Foxhole Guide - (Colonial) Destroyer "Conquerer"

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  • Опубликовано: 12 дек 2024

Комментарии • 42

  • @EG-0611
    @EG-0611 Год назад +22

    2 informations I would like to include:
    1. When you look at binoculars while being inside of ship (not on beck but while below deck), azimuth intentionally shows wrong value.
    2. Ship sub-systems can be damaged and manfunction like tanks. Their engine can take damage and malfunction as well as its guns.

    • @FreerkHoltes
      @FreerkHoltes  Год назад +2

      Good points
      I haven't tested the engine subsystem (yet) I imagine it's gonna be hell to get to safety

    • @Lower1K
      @Lower1K Год назад

      @@FreerkHoltessaw this while watching Kronus’ stream, where an enemy ship closed the bulkhead to the engine room causing it to flood. Resulted in them being caught dead in the water and let Kronus’ guns zero in and bombard.

    • @FreerkHoltes
      @FreerkHoltes  Год назад

      @@Lower1K Well... expensive lessons are the lessons that stick the most :D

  • @idalwave6422
    @idalwave6422 Год назад +8

    Operating a warship sounds complicated especially the sonar system, this will be fun

    • @FreerkHoltes
      @FreerkHoltes  Год назад +3

      It is pretty complicated at first, but each individual position in the end is pretty basic. It's the working together that will make it tough to master I think

  • @patrickazzarella6729
    @patrickazzarella6729 Год назад +8

    Some changes I would make, is giving the Destroyer the option to carry torpedoes instead of depth charges in the rear of the ship. This would also mean buffing the submarine with a machine gun and a proper single 120mm deck gun and increasing the damage/amount of torpedoes fired and stop blueprints and soldiers from blocking torpedoes. Hopefully we see more naval stuff in the future

    • @FreerkHoltes
      @FreerkHoltes  Год назад +4

      I am pretty sure that this updates mainly concerned itself with bringing the gamemechanics into the game and that over time and coming updates things will get better polish, balance and definitely more naval content (like an open-topped sub for the colonials)

    • @zhu_zi4533
      @zhu_zi4533 Год назад +1

      But in this way, no weapons can cause damage to submarines in a submerged state. The deep charge of a destroyer is the only weapon that can actively cause damage to submarines in a submerged state

    • @Jebu911
      @Jebu911 Год назад +1

      Yeah but after playing the new patch do you realize how riddiculosely more powerful the destroyer already is compared to the warden sub? Not only is destroyer the king of the seas when it gets researched its also a mobile spawn point. Only way for wardens to stop it is to do multiple suicide runs with gunboats and that costs a lot of materials and manpower and even then it will just drive back home for repairs. Add insult to injury submarine costs 12 naval hull parts and destroyer only costs 3 more than it does even tho the sub is way shittier. Only nice thing about the sub is it doesnt need as many guys in it to work properly but the bad part is it needs actual training to operate with any effectiveness unlike the destroyer.

    • @zhu_zi4533
      @zhu_zi4533 Год назад

      @@Jebu911 Latest information: Except for a destroyer on the Eastern Front that was sunk by a gunboat swarm.
      The game's original two destroyers were:
      -Going offline without anchoring on rainy days caused it to sink on its own
      - Difficulty anchoring on rainy days, resulting in being sunk by a submarine
      Rainwater will accumulate inside the battleship and sink it

    • @zhu_zi4533
      @zhu_zi4533 Год назад

      @@Jebu911 This is a strange way to die, very Siege Camp style

  • @PROLIFIC_TRAVELS
    @PROLIFIC_TRAVELS Год назад +2

    Awesome video bro 👍

  • @Jopeth23
    @Jopeth23 Год назад +17

    It would be nice of the regiment who made thr ship would have a "christening" ceremony before launching a ship, where a female member or the wife/gf of the regiment leader would christen the ship over voice chat.

    • @FreerkHoltes
      @FreerkHoltes  Год назад +2

      I bet the Wradnes gladly come christen Colonial ships with flasks :D. Not sure what Colonials would use to christen Warden ships though

    • @lazerwater6137
      @lazerwater6137 Год назад +1

      @@FreerkHoltes mammons

  • @danielmartinezmartinez441
    @danielmartinezmartinez441 Год назад

    Nice!

