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.
@@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.
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
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
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)
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
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.
@@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
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.
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.
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)
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.
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
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.
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
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.
Good points
I haven't tested the engine subsystem (yet) I imagine it's gonna be hell to get to safety
@@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.
@@Lower1K Well... expensive lessons are the lessons that stick the most :D
Operating a warship sounds complicated especially the sonar system, this will be fun
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
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
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)
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
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.
@@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
@@Jebu911 This is a strange way to die, very Siege Camp style
Awesome video bro 👍
Thank you!
@@FreerkHoltes are you collie or warden this war?
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.
I bet the Wradnes gladly come christen Colonial ships with flasks :D. Not sure what Colonials would use to christen Warden ships though
@@FreerkHoltes mammons
Nice!
What exactly is the point of anchoring?
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.
@@FreerkHoltes oh that's very interesting, thank you. Does it stop leaks that have already been made by damage?
The ship guns need an animation when they fire, like recoiling
man thats crazy
Hi! Just curious, so if both engines are set to reverse, pressing W will go backwards? or will it go forward but very slowly.
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
Can you please do a guide on how to do artillery spotting?
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.
So, how many people you need to operate it?
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)
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.
Wouldn't the backgun hit the ship if its aiming forward in direct fire mode?
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 ;)
You think a well managed destroyer can take a hex by itself? The other team doesnt have any destroyers yet
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
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.
Need a builder or logi home for next war who's the best in colonial
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