Foxhole

Foxhole

apocal43 Sep 6, 2017 @ 11:58pm
Can somebody talk me through some guns?
OK, just as preface, I'm behind restricted internet, so I can't see any YouTube videos.

I'm new to the game and I'm trying to get a feel for various weapons and roles. So I have a few questions.

1 .I like the HMG especially this seems like the first game where setting up an emplaced machine gun isn't suicide by sniper. But I want to be sure I'm using it well, in-line with what other players expect out of a HMG.

Right now, I usually setup somewhere that is thin on manpower, generally in a foxhole or at bare minimum some sandbags. If there are guys pushing, I'll try to displace and keep up with them while watching their flanks, then setup on freshly taken ground once their attack runs out of steam. Should I bother though? Or should I just carry an SMG and one or two mags to swap out instead?

2. How do tanks work in game? I understand the basics of three positions, except I swear I once saw a tank spitting out machine gun rounds like it had a bow MG. I could be mistaken in that -- it was night and a seriously hectic fight -- but when I drive tanks, I can't find any machine gun, in any position.

Also, the main gun seems a little anemic. Aiming at a cluster of individual troops running around, I can plant a round at their feet but it doesn't seem as if it does much, if anything. Does the round need to intersect them on the fly? Or does it just favor hitting structures rather than soldiers?

3. What is the use of the field machine gun compared to the HMG? Is there any difference at all?

4. This is a bit higher-level, but having seen a number of outright stalemate situations -- both sides foritified across a roughly screen-length no man's land -- how are such defenses successfully attacked? I'm thinking tanks with ample shell loads, HMGs and guys with HE/green ash grenades coming up once the defenders are pushed away, but I don't know since I've never seen it done. It seems as if both sides push up with half-tracks and/or tanks for a bit then get pushed back to their start line once the vehicles are inevitably knocked out.

Thanks for all the help.
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Showing 1-15 of 16 comments
Toof is Jiving Sep 7, 2017 @ 12:13am 
Normally when you're pushing enemies back from their front lines, it's a good idea to have an HMG handy to help take out any pesky fox holes that may be lingering along the front lines, or to help do things like cover infantry while they rush the position with High Explosive grenades. Another good thing for the HMG to do is set up at a roadblock to help disrupt enemy logistics lines. An HMG is amazing to have in this scenario because A. it can melt through truck armor like melted butter, and B. it can be used to mow down the enemies who got out of the truck in time and began to scatter.

Now for my question. What kind of place blocks youtube aside from school buildings and I guess some work stations?
apocal43 Sep 7, 2017 @ 12:18am 
Originally posted by 101st SPC Shark:
Now for my question. What kind of place blocks youtube aside from school buildings and I guess some work stations?

China.
Toof is Jiving Sep 7, 2017 @ 12:24am 
Originally posted by apocal43:
Originally posted by 101st SPC Shark:
Now for my question. What kind of place blocks youtube aside from school buildings and I guess some work stations?

China.
Oof.
Agmar Sep 7, 2017 @ 4:53am 
Originally posted by apocal43:
Originally posted by 101st SPC Shark:
Now for my question. What kind of place blocks youtube aside from school buildings and I guess some work stations?

China.

Actually, Red China.
I don't believe that players in the Republic of China have such restrictions.

evilcherry Sep 7, 2017 @ 5:09am 
2. Tanks are mobile siege guns - if you use them against individual soldiers you are using it wrong. The half-track is, otoh, a very mobile anti-infantry unit sporting a mounted HMG.
3. FMGs are basically buffed HMGs. It can deal respectful damage even at the edge of the diagonal, it has an enormous capacity to keep up continous fire, and it spews twice as much dakka per bmat. It comes at a cost of basically needing a pair of players to work efficiently.
4. You can breach any defense with enough sulphur.
Agmar Sep 7, 2017 @ 5:40am 
Originally posted by evilcherry:
4. You can breach any defense with enough sulphur.

Any unattended defense.
Structures without humans around to defend them are just targets.
:steamhappy:
Happy Sep 7, 2017 @ 8:19am 
1. HMG is great at knocking out foxholes to the point of being over powered. You can stay out of range of the foxhole and knock it out in about 2 clips. It can also take out reinforced walls in a bit over 2 clips. Haven't tried it on pill boxes yet.

HMG can make all the difference in a stand off. Especially if you slow walk up with 20+ clips and just constantly chew up the enemies defenses.
Last edited by Happy; Sep 7, 2017 @ 8:30am
apocal43 Sep 7, 2017 @ 8:24am 
Are you sure about that, Dave Bro? I just unloaded like six full boxes against a foxhole and nothing happened...?
Happy Sep 7, 2017 @ 8:28am 
Originally posted by apocal43:
Are you sure about that, Dave Bro? I just unloaded like six full boxes against a foxhole and nothing happened...?

