Foxhole

Foxhole

Datau Sep 5, 2017 @ 5:59am
Let's talk about Tech levels
I found an intersting chart about the tech level requirements of all items in Foxhole. I am posting it here, so that you can use it as reference in the following discussion:
https://i.redd.it/7vk21ycytziz.png (all credit to Qloos)


Anyway, let's focus on the Workshop. (WS)

As you can see on the chart, Anti-tank mines are level 2. Except they are not. Because you need RMATs to build them; RMATs, in turn, require sledgehammers to be mined, which is a level 3 tech. In short, unless you are exceptionally good at stealing from the enemy, AT mines are a level 3 tech disguised as a level 2.

Artillery shells. Same issue, but this is worse. You can produce them at level 1, but you can't build the Field Gun that uses them because (surprise surprise) you need RMATs. Again. What is the point of level 1 tech, if it is locked behind sledgehammers? Should one even bother making ammunition that he can't use?

Granade launchers. It is my opinion that these come too early and leave little space for traditional infantry warfare. To reduce the granade spam syndrome, I would move them to level 3.


Moving on. The Vehicle Factory. (VF)

It is my opinion that the Field Gun is waay too high tech for its requirements. As I mentioned before, you need RMATs to build it. WS lvl 3 (100 tech parts)=>sledgehammers=>VF level 4(550 tech parts!)=>Field Gun. It takes an enormous amount of time to create, and requires limited resources (sulphur) to fire. It's also slow AF. Personally, I would move it to level 2: you'd still need RMATs to build it; the lack of EMATs will ensure trigger-happy players won't be able to fire at will.


Last but not least. The Weapons Factory. (WF)

The Storm Rifle is useless. For an endgame gun that is ok-but-not-outstanding, it needs way too much tech. Moving it to level 5 would make it much more appreciable.

Carbine. Same issue as the Storm Rifle. Let's move it to level 4.


Whew. That took some time. The crux of the problem, IMHO, is the sledghammer and the way it forces everything else around it. In this sense, I'd like to hear some constructive thoughts on the matter.

Your turn. Let us know what you think :)
Last edited by Datau; Sep 5, 2017 @ 6:01am
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Showing 1-11 of 11 comments
Wetwings Sep 5, 2017 @ 6:10am 
+1

I also think anti tank mines should be moved to like tech level 4. The way it is right now anti tank mines will almost always be made before the enemies made vehicles. I feel it should be the other way around, anti tank mines should be made in response to enemy vehicles. That way it might force you to focus on getting the workshop upgraded in order to make mines.
dukesalt Sep 5, 2017 @ 9:12am 
There is a good reason why sometimes ammo or items are available at lower tech levels than their weapon or ect.

People horde tech into the main town's workshops and weapon factories, leaving the rest of the map relatively bare. By making howitzer shells low tech, it increases the availability of their ammo after they get unlocked so all you need from the high tech factories is the howitzer kits and the shells can come from anywhere.

I agree with most of the rest of it. I wish FMGs we're easier to come by and grenade launcher weren't, carbines seem alright but weapon factories get upgraded so quickly it doesn't seem to matter.
Oromuth Sep 5, 2017 @ 10:17am 
I would like to point out that it's my belief tech should be stockpiled into Town Halls and FOBs. That way, when logistic drivers drop supplies off, the are able to craft all tech directly out and take it to where it is needed.
Nivek Ogre Sep 5, 2017 @ 10:20am 
Having the ammo at low tech levels also allows for early production. What's the use of making the ammo if the required weapon for it isn't available? Well, you can (and should) be mining sulfur right from the outset of the game. Everyone seems to want mortars- I sincerely think mortars are too much of a crutch for unimaginative players right now - but it's nice to mine sulfur early, make FG or arty ammo early, and have it available for a quick supply-and-push once the relevant weapon is unlocked.

Seriously...enough with the "We need mortars!" cries guys. There are so many other way to clear defenses that don't require tons of precious, precious emats...
Last edited by Nivek Ogre; Sep 5, 2017 @ 10:20am
Agmar Sep 5, 2017 @ 10:38am 
Originally posted by Nivek Ogre:
There are so many other way to clear defenses that don't require tons of precious, precious emats...
Yep.
Rifle grenades.
Only need a few million.
A day.

:steamhappy:
Yojimb0v Sep 5, 2017 @ 12:54pm 
Originally posted by Wetwings:
Originally posted by Yojimbo:
lets talk about this

https://steamuserimages-a.akamaihd.net/ugc/858355151798838681/F666A3F58C8D3B1D44A0737D3AA4C6634369BF65/

How?

rightclick desktop, manage resolution (or whatever its called), it should be set to landscape, set it to portrait, and then launch the game. and then turn your monitor 90 degrees, ha ha ha...
Last edited by Yojimb0v; Sep 5, 2017 @ 12:54pm
Wetwings Sep 6, 2017 @ 2:33am 
Originally posted by Yojimbo:
Originally posted by Wetwings:

How?

rightclick desktop, manage resolution (or whatever its called), it should be set to landscape, set it to portrait, and then launch the game. and then turn your monitor 90 degrees, ha ha ha...

That seems cheaty to me
Datau Sep 6, 2017 @ 11:02am 
Originally posted by 乇乂ㄒ尺卂 ㄒ卄丨匚匚:
There is a good reason why sometimes ammo or items are available at lower tech levels than their weapon or ect.

People horde tech into the main town's workshops and weapon factories, leaving the rest of the map relatively bare. By making howitzer shells low tech, it increases the availability of their ammo after they get unlocked so all you need from the high tech factories is the howitzer kits and the shells can come from anywhere.
Artillery Shells are more of an exception than a rule, though. The only ammo that doesn't come with its respective weapon is 14.5mm (FMG) ammo; but that is because FMG ammo is used by a vehicle, the Field Machinegun. For everything else, if you have the tech to make the ammo, then you also have the tech to make the gun.

Originally posted by Nivek Ogre:
Having the ammo at low tech levels also allows for early production. What's the use of making the ammo if the required weapon for it isn't available? Well, you can (and should) be mining sulfur right from the outset of the game. Everyone seems to want mortars- I sincerely think mortars are too much of a crutch for unimaginative players right now - but it's nice to mine sulfur early, make FG or arty ammo early, and have it available for a quick supply-and-push once the relevant weapon is unlocked.
Unfortunately, Artillery Shells are the only level 1 tech that requires sulphur. The closest next thing, sticky bombs, also need 50 tech. Howitzer and Tank shells are locked behind a 250 tech gate. In short: while mining sulphur earlygame is always userful, you don't really have many options for using it.

I was toying around with the idea of swapping HE nades with sticky bombs. This way, a frontline weapons factory has an immediate use for the sulphur in the area, while the cost-effective building busters will not be as ubiquitous as they are now.
Yojimb0v Sep 6, 2017 @ 1:38pm 
Originally posted by Wetwings:
Originally posted by Yojimbo:

rightclick desktop, manage resolution (or whatever its called), it should be set to landscape, set it to portrait, and then launch the game. and then turn your monitor 90 degrees, ha ha ha...

That seems cheaty to me

yes, it is a bit cheaty, thats the sole reason i am providing this. if i did not want it fixed i would have kept it to myself when i found it out a month or so ago :) i dont want people to get an advantage in any way, shape or form!
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Date Posted: Sep 5, 2017 @ 5:59am
Posts: 11