, and performing routine maintenance on the various fittings and friction points to ensure the tank doesn't break down right before entering a battle. Tanks were scary to fight against, sure, but only because they required you getting close enough to damage the more delicate tracks, vents, and view ports and the enemy infantry usually wouldn't let you sneak up on them. Tanks are a counter to machine guns and trenches to a lesser extent. They provide mobile cover and tend to be able to burn out or collapse most forms of cover the enemy hides behind. Infantry getting close unopposed is a really bad situation for a tank. CQB is not their strong point.

    • @matthiuskoenig3378
      @matthiuskoenig3378 6 месяцев назад +28

      the narrowed view wasn't just allowing infnatry to climb on the tanks (almost never happened infact), but allowed them to more easily ambush them. in real life vehicles don't have health, a single anti-tank rocket on the side can mission kill the tank.

    • @roadent217
      @roadent217 6 месяцев назад +8

      @@matthiuskoenig3378 "the narrowed view wasn't just allowing infnatry to climb on the tanks (almost never happened infact)"
      Maybe, but even nowadays, at the start of the Gaza invasion, I saw a head cam of a Hamas soldier running up to a Merkava tank to plant an anti-tank rocket IED on the side (pointed the wrong way, but that's besides the point).

    • @PoppyVinter
      @PoppyVinter 4 месяца назад +11

      ​@@matthiuskoenig3378it rarely happened because tanks didn't just drive around alone, infantry support was crucial

    • @DurzoBlunts
      @DurzoBlunts 3 месяца назад +2

      The problem is the game devs tried to be super realistic for the econ and somewhat for the war/battles but then forgot that battles were waged in fields, yes, but often in greater distances than we deal with for scale of map. I feel our engagement distance is too short so we lose infantry quick as fuck but then tanks are left vulnerable.

  • @t.hurson2298
    @t.hurson2298 6 месяцев назад +148

    Honestly, i think RPGs and AT weapons should be doing a LOT more damage than what they do right now. For weapons purpose built to take down armored vehicles, it's ridiculous how many shots are needed to take the tanks down, especially when there are 10 tanks charging your position. Tanks need to be more vulnerable to infantry, as in irl. Tanks should have to be supported by infantry, and not soloing everything in the game.
    Several things I would recommend:
    - Shrapnel/overpressurization damage against players in tanks, causing bleeding, damage or instant death
    - More tank components being disabled.
    - Tank guns jamming, requiring clearing
    - AP and HE rounds for tanks and arty
    - Tank veterancy (Honestly, it would be cool to have the ability to mark your tank for the number of tank kills its gotten)

    • @rwquote
      @rwquote 6 месяцев назад +6

      In modern world tanks get shredded like butter by AT infantry

    • @TarsonTalon
      @TarsonTalon 5 месяцев назад +9

      The problem is that this is WWI/WWII. Tanks were pretty powerful back then. That said, I think something needs to be done about the tank repair mechanics. It should be harder to repair a subsystem than "Hit with hammer until 100%". Like how ships are SERIOUSLY affected now by torpedoes to the point they have to go back to port, subsystems should be harder to repair.

    • @DepressedCrow
      @DepressedCrow 5 месяцев назад +9

      ​@TarsonTalon I think that for every 5% of damage, 1% is hard damage meaning it can't be repaired in the field

    • @ВладиславВладислав-и4ю
      @ВладиславВладислав-и4ю 5 месяцев назад

      Angle's of view

  • @FinDan07
    @FinDan07 6 месяцев назад +508

    Nice pun in the title

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +26

      Finally someone got it!!! lol THANK YOU!!!

    • @samuelloomis9714
      @samuelloomis9714 6 месяцев назад +2

      I was adding an "in" before "Tanking". No wonder I didn't get it.

    • @ataarono
      @ataarono 6 месяцев назад +2

      @@RobertLovesGames no, tank you!

  • @CremeCaramel77
    @CremeCaramel77 6 месяцев назад +53

    As an infantry player, the changes are pretty tough. It was always a rush getting a sticky/flask attack off and taking out a tank. A real sense of achievement and moving the needle ever so slightly in your team’s favour.
    Now it’s just a minor delay of 15 minutes until the replacement rolls up or no change at all.
    It’s also a matter of just having a critical mass of tanks that overwhelms the defenders.
    You could have battles of say 4-5 tanks vs infantry and if the infantry could score 2-3 tank kills, it could seriously blunt the assault.
    However if they roll up with a critical mass of say 8+ tanks, there is practically nothing the infantry can do unless they get sufficient armour support.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +4

      Exactly. Well said. Infantry needs some late game equipment like a tier 4 or something.
      Thanks for your thoughts on this!

  • @hlibushok
    @hlibushok 6 месяцев назад +97

    The weakness of infantry anti-tank weapons was always my biggest gripe with Foxhole. It became especially clear to me once I played another more conventional World War simulation game - Enlisted. In that game sticky bombs, AT rifles and rocket launchers all deal huge damage to vehicles. Hitting an enemy tank 80 meters away with a Panzerfaust is probably the most satisfying thing. Back in Foxhole all the AT weapons are insanely short-ranged and/or clunky and you will most likely not even hit the tank, and if you do, it will be so underwhelming because the tank will not give a single sign of being damaged in any way and will just keep shooting at your positions like nothing happened.

    • @domka3422
      @domka3422 6 месяцев назад +11

      Oh, absolutely. The amount of times me and my friends had to actively avoid hitting enemy tanks with AT when flanking because we wouldn't be able to deal enough damage to a goddamn mpt even after hitting it with around 10 flasks is insane.

    • @PLK217video
      @PLK217video 6 месяцев назад +4

      The best infantry AT option is go grab a tank yourself. Buffs your damage, range and survivability. And you also don't need a squad of 10, 2 people is enough.

    • @hlibushok
      @hlibushok 6 месяцев назад +52

      ​@@PLK217video That is LITERALLY THE PROBLEM - the game is turning into World of Tanks. Foxhole's infantry needs versatile AT weapons to not have to go grab a tank when the opposing team rolls one out.

    • @alexturnbackthearmy1907
      @alexturnbackthearmy1907 6 месяцев назад +18

      @@hlibushok Also better AT guns. They were a big roadblock in past, but now? They are steamrolled, with no chance of contributing, seen it too much when base with multiple crewed AT guns and lots of AT bunkers gets obliterated within minutes by tanks.

    • @scatman5225
      @scatman5225 6 месяцев назад +13

      ​@alexturnbackthearmy1907 this is because AT guns got drastically nerfed, and its now easier to supply tanks then AT guns for most fronts. They are drastically weaker then tanks and more expensive, in the current state of the game theirs no reason to use them.

  • @LegendaryZA
    @LegendaryZA 6 месяцев назад +281

    Great video, that guy you interviewed sounded CRINGE tho (haha its me). Thanks for making this Robert, great points all round! I will now continue to make 100 public spathas a day, cheers!

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +23

      Thank you! And not cringe at all! Such a great answer! Thanks for helping me with this video!
      And please do! Hopefully I can take a break from logi one of these days and come grab a spatha!

    • @HamadaHamada-qx9bx
      @HamadaHamada-qx9bx 6 месяцев назад +8

      I’m sorry did you say 100 spathas a day 😳

    • @thecrisper4993
      @thecrisper4993 6 месяцев назад +1

      Found bros base better watch out

    • @LegendaryZA
      @LegendaryZA 6 месяцев назад +4

      @@thecrisper4993 Which one, I have multiple >:D

    • @Monarch_GNSG
      @Monarch_GNSG 6 месяцев назад +7

      @@LegendaryZA FMAT has been doing something similar to you guys. They have been dropping a full trainload of HTD crates in every front less then every 24 hours, this has been going on for weeks now...

  • @arkheon650
    @arkheon650 6 месяцев назад +217

    Funny thing is that the 11e base printing 6 SHTs around 3:25 was actually BEFORE the update 😂

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +51

      Lol! True true! Now they probably have double the pads!

    • @CanadianFitted
      @CanadianFitted 6 месяцев назад +2

      Hahaha you fkin legend - Altios 😂

    • @Poltergeist-nb1fi
      @Poltergeist-nb1fi 6 месяцев назад +1

      Same with the Footage 1:20 was 3SP War 107

  • @domis4242
    @domis4242 6 месяцев назад +69

    A good attempt to help single players, but currently the number of tanks is a problem. You can destroy 4 enemy tanks and within 10 minutes they will attack with 8 more

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +4

      Agreed. Something needs to be cut back or like I mentioned infantry and builders need some kind of buff. I don't want to seep into any kind of power creep though either.
      Thanks for your thoughts on this!

