@@erice1158 I won't. I don't want a second job. I remember when logistics wasn't a second job. Complexity for the sake of complexity isn't good game design. Why lock AT rifles behind facilties. Makes no sense. Sounds like an infantry nerf to me.
In poland we had Anti-tank rifle called "ur". When fired, bullets do not do any harm to vehicle in outside but it was killing and wounding crew inside of a tank, maybe adding this feature could help ?
Ammo variants for all guns would be nice, from hi-points to Fmj to regular rounds for small arms and maybe AP and HE rounds for all tanks and field guns.
@@SirNeil2579 Well logistic guy have a point, but wounding a tanker from far would be a nightmere for all tank crews, so it could be a Percent of change to wound a tank crew, and it does not apply when fired from far awey position
Damn this update hurts my soul. Stamina and melee needs to be reworked because rn I can just out run someone with a melee. Gas is literally pointless I can stand in it and not die until the gas runs out. 20mm against tanks is worthless a full mag of 20mm does like 5% damage. This update feels like the devs tried to add too much to infantry. Shouldering, stagger, climbing, suppression and melee would be plenty.
Are there any plans to overhaul the home regions to allow for more thorough training of infantry and better onboarding for new players? Myself and others feel that the current home training islands are too limiting in their current form. Thank you! ruclips.net/video/weaExskHnoA/видео.htmlfeature=shared
Holy shit! You know what? I was disillusioned when facilities came out, being a solo logi player since 2020 and knowing that I had lost access to a part of Foxhole that I enjoyed the most. But I've never went into this idiotic modus operandi of cursing the devs, I've always seen the beauty of this game even if I stopped enjoying it. Well now I can say I think this entire infantry revamp and the airplane stuff may revive my love for Foxhole. Much love to the devs, as always. And I can't wait to shoot down collie planes from my beloved Flak gun (only the best gun in the entire game, fight me)
Please add mortar emplacements for wardens. A quad barrel with a range from 140 to 30 meters would be great since the wardens dont have that many emplacements, considering the 120 mm is a version of the 120mm field artillery for the colonials so the colonials have 1 extra emplacement compared to wardens.
Honestly any nerfs to armor I am all for. I've never liked the whole tank line doctrine that just obliterates everything to the point of only being countered by another tank line. Anything to nerf tanks mobility, vision, stability, etc. I am all in favor.
what I really don't want to see is a repeat of naval, where both sides get a specialized part of the total "update" like how naval was incredibly skewed towards colonials since destroyers gave the colonials 4 120s to barrage coasts constantly while the warden response was nothing since subs were directly countered by destroyers and the warden artillery was not capable of dealing with their mobility before being blown up leading to coasts being free colonial land, and I fear giving the colonials bombers vs warden fighters will be another skewed thing as the colonials will be able to screw over land targets and aircraft manufacturing during warden downtime while wardens can only muster anti-bomber actions rather than being able to counter the bombers at their source
So will the AP mines be triggered by friendlies too?, also the " deployable minefields " how do they function?. You don't have to pull mines and individually lay them anymore?.
Please leave msups the way they are in factories. They’re already costly and time consuming. It puts a bigger burden on small group that want to get into facility work
This devstream was one for the ages. This is going to be nuts.
Your contents trash btw
We need a wide gage liquid train car
"yea more facilities just what we always wanted"
A smalls arms player built factory is actually what I always wanted :P
Facilities are bad. Just adds more tedium.
@@warbandplaysAU9178 crazy. then dont play or use them. no one is forcing you
@@erice1158 I won't. I don't want a second job. I remember when logistics wasn't a second job. Complexity for the sake of complexity isn't good game design. Why lock AT rifles behind facilties. Makes no sense. Sounds like an infantry nerf to me.
@@warbandplaysAU9178you can still do logi without facilities, most people do so there really isn't anything forcing you to use them
“Taking off” quite nicely for new features lol 4:10
on point of facilitiies. i aint happy with whats going on. the town and city stuff needs love and an overhaul.
Agreed surprised it took this long for them to employ a small arms facility
can we pleease pleeease please make railways a preexisting thing like roads so they can work like actual railways.
Now that you mention it they will probably make the roads a playermade thing, too.
@@MannyXVIII We have the roads with gravel, you mean like a dirt road?. That would be cool, like some sort of plow vehicle, make the routes yourself.
_🎶Look at this graph🎶_
I THOUGHT IT WAS GOING TO BE YEARS - THX U SIEGE CAMP 💚❤️💚💚❤️💚❤️
My only disappointment is the lack of *MORE* trains
(Well done regardless ❤)
In poland we had Anti-tank rifle called "ur". When fired, bullets do not do any harm to vehicle in outside but it was killing and wounding crew inside of a tank, maybe adding this feature could help ?
Ammo variants for all guns would be nice, from hi-points to Fmj to regular rounds for small arms and maybe AP and HE rounds for all tanks and field guns.