  • @max1247
    @max1247 Год назад +3

    What exactly is the point of anchoring?

    • @FreerkHoltes
      @FreerkHoltes  Год назад +4

      Forgot to include that; when your large ships is anchored it can not spring leaks. It can be detroyed but you can't shoot leaks into it.

    • @max1247
      @max1247 Год назад +2

      @@FreerkHoltes oh that's very interesting, thank you. Does it stop leaks that have already been made by damage?

  • @anoshpaul5185
    @anoshpaul5185 Год назад

    The ship guns need an animation when they fire, like recoiling

  • @amplysucks7987
    @amplysucks7987 Год назад +1

    man thats crazy

  • @NA-Not-Available
    @NA-Not-Available 9 месяцев назад

    Hi! Just curious, so if both engines are set to reverse, pressing W will go backwards? or will it go forward but very slowly.

    • @FreerkHoltes
      @FreerkHoltes  9 месяцев назад

      Good question! I haven't played with destroyers for a long time but I assume both engines in reverese should make you go backwards when pressing W

  • @noamginat4273
    @noamginat4273 Год назад

    Can you please do a guide on how to do artillery spotting?

    • @FreerkHoltes
      @FreerkHoltes  Год назад +2

      In my nearly 5000hrs of Foxhole I have done a grand total of maybe 2 (two) hours of artillery related things. I will have to take a deeper dive myself. Artillery in general has been on my list, but since I am not a fan of artillery (neither to deal nor receive) I'm not sure if that is going to be any time soon.
      There are artillery calculators online, and you can use for instance foxholestats.com to just "spot" on the map.

  • @anastas2011ify
    @anastas2011ify Год назад +1

    So, how many people you need to operate it?

    • @FreerkHoltes
      @FreerkHoltes  Год назад +3

      Just one if you only need to move it, after that it is up to what you want to do.
      If you mount all weapons you're allready looking at 2x120, 1x40, 2xmg and 2x launcher= 7 people. and then you need loaders, sensor operator, spotter and driver as well. so then you're lloking at like 12-15 people.
      Skelton crew for sub hunting I think is going to be 4/5 people (driver, sensor, launcher, loader, and a jack of all trades)

    • @zhu_zi4533
      @zhu_zi4533 Год назад +2

      about 15+pp
      Because you always need additional damage management personnel, and due to the fast firing speed of the main gun of the warship, 2-3 loaders per gun are required to unleash maximum firepower,and this destroyer has two main guns.

  • @berry6473
    @berry6473 Год назад

    Wouldn't the backgun hit the ship if its aiming forward in direct fire mode?

    • @FreerkHoltes
      @FreerkHoltes  Год назад

      Hhhm, maybe in direct fire mod, I haven't tested it.
      It's just one of those things I avoid during testing: aiming at my own stuff ;)

  • @berry6473
    @berry6473 Год назад

    You think a well managed destroyer can take a hex by itself? The other team doesnt have any destroyers yet

    • @FreerkHoltes
      @FreerkHoltes  Год назад

      The damage output is decent but nowhere near enough to take an entire hex. I doubt it will be even possible to take out a single townhall or relic base with it if the defending side has repair people and does harras the destroyer.
      We'll have to just wait and see I guess, to see how they fare

    • @NA-Not-Available
      @NA-Not-Available 9 месяцев назад

      Battleship maybe you can neutralise one region, we've seen in videos of full savlvos destroying TH very quickly. But with only 4 120mm, it takes constant bombing and only works when you overwhelm their repair and defense first.

  • @daviddragneel7318
    @daviddragneel7318 7 месяцев назад

    Need a builder or logi home for next war who's the best in colonial

    • @FreerkHoltes
      @FreerkHoltes  7 месяцев назад

      Hhhm, that usually comes down to preference. I usually have good interactions with WLL and T-3C but that's only the bigger names I remember playing with on occasion from the top of my head.
      You might want to take a look in the Foxhole Official Discord's clan-recruitment channel