    • @alheimianservant1499
      @alheimianservant1499 6 месяцев назад +4

      ​@@RobertLovesGames
      Maybe just do 2 times the resources instead?
      : /

    • @ВладиславВладислав-и4ю
      @ВладиславВладислав-и4ю 5 месяцев назад

      ​@@RobertLovesGameswhatabout growing modificators of resources by technologies?

    • @Goated_Eminem
      @Goated_Eminem 2 месяца назад

      @@alheimianservant1499 thats what i was thinking

  • @salce_with_onion
    @salce_with_onion 6 месяцев назад +50

    Unironically, this is because there are no ways for infantry to counter tanks. Like, this the same as in HOI- properly built tank division has stats so high that you cannot stop it- only counter click with another tank.
    Mine fields and AT equipment must become a serious threat to tanks. No other way

    • @Glumbus1
      @Glumbus1 6 месяцев назад +3

      if inf is clicking tanks in HOI then there would be literally no reason to build those tanks

    • @Cringe_department_15
      @Cringe_department_15 6 месяцев назад +3

      This guy must be a fckng new in hoi

    • @Cringe_department_15
      @Cringe_department_15 6 месяцев назад +2

      Use cas anti tank and look how their tanks losses just skyrocket

    • @roadent217
      @roadent217 6 месяцев назад +8

      "Like, this the same as in HOI- properly built tank division has stats so high that you cannot stop it- only counter click with another tank."
      Wasn't this how WW2 happened IRL? Especially on the Eastern Front? Elite divisions from one side would be strategically re-deployed in order to counter elite divisions from the other side? So, in 1942, while all the elite forces were fighting in the south near Stalingrad, the Rzhev meatgrinder saw much less equipped infantry divisions slugging it out.

    • @Cringe_department_15
      @Cringe_department_15 6 месяцев назад

      @@roadent217 no

  • @MrDirt
    @MrDirt 6 месяцев назад +134

    I like the direction but 5 times the resources is too much. I really really hope the Devs are changing everything to 3 times instead because as of right now the BComp harvesters run full within 10 minutes, so someone has to empty them all around the clock.
    A similar problem is with the Stationary Salvage Harvesters which I attend alone. Me and 4 other mates set a public order so all I have to do is running a mini train and as soon I return to the field, the harvesters are full again. I didn’t even take the time to farm the copper and aluminium anymore, unless it’s Rare Metal.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +10

      Yea 5x is way to much it seems. Maybe we need to try and find way to do 3x or 2x resource rate. Yep harvesters are super OP right now!
      Thanks for sharing your thoughts on this!

    • @hellothere_1257
      @hellothere_1257 6 месяцев назад +3

      One of the major tips that people's tend to give aspiring Game Developers is "Make big adjustments rather than small ones"
      When it comes to balancing a game, as a developer you tend to be inclined to restrict yourself to making small micro-adjustments, but that actually makes it really hard to compare the feel of different game versions. Thus it can often be better to just try changing certain parameters by a huge amount, so you can more easily compare what influence that parameter has on the overall game feel in practice, which then makes it easier to settle onto your final decision.
      My guess is that this is what the devs are doing here. It's interesting to see this kind of experimentation in a release version, usually you tend to only see it in internal testing builds, but I guess with such a player driven game as Foxhole they had to test those changes in release to find out how the community would adapt to these changes in practice.

    • @sneediumminer
      @sneediumminer 6 месяцев назад +2

      the devs should implement technology, maybe with timegating, so that early in the war the harvesters are inefficient and its poverty mode
      then after some time the two sides can invest into the harvester techs to get up to something close to the level of abundance we see here by the end of the game
      the devs should probably also concentrate resource zones more because they are spread out enough that a lot of them arent even getting fully utilized even last patch, and taking a half dozen hexes on the front doesnt even affect the enemy economy meaningfully, which just makes every war a question of sheer player-hours (frustrating for everyone involved)

    • @sneediumminer
      @sneediumminer 6 месяцев назад +1

      the main issue with the prepatch economy wasn't the scarcity at all, it was the sparseness of fields and the fact that a lot of time you would just be sitting in empty scrap fields waiting for the timed respawn, which is boring as hell

    • @RustyBear
      @RustyBear 6 месяцев назад

      @@hellothere_1257yea idk if thats a trend but rn the games do massive changes. Especially in the survival game and military games. They kinda forgot the word balancing

  • @GeoffreyJennings
    @GeoffreyJennings 6 месяцев назад +54

    You described the hard choices in design very well. I don't envy the devs here. I know in the past they've shared it's very hard to take things away from players once they've been given. So the choice to increase the yields by that much could not have been an easy decision.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +7

      I have never enyed the devs with trying to balance this game lol. I'm with you. I've said it in other videos but Foxhole has to be a really hard game to balance.
      Though it may not have been an easy decision I do believe that this is a decision that can be slightly reversed. I don't think it should go back to "normal" but instead of 5x the amount maybe it should only be 2 or 3 times the amount of resources.
      Thanks for sharing your thoughts on this!

    • @MyName-Jeff
      @MyName-Jeff 6 месяцев назад +3

      Yeah but I think that's a really good reason they should've incremented it more slowly. I would've tested 1.5 times resources then 2, 2.5 etc. definitely wouldn't have jumped straight to 5 times cuz that is a drastic change.

    • @starsidescav9487
      @starsidescav9487 6 месяцев назад +2

      Which is why its baffling to me they went that hard that fast with the increase

  • @ulrikmller3161
    @ulrikmller3161 6 месяцев назад +44

    I think the biggest problem with tanks is that once a new tank is teched, older becomes obsolete. I only see Spathas on the Colonial side, because why would you ever use a Hatchet or Tankette, when you can just take the "best" tank. The only real resource right now is transport time, and all the tanks take the same time to transport. I believe that it is a huge mistake to make all-around tanks, because it will always just lead to 1 or 2 tanks being used.
    I really like the infantry gear philosophy, because it's not direct upgrades. Even when machineguns are teched, you still see people using Argenti's.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +10

      I agree that this is a problem. I want vetting an older tank to make it comparable to a newer tank that is not vetted if that makes sense. I think that would be an interesting way to balance things. And yea having a base tank that can't be used at all because the facility upgrade one is just far better does not seem like the way to balance things. Might as well just put the whole thing in the facility to build.
      I'm not the best person to talk with about tank meta though ha! Thanks for your thoughts on this!

    • @Mirvra
      @Mirvra 6 месяцев назад +2

      Meanwhile me stubbornly bringing up King Gallants despite BT's and SHT's being frighteningly common on the field >.>
      So what if I'm ''not as effective'' as the big tanks??? Morale Support King Gallant wins battles!!
      ... Now if they'd just let my Gallant freaking cross trenches like literally every other ''tank'' >.>

    • @user-vp9lc9up6v
      @user-vp9lc9up6v 5 месяцев назад +3

      Don't play Foxhole at all but maybe decreasing fuel production to mimic the importance of fuel and how it is a limiting factor would be a good way of having more material availability with less armor spam

    • @TarsonTalon
      @TarsonTalon 5 месяцев назад +3

      @@user-vp9lc9up6v Funny thing is, that used to exist...and then people fought over petrol supplies. That said, they could bring it back, because people are already used to public petrol facilities (which didn't exist before and petrol used to be made in the town refinery), and currently people make way more petrol than they use.

    • @user-vp9lc9up6v
      @user-vp9lc9up6v 5 месяцев назад +3

      @@TarsonTalon fighting over petrol is technically representative of real life, lots of generals have fought over prioritization of resources with fuel being one of them

  • @carterpatterson1988
    @carterpatterson1988 6 месяцев назад +354

    I hear that clanman doesn't like it, it makes me like it

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +26

      lol! Love it!

    • @ant-i6g
      @ant-i6g 6 месяцев назад +3

      I don't like it :-(

    • @carterpatterson1988
      @carterpatterson1988 6 месяцев назад +5

      @@ant-i6g I am sorry ):

    • @skadoodle8503
      @skadoodle8503 6 месяцев назад +10

      As a clanman logimain, I definitely love this. 9999999 bardiches for everyone

    • @ArtoriusRex
      @ArtoriusRex 6 месяцев назад +1

      this.

  • @Redawesomeoby
    @Redawesomeoby 6 месяцев назад +83

    I ain't tryna have a second job that doesn't pay

  • @Tuck213
    @Tuck213 6 месяцев назад +32

    Good video, and clever title. I said I'd never touch building and it's for this reason. You spend an hour holding LMB on 20 bunker pieces, it numbs your mind and the endless tanks roll over it in minutes. And builders rebuild their bases every day because they have no choice.
    I'd say, give builders more tools. Allow the CV to build bunker pieces, or get a digging machine to dig trenches faster. And that voting for every base is nonsense, because everyone votes for the same things anyway

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +8

      lol thank you! You are like the 2nd person to notice my dad pun level title ha!
      I agree that builders need more tools! Especially into the late game. Digging machine or an even better CV that makes building go faster would be great.
      And I also agree that voting is kind of nonsense as well. I think that's just an old mechanic that needs to be looked at again and reworked.
      Thanks for sharing your thoughts on this!