@@SirNeil2579 god please no, logistics is bad enough as It is lmao
@@pdr_2703 but I need Spicy boolets! 😂
@@SirNeil2579 Well logistic guy have a point, but wounding a tanker from far would be a nightmere for all tank crews, so it could be a Percent of change to wound a tank crew, and it does not apply when fired from far awey position
oh boy the tuna can mines.
Foxhole has to have the best community i can think of. Thank you siege camp ❤
Damn this update hurts my soul. Stamina and melee needs to be reworked because rn I can just out run someone with a melee. Gas is literally pointless I can stand in it and not die until the gas runs out. 20mm against tanks is worthless a full mag of 20mm does like 5% damage. This update feels like the devs tried to add too much to infantry. Shouldering, stagger, climbing, suppression and melee would be plenty.
I agree with everything. But they said the AT was changed from damaging tool to supression tool, making tanks much more in accurate
Green ash gas should last longer and have a bigger area kf effect then to balance it
Are there any plans to overhaul the home regions to allow for more thorough training of infantry and better onboarding for new players?
Myself and others feel that the current home training islands are too limiting in their current form.
Thank you!
ruclips.net/video/weaExskHnoA/видео.htmlfeature=shared
fight club bouta be crazy with the melee weapons
Holy shit! You know what? I was disillusioned when facilities came out, being a solo logi player since 2020 and knowing that I had lost access to a part of Foxhole that I enjoyed the most. But I've never went into this idiotic modus operandi of cursing the devs, I've always seen the beauty of this game even if I stopped enjoying it. Well now I can say I think this entire infantry revamp and the airplane stuff may revive my love for Foxhole.
Much love to the devs, as always. And I can't wait to shoot down collie planes from my beloved Flak gun (only the best gun in the entire game, fight me)
I like the bunker change it’ll be good for aesthetics in the battlefield!!❤
Please add mortar emplacements for wardens. A quad barrel with a range from 140 to 30 meters would be great since the wardens dont have that many emplacements, considering the 120 mm is a version of the 120mm field artillery for the colonials so the colonials have 1 extra emplacement compared to wardens.
I can't wait for Airborne, I hope you guys can pull it off :)
(Please give me the excuse to model and animate airplanes for videos lol)
Honestly any nerfs to armor I am all for. I've never liked the whole tank line doctrine that just obliterates everything to the point of only being countered by another tank line.
Anything to nerf tanks mobility, vision, stability, etc. I am all in favor.
what I really don't want to see is a repeat of naval, where both sides get a specialized part of the total "update" like how naval was incredibly skewed towards colonials since destroyers gave the colonials 4 120s to barrage coasts constantly while the warden response was nothing since subs were directly countered by destroyers and the warden artillery was not capable of dealing with their mobility before being blown up leading to coasts being free colonial land, and I fear giving the colonials bombers vs warden fighters will be another skewed thing as the colonials will be able to screw over land targets and aircraft manufacturing during warden downtime while wardens can only muster anti-bomber actions rather than being able to counter the bombers at their source
Matt:
"Stay Flying Foxy"
while im excited for new stuff, locking things behind facilities was and is still a rough sell
Can’t wait for my blimp. Right? 😂
I would like to see deep trench systems eventually
I dearly hope we can get a boost for the Colonial ATAC and the Highwayman. This update has rendered them useless
If you're nerfing grenade ranges, pls nerf the lunaire range.
I can't wait do do not use the medic wagon
Train spawning, what‘s not to like?
So will the AP mines be triggered by friendlies too?, also the " deployable minefields " how do they function?. You don't have to pull mines and individually lay them anymore?.
PLAAANEEES!!!
Awesome! I like the new wheeled tank. Super cool!
Does anybody knows the new soundtrack name?
Wardens VS Colonists, developers
Vive la CallahNAN. Is there a fun halftrack again yet? :p
Give us the music of the infantry update showcase
I hope there are zepplins
mine fields cool af
Please leave msups the way they are in factories. They’re already costly and time consuming. It puts a bigger burden on small group that want to get into facility work
This "nemesis" tank lore... expedition into alliant Union, so there is third faction?
It mentions fighting the Nevish there so it's probably another Warden ally country
No, Alliant Union is part of Mesea, which is origin of Colonial Legion. I'm not sure what "expedition into the Alliant Union" means
Okey new tanks is good, when axes?
best devs ever, fucking amazing, guys maybe thing about a 3rd faction... would be crazy a 1:1:1 - asian faction ;D
Sailor uniforms please.
Someone come over and make me some fajitas please 😩🥺
Green Ash rockets (and bombs) when?
its too op to be add in
@thanhquoc7996 No it ain't. Plague Suits can be added
@@sgtdebones image they will spam a whole hex with gas 24/7
@@sgtdebones it would be great if gas will be affected by wind direction
@@thanhquoc7996 It's not that deep. Gas would only affect the impacted area, not an entire hex. You're purposely overcomplicating a simple concept.
Make the balista rework back
para cuando la traducion al castellano señores!!! media pila loco!
plane
Im so happy we got the nemesis, its so cool! Ive wanted a heavly armored "car" for years for collies!!!!
all of this stuff looks sorta ugly i wont lie doesn't seem inspired off really anything besides the puma