Positive, rifle ammo works too. The closer you are the more damage you do, but you can definitely take them from long range. Make sure youre actually hitting it and not shooting over.
Fifthera Sep 7, 2017 @ 9:05am 
Originally posted by {FOX} Dave Bro:
Originally posted by apocal43:
Are you sure about that, Dave Bro? I just unloaded like six full boxes against a foxhole and nothing happened...?

Positive, rifle ammo works too. The closer you are the more damage you do, but you can definitely take them from long range. Make sure youre actually hitting it and not shooting over.

Are you sure you were out of range and not just suppressing it? I found st the roughly 30 to 20 meter range foxholes get it takes more like 3 belts to chew one... that being said make sure you burst fire whenever possible to try and make sure all rounds are on target. The only time you should fire continuously is against a clump of 3 or more enemies as the shots that do go wide are bound to hit someone else.
Happy Sep 7, 2017 @ 10:13am 
Took out nearly ten unguarded but automated foxholes to clear a path last night. It may have been three clips. Definitely wasn't six. Of course, many of them may have had been damaged at some point earlier and never repaired. The best estimate I can get on actual numbers are from an old steam post and a wiki page.

Weapon Damage:
https://steamcommunity.com/sharedfiles/filedetails/?id=1101211412

Structure Health:
https://foxhole.gamepedia.com/Structure_and_Building_Health

About 22 damage at range for HMG against 1500 HP for a foxhole. 1.36 clips if every bullet were to hit, of course a lot are misses. No idea how accurate these numbers are, but I'm pretty sure it was 2-3 clips when I was clearing them last night.
Last edited by Happy; Sep 7, 2017 @ 10:26am
apocal43 Sep 9, 2017 @ 8:15am 
Yeah I must have been shooting over then. It makes me wonder though, why people choose to use HE grendes (plus smokes for cover) to take down simple foxholes when the HMG can do it safely from ranges where the foxhole can't (or won't) do anything in reply?
Fifthera Sep 9, 2017 @ 8:29am 
Originally posted by apocal43:
Yeah I must have been shooting over then. It makes me wonder though, why people choose to use HE grendes (plus smokes for cover) to take down simple foxholes when the HMG can do it safely from ranges where the foxhole can't (or won't) do anything in reply?

Sometimes breaching a line of foxholes is part of a rapid assault and to do so with fire arms would take more time and draw more enemy attention then a well coordinated grenade rush
Agmar Sep 9, 2017 @ 8:39am 
Originally posted by apocal43:
It makes me wonder though, why people choose to use HE grendes (plus smokes for cover) to take down simple foxholes when the HMG can do it safely from ranges where the foxhole can't (or won't) do anything in reply?
Isn't HMG tech above that of smoke?
hats Sep 9, 2017 @ 2:37pm 
1 - HMGs are a versatile weapon. You can set up while attacking to clear out enemy foxholes (This takes roughly 50 hits; fire in bursts for maximum efficiency) and to mow down anyone who gets too close, as well as in defence, thanks to it's similar damage to the standard rifle and mostrous rate of fire. You generally only nee 1 or 2 heavy gunners for a squad of 5-6 players, the rest carrying rifles, carbines, or shotguns.

2 - A tank is a cannon on tracks, and nothing else. They are poweful siege weapons but only when supported by infantry or half tracks. Their gun does significant damage but with a small blast radius. They are best deployed when assailing an entrenched enemy. You may have seen a Half Track, which is basically an armoured truck with an HMG mounted on top, even uses the same ammo as an HMG. The Half Track (or HT) is the ultimate infantry support weapon, being used for hunting down infantry, demolishing static defences with ease, or engaging enemy vehicles. No good push goes without one.

3 - The Field Machine Gun (FMG) is more accurate, powerful, and duarable than an HMG gunner, but requires co-ordination between a driver and gunner to effectively deal damage. It has a much narrower field of fire than even a prone HMG, but it's much more powerful and sports an impressive 200 round box magazine for sustained suppressive fire.

4 - The best answer to a heavily entrenched enemy is a Mortars, Howitzers, or Field Artillery. These three artillery pieces are the premier tool for breaching stubborn defence lines. Mortars are man-portable shell-droppers with a short range, mainly used for destroying close by dug-in enemies as well as Anti-Tank turrets which vehicles can't approach. Howitzers are static guns that can drop a shell over any cover at long range. They are best deployed when besieging a large town, as their shots have a large spread making them ineffective at destroying small defensive emplacements, but excellent for kncking out lartge static targets like garisonned houses, town halls, and outposts as well as clearing enemy infantry with their large area of effect. They also boast an impressive rate of fire. Field Artillery Guns are similar to FMGs in that they require 2 men to operate (ideally a third player to spot targets). They have a slightly lower rate of fire than a howitzer and the same range, but are mobile and deal more damage. However, their shells are launched over a lower trajectory and can be intercepted by buildings other than their target such as walls.
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Date Posted: Sep 6, 2017 @ 11:58pm
Posts: 16