    • @davidty2006
      @davidty2006 6 месяцев назад

      yeah a digging machine would actually get me back into building.

    • @DurzoBlunts
      @DurzoBlunts 3 месяца назад +2

      We had trenching machines in WW1 and WW2 a little bit too, so it's not unrealistic.

  • @SemSaidaTraps
    @SemSaidaTraps 6 месяцев назад +23

    Strong burnout in this war, I must not play for a long time, spend weeks building and maintaining bunkers to lose everything during the low pop due to ballista rush, complicated

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I believe it! It’s going to be long war too.

    • @SemSaidaTraps
      @SemSaidaTraps 6 месяцев назад

      @@RobertLovesGames 82DK and KRGG give UP like almost 3 weeks Ago, Far from good war

    • @Клён-ц6в
      @Клён-ц6в 6 месяцев назад +1

      ​@@SemSaidaTraps I understand them from the words of their logistician, they had to bring about 150 boxes of bimats every hour to fix CK, not to mention their repair itself. And so for literally weeks, they basically held the King cage and at the beginning of the war it was taken mainly due to their efforts, so it seems wrong and stupid to blame them, they did everything they could. And besides, they had to repel rashi balistr by 8-12 cars every day. There were so many balisters that they were often taken as a trophy with the help of gas

  • @Calbonnne
    @Calbonnne 6 месяцев назад +18

    I like the update to production aspects. I played logi for the first time a couple weeks ago, and actually started looking into how to do it effectively because it was made more accessible to me as an individual.
    I think it would be fair, however, to adjust the production values in a manner to make tanks a little more scarce, and make anti-tank weaponry more abundant and easy to produce. I like that tanks show up more often, and we can have these fun pushes/counter-pushes, but I do think the only thing that makes tanks think twice about moving forward at this point are just other tanks.

    • @alexvandenheuvel4757
      @alexvandenheuvel4757 6 месяцев назад +3

      At daytime, I would say you're correct. At night it's a different story.
      I still see alot of gear fear in this war. The tank will take a couple of hits and move back.
      Hell, last night I charged an enemy tank line from behind with an empty battle bus. That alone caused chaos in their line and they all rotated just to kill me. Ironically, our tank line pushed up and caught them in their awkward stance.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Glad to hear this! And glad to hear it from a new logi players perspective.
      I think the resource rate could be changed from 5x to something like 3x or 2x.
      Thanks for sharing your experience and thoughts on this!

  • @Zorro9129
    @Zorro9129 6 месяцев назад +19

    I was considering getting back into Foxhole and I'll put it off now. The entire game is based around logistics, with more powerful equipment taking more resources and processes to avoid being spammed. This was why battle tanks were removed and reinstated only with the Inferno update. In my opinion, if you want to get more solo players into tanking and artillery, make the cheap options more accessible. Scout tanks, armored cars, and tankettes might get a cheaper production cost later into the war so they stay viable, while heavier vehicles should stay costly. Mortars should get the same sort of treatment, except with a way to make transporting shells easier and maybe with a damage buff. These are game elements that are low-cost and thus more accessible yet end up totally obsolete, and I think that should change.

  • @hetierremustdedu1829
    @hetierremustdedu1829 6 месяцев назад +67

    I really enjoy being able to bring out these vehicles out more often, it felt depressing losing them in situations alot quicker than all the effort it took to make it. It feels more enjoyable to play aggressively knowing you have spares to work with.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +28

      I think that "some" vehicles should for sure be brought out more often. I'm still in the mindset that things like Battle Tanks and Super Heavy Tanks should be something of value and something you are cautious with. It still think it should feel like a big loss if you lose either of those for making a bad play.
      But yes every other tank you should be able to play more aggressive with and be able to replace.
      Thanks for your thoughts on this!

    • @HamadaHamada-qx9bx
      @HamadaHamada-qx9bx 6 месяцев назад +1

      Unpopular opinion but I don’t mind salvage coal and sulfur being 5x just because it reduces the amount of time I have to spend in a field without really increasing the amount of resource I get. It actually nerfs it a bit since that slows down tech. But broken comps are completely busted!

  • @Ozpawn
    @Ozpawn 6 месяцев назад +9

    Five times seems overkill, 3 xor 2.5x seems a good middle ground to help solos get their tanks to the front while keeping super heavies rare but not as rare

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Agreed. Think we have all kind of agreed that trying it at like 2x or 3x might be better.
      Thanks for your input on this!

  • @Epic0201
    @Epic0201 6 месяцев назад +50

    i do love the fact that i don't have to grind as much but i hate the fact that some clans abuse it and just do suicide rush after suicide rush and you can't do anything against that.
    The worse abuse i've seen was when LTs were charged into minefields to clear the mines, litterally more than 20 LTs were just suicided into mines.

    • @thebonelyone6666
      @thebonelyone6666 6 месяцев назад +26

      This is less abuse and more just shifting to fit the current balance. If I can make dozens of hatchets per hour, of course I'm going to spam them out so much more.

    • @dylanvandermeer9852
      @dylanvandermeer9852 6 месяцев назад +2

      ​@@thebonelyone6666indeed same goes on warden side with the devitts

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +9

      That's crazy! Yea this resource rate needs to change from 5x to more like 3x or 2x I think.
      Thanks for sharing your experience with this!

    • @Ben-mw9vz
      @Ben-mw9vz 6 месяцев назад +9

      The whole light tanks being suicided into mines is very reminiscent of the border skirmishes between Japan and USSR, they would send waves upon waves of BT-series tanks into Japanese minefields during attacks, with the goal of clearing a path forward

    • @christophermikiewicz7083
      @christophermikiewicz7083 6 месяцев назад +1

      Clans and abuse. Name a better duo.

  • @michaeltruett817
    @michaeltruett817 6 месяцев назад +32

    We need an engineering update and prehaps reduce the resources to 2 or 3 times instead of 5X

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +7

      I agree! Builders need some love! And yes turn the resources down just a bit. Talking with other players it seems like the harvesters are part of the issue. Instead of pulling 3 times the resources because of the ques it now pulls 15 times the resources. You only need one person to clear a field in less than an hour. Lower the que times on harvesters but let us build like 5 harvesters.

    • @trains2419
      @trains2419 6 месяцев назад

      Just what I was thinking.

  • @whiteoscreen2383
    @whiteoscreen2383 6 месяцев назад +54

    Foxhole the World of tanks edition 😂

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +4

      Let the tanks flow!!!

    • @spechulfapticks3108
      @spechulfapticks3108 6 месяцев назад +4

      initially the devs wanted it to be world of warships... at least during this update

    • @ottovonbismark7004
      @ottovonbismark7004 6 месяцев назад +2

      ​@spechulfapticks3108 don't worry there are plenty of ships Warden and Colonial alike on the high seas

    • @dylanvandermeer9852
      @dylanvandermeer9852 6 месяцев назад +1

      ​@@ottovonbismark7004well collie navy is nowadays only 1/3 from what we wardens have as a navy but the rare metal drops where shit this war

    • @ottovonbismark7004
      @ottovonbismark7004 6 месяцев назад

      @@dylanvandermeer9852 wanna talk about rare metal drops? The amount of scrooping and logi and bs we had to do to get our battleship. I understand the struggle mate

  • @Monarch_GNSG
    @Monarch_GNSG 6 месяцев назад +8

    it is worth noting that the idea of "dont waste 40mm on infantry" is from the pre war 83 era. The game back then only had tanks fighting during warden weekend and the scarcity meant that a singular tank dying was like a battle tank today. The game had so little tanks that little 40mm would be supplied to the front, in some extreme cases the shells you had from the nearest logistics hub were the only you got this mentality was almost invalidated by 83 and completely irrelevant by war 96. This idea was obsolete by war 100 and it is mostly a relic of the past.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +2

      True I must have my mindset stuck in that era lol. Probably because I don't make it to the front very often.
      I need to go to the front more often ha.
      Thanks for reminding me about this!

  • @Deathscythe92
    @Deathscythe92 6 месяцев назад +30

    As a builder this war has definitely been rough. I'll never burn out during a war, but I may need a war or two break after this one lol.
    We've talked as the wardens and I get that our combat tanks don't need a fac as often, but the colonials have a massive advantage with the ballista versus the chieftain. The fact that 15-20 ballistas can be thrown at a concrete base in a suicide attack with another set coming an hour later feels a little ridiculous.
    I've suggested for a while now that we should get tier 4 bunkers. Make them reinforced concrete, and make the upgrade cost pcmats or steel per bunker piece. This would make it invulnerable to basic tank shells and smaller artillery shells.

    • @remuluson2904
      @remuluson2904 6 месяцев назад +7

      I dont envy you guys. I helped myself with 5 balista rushes and it feels like just kicking someone in the nuts. Hardly any bases can survive a ballista rush.

    • @bowie3461
      @bowie3461 6 месяцев назад

      If a base is prepared properly a ballista rush just fails TBH mine fields and dragons teeth are hard counters.

    • @Deathscythe92
      @Deathscythe92 6 месяцев назад +6

      @@bowie3461 that's normally true, but after what happened in cgate that's not super accurate either. They had a minefield and the Collies suicided MPTs into it to clear the field for the ballista rush. When you can just beat any defense with a massive surge of mass produced tanks it doesn't require intelligence anymore

    • @Monarch_GNSG
      @Monarch_GNSG 6 месяцев назад

      @@bowie3461 I can tell you are not a builder and I will clarify something. Now building on the warden side is irrelevant unless you cover every buildable piece of terrain with a bunker.

    • @bowie3461
      @bowie3461 6 месяцев назад

      @@Deathscythe92 obviously there comes a point where the offence outweighs the defenses put in place. The mpt rush can only deal with a minefield though what about dragons teeth? And a dense enough minefield would still stop a combined rush.

  • @unholyknight9636
    @unholyknight9636 6 месяцев назад +7

    My group is currently running into an issue at our oil field that we are making so much petrol and hvy oil we can’t keep up, that includes moving it and using its. And since the stockpiles in refineries don’t go through pipes it’s become a real big issue with our power being cut off due to the stockpiles capping out. It’s pretty bad when I got excited at the hope of an enemy partisan destroying our refineries so we can start over.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Yea I've heard this from other clans as well. I know some clans that just destroy their own facility buildings so they can make room for other supplies to be made ha.

  • @MrDirt
    @MrDirt 6 месяцев назад +30

    Attending stationary harvesters feels like playing FarmVille, Clash of Clans, Simpsons Tapped Out, etc. right now.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +3

      lol for real! On one hand I'm glad they are faster at pulling resources but on the other hand I'm not sure I like how many resources it gives.

    • @mangosuppe8706
      @mangosuppe8706 6 месяцев назад +1

      @@RobertLovesGames 100% agree, was running some small train doing some stationary harvester runs. I kid you not 2 minutes had passed from me collecting everything, going to refinery and back. And all harvesters were full again, 7500 scrap just like that

  • @johndane9754
    @johndane9754 6 месяцев назад +2

    5:42 I know the answer to that one: make the tank hull tough, but the components around the tank fragile. This is so it would be easier to disable the tank by temporarily taking it out of the fight or making it easier to finish it off later. Of course some of the disabled components should be more consequential. No tank should be moving around with disabled tracks.

  • @MrDirt
    @MrDirt 6 месяцев назад +14

    1:09 This is the first time I see that the vision radius decreases towards midnight. I didn’t know that 🤯 I thought it would be the same throughout the night.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Ha! I'm glad you at least got that out of this video :D

    • @TheWeeJet
      @TheWeeJet 6 месяцев назад

      Time lapses are amazing

    • @foreverdead1790
      @foreverdead1790 6 месяцев назад +1

      Btw this effects ai’s visual range as well. The darker it is, the closer you have to be for it to shoot you. Powered garrisons (the ones with lit up spotlights on top) are less effected by this but still slightly. Partisans sometimes will even wait a whole hour for it to be peak night again to make a move because the path they found only works at that time of day

  • @Bunty-yv7rc
    @Bunty-yv7rc 6 месяцев назад +8

    This update has removed all joy in destroying the enemy factions tanks/toys/etc. I don't think I'll be playing again until its scaled down.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Fair. I don’t blame you.
      Thanks for sharing your thoughts on this!

  • @Dougi233
    @Dougi233 6 месяцев назад +26

    I don’t know, I enjoy the tranquility of sitting in scroop fields all day. My regiment is entirely based around public scroop and scroop ports but this update has practically decimated our niche. Nobody really needs or wants bulk scrap shipments anymore. It’s made resource management a non factor now. You don’t need to care about securing midline hexes for their resources anymore, which really kills a lot of enjoyment for those of us that enjoy manning scrap fields and trying to help contribute raw material into the economy and instead forces us into other gameplay loops we didn’t want to get into in the first place.

    • @samuelloomis9714
      @samuelloomis9714 6 месяцев назад +1

      I want bulk scrap. I never heard of such niche regiments.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +7

      I enjoy scroop fields as well. But when we are talking about the casual player base that mainly just wants to do combat those players really shouldn't have to spend time in the back gathering if all they want to do is tank or something like that.
      The influx of resources needs to be cut down a bit. Maybe not back to "normal" but it does need to be less than what's currently at.
      Thanks for sharing your prospective and thoughts on this!

    • @Dougi233
      @Dougi233 6 месяцев назад +8

      @@RobertLovesGames I think what /really/ needs to change is the in game communication tools available. Even pre resource buff, availability wasn't as huge of an issue as it should have been. You can't advertise public facilities efficiently in game, there is no looking for group or looking for clan system, and the old operations system was way better than the current squad system.
      Resource availability

  • @Pyrefirling
    @Pyrefirling 6 месяцев назад +9

    There is only one big problome with this update realted to facilitys. When you want to make a public facilty that lest say produces artillery shells. The factroy will have 5 public ques , that players can just take for personal use making them unavalibe to the public. This makes it very hard to produce large amounts of public shells, then making it harder to give out to the public. Also when a que is being used you cannot tamper with facilty like upraging it to a rocket facilty.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      We are certainly not lacking in shells so I currently don't see this issue. Maybe the devs will address this though in the next update.
      Thanks for sharing your experience on this!

  • @TURKSTA19
    @TURKSTA19 6 месяцев назад +5

    Well since resources are so abundant, than they might as well make it useful to upgrade the bunkers with a 2.5 tier level upgrades. I also think that a digging machine is also a big need to enable solo builders to build quicker.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Agreed! Give us some more building options! And yes I feel like we have all been asking for some type of digging vehicle for long time now.
      Thanks for sharing your thoughts on this!

  • @haskins_halligan
    @haskins_halligan 5 месяцев назад +2

    Never played this game, but militarily having AT and armored carriers would probably balance this. If there's more tanks, having mobile infantry in armored carriers with AT capabilities will counter this

    • @RobertLovesGames
      @RobertLovesGames  5 месяцев назад

      That would be really cool if we had those! Maybe the devs will add those soon!
      Thanks for sharing that!

  • @michaeladams240
    @michaeladams240 6 месяцев назад +9

    So... as a mostly solo player I can say that the changes have been great (From a solo Point of view), Ive spent more time in a spatha this war then any other war, some of them even ombined... Ive been given a t2 spatha twice this past weekend alone (Just handed to me... the clan man literelly said "pssst hey, you want this tank?" and boom! jumps out, unlocks and loggs off) So from that perspective its been absolutly amazing! BUT i do feel like that there are way too many tanks on the front now, you come in and there are about 10 infantry and the rest just tanks, with the tankers yelling at the poor 10 . I can also see the lack of care that used to be VERY present in previous wars on the preservation of sed tanks... people yeeting them in, leaving them outside active fronts, I even heard a commander reply when the gunner told him they were out of ammo to just run it in and die as it would be quicker to just go get another one from there base instead of repairing and rearming in the current one :( This is unfortunitly a part of the new patch I dislike, I remember the days when a tank was in distress to the east and everyone would charge over in attempt to save it, now its "Meh just pull another spatha from the sea port" I also agree completly with super tanks, they used to be a spectical , a event on the battlefield, when one showed up the region chat would go crazy and map posts would be tracking it... but now ive seen a super nearly every time I log in and noone seems to care... taken some danger out of the game.... in conclusion i am on both sides, I do like the changes to what it benifits me , but also dislike the culture change it has brought... Prehaps the deves could reduce the resources just a little bit, just enough to make it sting a little when a super dies at least...

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +2

      Good to hear that these changes have been benefiting solo players.
      Thanks for sharing your thoughts on both sides of the coin! I think it's a hard thing to balance because I want casual players to have access to tanks in some capacity but I want tanks to also be valuable and not just flood the fronts. Reducing the resources just slightly could help this.
      Thanks again for sharing this!

    • @_--Reaper--_
      @_--Reaper--_ 6 месяцев назад

      Spectacle*

  • @911IceMike
    @911IceMike 6 месяцев назад +4

    Honestly, I approve of the change. Im a solo player and I deliberately made a point of not joining a regiment with the sole exception of staying in the logistics aspect of it and almost no combat. And for me it’s been alot of fun setting up my own ammo factory and slowly expand to meet the needs of new stuff as the war advances. I love that they gave the freedom to the individual player to contribute this way.
    That being said…. The issue as you correctly pointed out, means assets become more numerous and lose their intended shock value and strategic importance. And I feel this also gave a significant buff to the colonials this war. The colonial tank line up is set up for quantity over quality. And history shows that quantity typically triumphs over quality. This leads to what I refered to in your earlier video’s as “Green Tide”. I feel the change itself is good. But should be a launch pad to further tweaks to balance it all out. Tanks need to be reworked in regards to their availability. Or better more widely available anti tank weapons need to be a thing. More emplacement anti tanks weaponry and stuff.
    I really like that clans like WLL embrace the changes and adapt to it. Their attitude might very well win them the war.
    My personal experiment was to see: “Can I create a facility myself. From scratch, maintain it, AND have it be useful to my team, rather than a liability. And after a little less than a month. I’m glad it was a successful experiment. And allows me to take that concept and fully tailor my gameplay experience around it.
    These changes facilitate one thing. More fun. More time for logi players like myself to take a day off, go to the front, slug it out with the grunts or hop in a tank vanguard and just be able to push myself more knowing the tanks get replaced easier. Which is again why anti tank needs more work, more emplacements types, more field based weaponry, more handheld and potent AT.
    The update brought more fun to the game. It facilitated the titanic slugmatch in weathered, it gave us that final stand in Jade, With the glorious warden imperial navy saving the day. It brought battle trains back into usage, in short, made the game more fun.
    (And gave the colonials that one extra buff to finally win a war :P )

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Though I am always in a logistics clan I still do a lot of solo logi task. So I agree this has been great for solo players.
      And yes quantity in Foxhole most of the time is always going to win over quality. And I hope we do some further tweaks to it. No big balance changes just tweaks.
      WLL is a great public logistics clan! A lot of friendly people in it!
      And I agree I've had a lot of fun this war! If the devs change anything they just need to change it slightly.
      Thanks for sharing your perspective on this!

  • @Mencger
    @Mencger 6 месяцев назад +12

    More infantry, less tanks !!

  • @galiantus1354
    @galiantus1354 6 месяцев назад +5

    I think the main improvement for solo players is facilities being accessible, not so much the ease of obtaining resources. The devs could probably scale back the resource rate a little if they also address some of the issues with managing facilities other players can use, and if they made it easier for solo players to navigate facilities to get things they want.
    However, the bigger issue I'm seeing is how much of the map has been built up with facilities and bases. I've never seen so many storm cannons on the map at once, nor have I seen worse facility spam (I think).
    My instinct is a "use it or lose it" policy of Msupp consumption for facilities: A facility's Msupp consumption would significantly decrease the more frequent use it sees, and significantly increase if no one is using it.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I agree that the devs should scale the resource rate back to like 2x or 3x.
      Because concrete can be made easier that is why we are seeing so many storm cannons and more shells as well. From what I've been told though we still haven't hit the record for most storm cannons in a single war.
      The devs thought there would be less facility spam with this change but there is actually more ha.
      I like your msupp idea! Something like that would be cool to see in the game.
      Thanks for sharing your thoughts on this!

  • @DevilsElite
    @DevilsElite 6 месяцев назад +11

    I'd be careful to wish for new, stronger infantry and building mechanics to make them more viable as that could in turn lead again to more buffs to tanks or arty to deal with the new threats. I'm not sure how realistic the danger of power creep in a game like Foxhole is (or has happened in the past).

    • @niconilo97
      @niconilo97 6 месяцев назад +4

      Usually the power creep is contain whit the tech system, early war mid war late war
      But whit the new system late arrive way way faster
      I mean like once Storm Canon tech is done, there is hundred and hundreds of them being built immediately
      Clan don't even need to make a decision to make early war assets or prepare for late game
      So if you destroy a logi town nowadays it doesn't even make that much a difference, because there is Soo much excess anyway

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +4

      You are absolutely right. I certainly don't want any kind of power creep where the devs are constantly just trying to out due the previous thing they updated. That would eventually kill the game.
      Thanks for bringing this point up!

  • @Attaxalotl
    @Attaxalotl 6 месяцев назад +9

    I think that more resources are absolutely a good thing, but 5x is a bit overkill.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Agreed. Maybe the devs should try 3x or 2x

    • @Attaxalotl
      @Attaxalotl 6 месяцев назад

      @@RobertLovesGames 2x sounds about right, decreasing harvesting times without making it so that Heavy Tanks can be spammed.

  • @Kirbys
    @Kirbys 6 месяцев назад +4

    I'm in WLL and play with 20-40 people all the time and I love these changes. When I wanna go solo build something and scratch that itch, I can much easier and help the team quicker.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Woo!! Everyone should join WWL if they are interested in doing public logistics!
      Thanks for sharing your experience with WLL!

  • @event-keystrim213
    @event-keystrim213 2 месяца назад +2

    late game is now the WOT? AWESOME, love it

    • @RobertLovesGames
      @RobertLovesGames  2 месяца назад +1

      It’s pretty fun! Everyone gets a tank lol

    • @event-keystrim213
      @event-keystrim213 2 месяца назад +1

      @@RobertLovesGames TBS, I think if they make building (as a processes) like 3 times faster, and the buildings a bit sturdier, the whole thing will just shine.
      but for now, we have the WW2 stalemates instead of WW1 stalemates

  • @dylanvaughn4990
    @dylanvaughn4990 6 месяцев назад +3

    Keep in mind I have yet to play foxhole but from what I can gather is that all of the resource collection is in the very back lines, I believe these should stay with a lower number but adding new scrapyards closet to the active fronts with the high multipliers, this forces players to aim for these new areas but if left unprotected they can be easily attacked and taken away forcing resource scarcity for unwise defensive strategies

  • @scopeless22
    @scopeless22 6 месяцев назад +2

    I think one thing they could do to balance the number of tanks is reduce fuel production. This would still allow solo players to make their own tanks and go into battle for a while, while too many tanks continuously fighting would cause a fuel shortage and need to wait for more fuel to stock up on the front line. That would be very similar to IRL wars too as fuel and crew members were the shortages experienced.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      I'm actually for a bit more fuel scarcity as well. They have made petrol way to easy to get I think.
      Thanks for your thoughts on this!

  • @zealot4043
    @zealot4043 6 месяцев назад +3

    I remember when i was first getting into foxhole my regiment had a point for like 1-2 weeks where not many people where doing stuff and operations werent happening, and it was me and one other person gridning mats to tech subs and we only got one node in 2 hours of camping. Im pretty sure he stayed up all night getting the rest, so hearing this i may have to get back into foxhole!

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Wow! I hate to burst your bubble but getting rare metals for navy ships is still a big chore. But everything else is easier to get. So if you are hoping to do more naval stuff you may want to join a navy specific clan which both sides have or wait until they change rare metals drops.

  • @BeepBoopBeweep
    @BeepBoopBeweep 6 месяцев назад +2

    one thing to be of note, all warden fronts had overwhelming amount of MPT/spatha's, almost ever tank battle was won by collies due to numbers until we teched HTD, then we had even battles also the massive amount of ballista's are making conc builders burnt out and stop, could be fixed by making the IST the base tank and ballista A variant, the same people booing the idea are the same that would want the chieftain to be a variant instead of base if it was.

  • @akai8614
    @akai8614 6 месяцев назад +7

    I try a lot to build I consider myself a combat engineer when I am not burning out on building but with this update the number of 150 arty and the time and general difficulty to have concrete on the front make it impossible to build anything that will last more than 1 hour.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I'm seeing this as well on a lot of fronts. This can not be fun for any builder...something needs to be different.
      Thanks for sharing your experience with this!

    • @akai8614
      @akai8614 6 месяцев назад +2

      @@RobertLovesGamesÉven just infantry can easily destroy concrete now with tremola rush meanwhile to repair concrete you need at least 5 people with hundreds of bmats which is often just not worth it.

  • @Prat_Rat
    @Prat_Rat 6 месяцев назад +6

    The problem with the 5x resources isnt the amount of comps its the infinite comps gathered througth broken comps as using this methord means contsant 24/7 production

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +2

      Agreed. There are just way to many components and broken comps floating around right now.

  • @dob_z
    @dob_z 6 месяцев назад +2

    This update looks amazing for me, as a casual with a small group, i was spending all of my time gathering resources and building stuff for our group to use, then quit before any of us got to use it, did that for like 7 wars.

    • @RobertLovesGames
      @RobertLovesGames  5 месяцев назад

      Yea this happens to a lot of players, new or vets. They try to do these huge projects and get burnout.
      Players need to take more breaks or play different roles.
      Thanks for sharing your experience with this!

  • @greatpadinski
    @greatpadinski 6 месяцев назад +3

    Yeah this is where the balancing becomes really tough. Even a small change that might not affect one player role, might greatly affect a different one. I kind of hope this is their attempt at trying some more large experimental changes so they can see how it ripples across the entire game, then fine tune it from there. Short term means some unbalanced wars, but long term it could make the game a lot better for everyone. Guess we'll just have to wait and see!

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +3

      I've said it before but I would hate to be the devs because Foxhole seems like a really hard game to balance ha.
      They should try big experimental changes in shorter wars that happen between real wars. I think that would be an interesting thing to try.
      Thanks for your thoughts on this!
      I know your busy with other games and what not but you are missing some of the best combat parts of Foxhole! You did bridge battles for like 2 weeks and then stopped playing once they actually got across lol!

  • @gwenmcgarry528
    @gwenmcgarry528 6 месяцев назад +5

    I bet there's a healthy middle ground between what was in the past and what we have now, there seems to be too much of a surplus atm

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I agree. 3x or 2x the resource may be a sweet spot to try.

  • @TheWeeJet
    @TheWeeJet 6 месяцев назад +5

    One thing i dont think is actually effected by the 5x stuff is tank ammo amount.
    Its the no sub region modifier that has caused that now that we need to make like 8x less msupps. That has ment way more scrap for bmats and emats.
    And i think alot of people are confusing that for scrap being 5x more.

    • @dylanvandermeer9852
      @dylanvandermeer9852 6 месяцев назад

      But there is a bug atm where if you have 2 msupp tunnels overlapping eachother they both supply the same buildings twice wich shouldnt work like that

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      As logi player I'm seeing a lot more tank ammo. I'm constantly having to get release our regiment stockpiles to public because they are maxed out.

  • @pop6103
    @pop6103 6 месяцев назад +1

    I like the changes. happy too hear about them since I'm just getting back

  • @louisryan5815
    @louisryan5815 6 месяцев назад +3

    maybe they rework the cost of all tanks to reflect the new access to supplies. The increased logistics capabilities would make it so that solos could still provide aid for the war effort without having to camp fields, but tanks could stay as a team effort clan manufacturing weapon. Idk, making logi bearable always seemed to be a large endeavor

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      If they rework the cost of tanks I think it should only be for BT's and SHT's. Light and medium tanks should still be cheap and easy to access for casual players.
      Making logistics bearable is always a good goal. But it's also logistics and I think takes a certain kind of player to enjoy it and like it.
      Thanks for your thoughts on this!

  • @samueleveleigh2767
    @samueleveleigh2767 3 месяца назад +1

    I'm a logi player, specifically I'm a scrooper and I like this change like you say the win should be who wins battles not who's back end gives out first, and boy to back end logistics burn out once the tech maids retire

    • @RobertLovesGames
      @RobertLovesGames  3 месяца назад

      I loved this change as a logi player as well. I would love wins to be more based off strategic play but it does seem to lean more towards which faction puts in the most hours and logi work sometimes.
      Thanks for your thoughts on this!

  • @Captain_Rex14
    @Captain_Rex14 6 месяцев назад +3

    I am a Clanman, and I have mixed feelings about the update. I for one like that it's easier to get things, especially special vehicles. You basically had to decide before the war what vehicles you wanted, build an entire facility around it, and couldn't do anything else. Now that facilities are public, everyone can use each other's factories to make special equipment, and I as well as others have fielded more exotic vehicles than standard MPF. On the note of economy, it still feels the same. The prices have not gone down, and neither has the amount of time to get a vehicle combat ready and brought to the front. Losing a battle ready tank on the front is still a big loss, as even if the materials exist somewhere to withdraw from a stockpile, you still have to drag it to the front, arm it, and crew it. Concrete is still nearly indestructible to everything except arty, so more arty is a welcome sight.
    The only thing I don't agree with it making *everything* public. It's impossible to store clan materials without them getting stolen, and everything of value must be hidden to ensure its still there when you log on. More than that, I have seen many facilities outright neuter themselves to make transferring materials nearly impossible, which hurts everyone. I get relinquishing the hold on raw materials, that sucked for everyone. You can't hog everything for yourself. But if you take the time to make Asmats, Pcons, or any other Facility made material that takes a lot of effort to make, you should be able to crate them like you can with a Refinery and store it in a Depot for when you are ready to make a Battle Tank or other Clan Dependent equipment. If they go inactive and don't use the resources, then it expires like a normal stockpile and everyone has a chance to use it. And yes, I know you can crate *1* Pcon at a time, but I'm sure we can all agree that's stupid, and there are other important materials that can't be crated at all.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      As I've stated with couple other people light and medium non special tanks should be easy for casual players to get. Vetted and BT's and SHT's should still be harder to obtain and cost more.
      I don't want everything to be public. I don't know if I stated that in my video I still want clans to have their own stockpiles. Facility buildings need clan stockpiles but just limit how much can be held in those stockpiles to still prevent massive hoarding. And yes crating just 1 Pcon is dumb. When I found that out I laughed so hard. Hopefully we seem them change that to like 10 with future updates.
      Thanks for sharing your clan man perspective and thoughts on this! It's appreciated!

  • @TarsonTalon
    @TarsonTalon 5 месяцев назад +1

    I think they need to make repairing tanks harder. Like, bmats will restore HP, but you'll need to repair subsystems with a repair kit, or something.
    Why am I so heartless? Because I'm a builder, so I'm INCREDIBLY biased against tanks right now.

    • @RobertLovesGames
      @RobertLovesGames  5 месяцев назад

      That would be interesting! I would be down for that! Cool idea!

  • @spacegarage6826
    @spacegarage6826 6 месяцев назад +5

    Tank columns rolling like its prokharovka in 1943

  • @uristmcary
    @uristmcary 6 месяцев назад +2

    This was inevitable, When every update is new vehicle this is bound to happen, you get what you deserve. As a tank mine builder I love it.

  • @tazbom2470
    @tazbom2470 6 месяцев назад +5

    I'm fine with everything except the sheer amount of arty shells produced right now. It is just not fun for anybody when arty is shooting for 3 hours with no breaks and it happens so often on all fronts. Builders feel burned out because of it, infantry can barely walk out of the trench/arty holes and tanks get tracked by arty spam the moment they get spotted. Not a fan of that one.
    You can counter tank spam. In fact if there's too many tanks, the infantry can run them over which did happen quite a lot in this patch. For artillery you don't need a lot of cannons. It's just about the amount of shells they have

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      I agree. I love the idea of arty and how it can be strategically used but when it's just to overpowered it really makes the front not fun for anyone. I'm with you.
      True about the tanks. Though right now you can still replace them really easily as well so as an infantry player I don't feel like I've done as much as I did in the past.
      Thanks for sharing your thoughts on this!

  • @Mr.C151
    @Mr.C151 Месяц назад +1

    The resource scarcity was necessary for a realistic war dynamic.
    A few wars in now this is a horrid change for anyone playing infantry.
    Endless artillery and tanks isn't a lot of fun honestly, and the endless grenade span on top of that is becoming a pretty nasty issue for infantry gameplay.
    There used to be risk to 'overstocking' bunkers before they where established and there was a need for more coordination and stockpiles for operations like 6 arty guns slamming a bunker. This Strat can now happen every day of the week and often does and it's very taxing on other areas of the game.
    When was the last infantry focused update?
    P.s. i play solo and swap faction frequently, however the queue times for the colonial faction are often atrocious boardering on unplayable.

  • @jenycasilmaro6956
    @jenycasilmaro6956 6 месяцев назад +3

    As a solo logi man this is great news however i think why some people are upset because when all the resources needed to make those sht's or any tank in general easy to farm both factions are judt gonna keep spamming tanks and take the fun out of frontile engagements and wars wont last as long if either side just tank spam eaxh other.
    Just my two cents

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      It's just to easy to make those tanks. BT's and SHT's still need to feel valuable and I think they should be more expensive.
      Thanks for your thoughts on this!

  • @lordforg8697
    @lordforg8697 6 месяцев назад +2

    Just up the price of mid tier by like 2x and high end by 3-4X and maybe adjust the build speed for the items to be the same as now. Downscale the resources down to a 3X what they were and see where we are at. Might be a dumb idea tho as idk anything about balance

    • @RobertLovesGames
      @RobertLovesGames  5 месяцев назад +1

      Exactly! I would like to see them try this personally.
      Thanks for sharing your thoughts on this!

  • @foreverdead1790
    @foreverdead1790 6 месяцев назад +7

    I get the wanting to “make it so the average player can access tanks instead of them being locked behind joining a group”, but the way this was done broke that. The average player isn’t relying on that 5x, using facilities, or even know what to do with broken comps, these are all mechanics that boosted the groups already mass producing Rmats/vehicles and allowed them to do this with greater ease. Devs really need to look at how badly the current Rmat economy is inflated cause in their attempts to “help that random player not in a regiment” they hurt them and helped the regiments

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I agree that what has been changed has gone to far in the other direction. We need a balance between casual and hardcore players. For example I still think BT's and SHT's should still be something a larger group has to work towards and something you don't want to just yeet on the front, but casual players should still have easy access to lesser tanks as well.
      Well yea the average player is not relying on that because the average player only has a limited amount of time in game and probably just wants to join the front and shoot guns or tanks. If those players don't have a lot of time to build their own tank then that whole part of the game is cut off to them. Now that big clans have extra resources more tanks can be put into public for the casual players to use.
      I think I have to respectfully disagree at least from what I'm hearing from others in the comments. It sounds like this update has helped a lot of solo players and smaller groups. Even though it may seem like regiments are still "gaining" more from this the regiments I talked to are actually just overflowing with equipment and essentially have to give it away otherwise it won't get used.
      Appreciate your thoughts on this and having this discussion!

  • @Chromslide
    @Chromslide 6 месяцев назад +1

    I saw you interviewing some dude in a logi town, cool vid.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Nice! I like to always hear what others players think about the game and not just have my own opinion if I can.

  • @ultrasaur17
    @ultrasaur17 6 месяцев назад +7

    got over 1.8k hours as a wardens so wanted to give the collies a shot this war and have had a lot of fun this war as a solo facility man. As the war has moved on with this constant back and forth over in weathered I've notice that things weren't getting build on the frontline so I elected to learn some bunker base patterns and give it a shot. I've learned from doing this its a real pain to build decent defences as its really time consuming the build descent patterns, first when I've got to an area behind the main fights (I only attempt to build when we pushing forward) its full of shell holes and trenches that need to be cleared out (thanks everyone that grabs a shovel to help my acv). if the trenches are upgrades it costs resources to remove the upgrades and if tier 2 bunkers/trenches costs resources to fill which feels like a kick in the teeth since I've not even started spending resources on upgrading anything. once the area is finally cleared I could start getting patterns down and the bunker can start tech upgrades, by the time I've got to do this I might have rifle garrisons unlocked if I'm lucky but then its getting nuked by mass tanks/arty in the counter push before its even got a chance to tech towards conc let alone howis, hell id take AT at least teching. basically while I enjoy infantry, tanking, arty, logi, facilitys and some naval trying to build anything near a front at this point in the war for me is so annoying to try and hold gains it feels not worth it (at least as a solo man :() so yeah I have a new found respect for builder mains those guys really need more love.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Solo facility man?!?!? What kind of facility are you running?
      Awesome that you took it on yourself to learn some base patterns. I really want to do this during a war soon.
      This is a great summary from what sounds like a new builder. Thanks for taking the time to share this!
      Always commend your builders! And yes they do need some more love ha!

  • @Erik_Arnqvist
    @Erik_Arnqvist 6 месяцев назад +1

    4:50 So go next step in arms development and give the infantry better anti-tank tools.

    • @Erik_Arnqvist
      @Erik_Arnqvist 6 месяцев назад

      Literally talked about 30 seconds later. A true youtube commenter never waits until end of video though

  • @czarkusa2018
    @czarkusa2018 6 месяцев назад +3

    Resources should be gathered quickly and depleted quicker so that controlling scrap yards actually matters and resources are limited by REAL transportation.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      I agree with this and can get behind this. I want transportation to be one of the biggest focuses in logistics.

  • @insertname3293
    @insertname3293 6 месяцев назад +2

    tbh I feel like 2.5x would be really good, reduces the bore of logi but still keeps it reasonable

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Exactly! Something along those lines would have been great instead of the change they made.

  • @advanced2431
    @advanced2431 6 месяцев назад +3

    This update has been DEVASTATING to builders. Although building was always a pain, there used to be a strategic value even with a small group or solo. With the update, any group of casual players can go destroy weeks worth of building with cheap as chips ballista spam. Spamming mines is grueling and their short 48 hour time span doesn’t help. Building on recently captured territory is almost unviable without a massive clan. Your only defense against tanks is mines, AT pillboxes, friendly tanks, and Emplaced guns because AT garrisons take forever to tech. Defense against artillery is almost nonexistent unless you have a dedicated regiment doing counter arty and shell logistics. It’s come to a point where most builders just spam trenches and EATs rather than bunkers. RSCs used to practically be boss battles. Pre-update, some of the best moments in Foxhole were organizing to counter/defend RSCs because they were so ridiculously expensive and were high risk, high reward. Now they’re just low risk, high reward because of how cheap they are like super heavies.
    Even tank combat feels less rewarding. Before the update, if you killed a few tanks it really meant something. Now tank kills are less satisfying because they’re ridiculously cheap. I saw fmat drop off 130 widows for public use. It’s just inflation at this point. Not every fight has to been Kursk. The game is called FOXHOLE not TANK WARFARE.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      It really has! I agree! And yea it's really hard to build up on a front that is constantly going back and forth.
      And yea I remember when there was more risk involved and that higher reward as well. We have lost some of that with this war for sure.
      Thanks for sharing your thoughts on this! Appreciate it!

  • @ender1720
    @ender1720 6 месяцев назад +1

    As a mainly logi player, i love this update, moving stuff with train and producing stuff in facility is funnier than hitting scroop for hours. The broken components are a bit broken though. In other nodes, they get empty quicker with harvester, but you still need to wait for the node to respawn. In components, it is ALWAYS active, and it produce a lot, whereas before it was just a nice bonus.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Glad to hear! And I agree I would much rather move stuff around than gather materials.
      The resource rate overall could be reduced to 3x or 2x instead of 5x.
      Thanks for sharing your thoughts on this!

  • @malicharton4403
    @malicharton4403 6 месяцев назад +3

    Imo all tanks need to be usable.
    Im a colly main but ive been playing warden for the last couple of wards so my opinion is pretty neutral.
    And atm,late war,its just a line of bardiches against a line of silverhands,no faction daring to push since it puts them at a disadvantage.
    Make other tanks usable!Let light tanks instigate fights and dodge shots,make tank fighting more dynamic and fun,it needs major changes

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      I semi agree with you. I don't think a solo player should really have access to battle tank or super heavy tank. I think that should still be a group effort to make one and they should still cost a lot to make.
      Glad you have switched sides to have more of a neutral opinion. Love to see it!
      I have not been seeing that kind of tank line at the fronts I've been at. It has been pretty healthy mix of all tanks. And I'm all for making all takes useable and useable in battle even in late war.
      Thanks for your thoughts on this!

  • @armiiniius
    @armiiniius 6 месяцев назад +2

    As a player in a small squad and solo runner some wars. These resources buff is awesome! You can finally enjoy the game without grinding your soul away.
    I do think the builders need their bunkers buffed with that new cement truck already. Also, Partisans are getting left behind... T_T

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Glad to hear it! I'm glad more casual players and smaller groups are benefiting from this.
      Devs cement truck and partisan buff next patch!! Do it!!
      Thanks for your thoughts on this!

  • @Losowy
    @Losowy 6 месяцев назад +10

    Game in which supplies on the front made a huge role now has basically unlimited amount of them
    I think that says enough

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +2

      Yes the supplies have been a bit over tuned. I don't think it should go back to "normal" but it should be less than what it's now. So instead of 5x the amount maybe 2x or 3x the amount instead.
      Thanks for sharing your thoughts on this!

    • @Monarch_GNSG
      @Monarch_GNSG 6 месяцев назад

      The fronts getting to the supplies still limits them
      it just means if anything that people playing in low pop have more stuff which leads to night capping ect...

  • @allanjeffries6937
    @allanjeffries6937 6 месяцев назад +1

    there should be variety from war to war in terms of available resources. one war could have an over abundance and then the next one could have a scarcity. i think that would be a pretty welcome compromise that not only everyone can enjoy, but wouldnt take too much effort to implement.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Interesting idea. I would be willing to try this. Only problem with scarcity being to low is it may make solo and casual players not play because big clans will take everything.
      We will have to see how the new changes for war 113 play out.
      Thanks for sharing your idea on this!

  • @tell3131
    @tell3131 6 месяцев назад +5

    With the new SHT spam, the drawbacks of the Ares are even more pronounced.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +2

      Have yet to see that tank do anything useful.

  • @randomknight2585
    @randomknight2585 6 месяцев назад +1

    This update adds to the theory that all these wars are happening in reverse order canonically. As new updates are added each nation returns to more and more of their peak before the resources ran out and before they were reduced to nothing but infantry.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Interesting thought! I hadn't thought of it that way before!
      Thanks for sharing!

  • @themetal1303
    @themetal1303 6 месяцев назад +7

    Value has been stripped from the game. There is no longer a balance of effort/risk/reward.
    Any victory has been rendered mute with the near endless replacement of anything lost. Killing anything no longer has any effect on the battlefield as 5 minutes later its replaced and nothing has changed.
    Our infantry are crying while yeeting their bodies at endless lines of steel. Our partisans have found their successes dwindle into near 0 effect. Builders barely ever see AT tech on frontline bunkers.
    If there is no more risk, then it makes any small victory cheap. And if there is no more meaningful reward, then why bother?
    I'm all for easier access for casual players, but not at the expense of what makes foxhole what it is. The efforts of players should be visible on the battlefield, not drowned in mountains of tanks & resources.

  • @Astrosk1er
    @Astrosk1er 6 месяцев назад +1

    6:44 one idea I had was a tier between tier 2 and concrete sort of like a T3, it could have some artillery resistance (or some kind of mortar garrison like a downgraded howi) this allows early game bunkers to not be pulverized the second 120mm is unlocked as well as leave room for conc changes

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Great idea! I would absolutely be for this.

  • @mivapusa
    @mivapusa 6 месяцев назад +6

    I wish comps were nerfed back into the ground. Make tanks and AT feel more weighty.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      I semi agree with this. I think we need a class of tanks that are easy to make so the casual players can get into tanking. But I still believe that Battle Tanks and Super Heavy Tanks should feel more weighty and cost a lot. You should feel a loss if you make a dumb play and lose it if that makes sense.
      Thanks for your thoughts on this!

  • @shadekage3432
    @shadekage3432 6 месяцев назад +2

    I feel that yes, the grind for resources should be lowered
    but more like a 2x, not 5x
    5x feels TOO high, almost "modded" levels of high, and it, as you said, takes away any sorta value of tanks, artys, etc which is NOT a good thing

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Yes I agree! I think we should try out 2x or 3x. 5x does feel way to high.

  • @stonefox8538
    @stonefox8538 6 месяцев назад +3

    It feels too risky and too expensive to build and maintain T2 bunkers on the front.
    Down here is a quick maths exchange rate for building bb pieces compared to artillery against them.
    It is just hard to justify building a T2 bunker piece in terms of cost when you are only talking about artillery. Quick breakdown: a simple T2 piece with 2 mgs, 1 AT, and 2 blank pieces costs 725 bmats. (Not including the necessary bb upgrades to unlock the tech) This piece needs 18 120mm shells to kill. This is an ideal t2 piece that contains AT vs artillery.
    120mm shells cost a scrap equivalent of 54 per if being made in a factory, facility being cheaper. With 2 scrap per bmat, that means it costs 468 bmats to kill a 750 bmat cost structure.
    You are not going to be that accurate of course, but missing often just means hitting a different bb piece. So by the time you fire a pallet of shells (120) you have made a pretty good material exchange with the enemy.
    Repairing is even worse. Lets say you fire 36 shots, and 1/4 of your shots hit this one piece, and we are only going to repair this one piece. THATS ANOTHER 250 BMATS. So the cost becomes 936bmats worth of artillery vs 975 bmats of building and repair. again assuming you only repair this one building and not the 3 or 4 others likely situated around it.
    What I am getting at is that artillery feels bad for t2 builders, because of how easily everything can get destroyed. And it is a bad material exchange rate for the builders when compared to artillery. It would just be better to make a core, maybe with a few rifle / mg garrisons, then spam pillboxes and trenches. Then when the artillery comes only repair the core and hope that the trenches slow down the enemies enough that when the artillery stops (if it stops before your core dies) you can rebuild.
    Not the worst playstyle, but I think there is room for improvement in interaction with enemy artillery.
    I kind of wish the bunker core had some extra inherent resistance to artillery now that im thinking about it.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Agreed. Those T2 pieces get taken out so quickly that it's almost a waste of time right now as a builder.
      Some players have suggested the need for some kind of T2.5 that has some more arty defenses.
      Thanks for sharing your prospective and thoughts on this!

  • @theAmdisen391
    @theAmdisen391 6 месяцев назад +2

    it was to much work to do anything in this game, i might even come back

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      This could be a great time before the devs think about reverting any of these changes ha!

  • @ALE199-ita
    @ALE199-ita 6 месяцев назад +3

    "Solo love it, Clans hate it"
    Say no more, this is the best change.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +2

      lol! It's overall a good change for the community but might need to be slightly adjusted still. But definitely don't want to go back what it was before.

    • @ALE199-ita
      @ALE199-ita 6 месяцев назад +2

      @@RobertLovesGames the thing that got me out of the game the most was the grind, wouldn't call it super fun to scroop all day and when you got the action you were stuck as infantry since only the clans had the options to drive tanks.

  • @redcap1923
    @redcap1923 6 месяцев назад +2

    There should at least be something like a higher level hammer like the sledge but for building, like a blowtorch.

  • @geisterjaeger333
    @geisterjaeger333 6 месяцев назад +3

    As partisan player i would say subregion supply need to be brought back. It´s not easy to go to enemy territory with this infinite amount of defenses, build spam is huge at current update. Therefor this patch partisaning is not that much of a use, many facility´s and stuff can be instantly replaced.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Exactly! Now that there are no mssup cost there are even more defenses to dodge for partisan play.
      Bring back satchels or something like satchels!
      Thanks for your thoughts on this!

  • @scarecrow559fresno
    @scarecrow559fresno 6 месяцев назад +2

    this benefits my faction

  • @morrischen5777
    @morrischen5777 6 месяцев назад +6

    NO, 5x harvester speed do not exchange to faster tech speed, it's the contrary. It make tech speed slower, because stationary harvester DO NOT MINE TECHMET. Too much useage of stationary harvester will often reduce the nodes avalible for the techmet to spawn in, even outright eliminate them if no one actually scoop the nodes by hand. This lead to overall tech speed reduce and rare metal rate reduce. Dev really have to think about a new way of spawning these mets.

    • @Dumemes9
      @Dumemes9 6 месяцев назад +2

      Techmats amd rare metals being obtained by pure scrooping is stupid anyway

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      Interesting! I've been told several different things but I thought everyone came to the conclusion that it's slightly more because the fields come up more often. But you are saying that is not the case? I knew that the harvesters didn't mine the tech mates. I wonder what it would be like if they did...
      I didn't know this! Thanks for sharing this!
      Side note. I wish when all things were teched that tech mates were just rare metals. I think that would be better for everyone.

  • @endlesssolitaire731
    @endlesssolitaire731 6 месяцев назад +2

    Also your effective actions on the frontline like taking out enemy SPG or other high value equipment are less meaningful which is sad too. A lot of fun of such spec ops came from the fact that you actually cripple the enemy's ability to fight effectively for much time, which would also give a reason to defend your equipment better.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Agreed! I don't like this part of the update. Things like SPG's or BT's or SHT's need to be more valuable.

  • @yeheed6607
    @yeheed6607 6 месяцев назад +3

    I agree with others, I think 5x is just too much. Id say probably make it 3x for scrap, and 2x-2.5x for comps ideally.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Exactly! Don't revert it back to "normal" but cut it down a little bit.
      Thanks for your thoughts on this!

  • @brodyclayton7163
    @brodyclayton7163 6 месяцев назад +2

    I think maybe Underground bases would counter the artillery, and make it so that infantry is essential when trying to capture an underground base.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I Saw A Bear had a recent video talking about tunnel system type stuff. Would be an interesting thing to try out and see! And having underground bases could be cool as well!
      Thanks for sharing your thoughts on this!

  • @N0d4chi
    @N0d4chi 6 месяцев назад +3

    Yeeting 10 Ballistas into defences and breaking a fully teched and defended Concrete Base to destroy it within seconds is laughable

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Agreed! It's like some kind of late game mammon rush. I'm personally not a fan of this being a "strategy"

  • @samuelloomis9714
    @samuelloomis9714 6 месяцев назад +1

    I love it. The back and fourth is amazing. I already bought 2 BT's by just rolling up to some mines, but the cross-hex transport was a pain.
    I find the super heavy tanks as more logisically difficult than they're worth. My opinion is only for the Ares.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад

      Glad to hear you are liking it! And nice ha!
      And yea the Ares is something...ha
      Thanks for sharing your experience and thoughts on this!

  • @caragas9331
    @caragas9331 6 месяцев назад +3

    Basically its not bad at all, good for every players but the Clans dont have tanks exclusivity anymore so they say its bad. Got it.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I don't know they are upset with the part of people having more tanks. But you are right it's nice that everyone can have easier access to them!

  • @fosty.
    @fosty. 6 месяцев назад +2

    As a guy who has played a couple times and has been confused as to whether my efforts were best spent on the front or back lines; I also don't know whether this is a good thing or a bad thing.

    • @RobertLovesGames
      @RobertLovesGames  6 месяцев назад +1

      I made a video about this not to long ago but all of your efforts no matter how small make a positive difference for your faction and for the war. Now this new update might have made that positive difference slightly less but it's still overall a net positive if that makes sense.