Foxhole

Foxhole

MEGACHAD Sep 7, 2017 @ 10:41pm
Blueprints too exploitable
They can be used to expose enemy positions and block enemy fire. Blueprints need to cost about 10 mats just to place them then this would stop.
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Showing 1-15 of 18 comments
Sourcerer Sep 7, 2017 @ 10:51pm 
What if you built it on accident? I'm going to be charged 10 bmats for bad placement?

What example do you have of it exposing enemy positions? Are you referring how it gives new buildings a bright blue color that be seen very easily?

Blueprints to block AI is an issue and a possible fix I think would be to allow sight through anything that isn't fully built. Could be something
MEGACHAD Sep 7, 2017 @ 11:00pm 
I don't know how many times I used it to just make a blueprint and move away for enemy to waste grenades/ammo on. When somebody does it to me I wait a while so they lose more mats.
Orionox Sep 7, 2017 @ 11:50pm 
or you can just make foxholes just shoot blueprints
Catteus Of Mars Sep 8, 2017 @ 6:16am 
all defences aggroing buildings being built would fix this.
Do_Be Sep 8, 2017 @ 7:12am 
Originally posted by + M E D I C +:
What if you built it on accident? I'm going to be charged 10 bmats for bad placement?

What example do you have of it exposing enemy positions? Are you referring how it gives new buildings a bright blue color that be seen very easily?

Blueprints to block AI is an issue and a possible fix I think would be to allow sight through anything that isn't fully built. Could be something

10 bmats for bad placement isn't that punishing. I'd be happy if it were 1. it has to be something.
Nivek Ogre Sep 8, 2017 @ 8:56am 
Using blueprints to block AI foxholes, pillboxes, and gun nests is a bannable offense. Report it to the mods in Discord. (It's also being coded out of the game soon).
Sourcerer Sep 8, 2017 @ 8:59am 
Originally posted by Do_Be:
10 bmats for bad placement isn't that punishing. I'd be happy if it were 1. it has to be something.

So if you start trying to build some foxholes and the enemy kept blowing your defenses before you could even finish, you'll be sending more bmats down the drain from just taking the risk of building to defend. I think that's a little too punishing for defending. Even just one, that's still one less bmat that could have finished a wall or be used to block a sandbag with, kidding.

I still think just making the blueprint seethrough and no collision until at least one bmat is put into it would fix a lot of the problems with blueprints.



Originally posted by MarraCat:
all defences aggroing buildings being built would fix this.
Yes? It sounds good but I'm trying to think of how that could be a bad situation. No idea at the moment.
Devs are aware of this. And it has been marked as an exploit, if you see anyone doing this; please report them on Discord #mod-report
Sourcerer Sep 9, 2017 @ 1:57am 
Originally posted by 82DK-S A. Soldier:
I've had my vehicle blocked from the back by enemy blueprints.

I mean it probably takes skill, but it's annoying it's an exploit and not really a feature.
A skillful use of an exploit. No collision could fix.
IAMBUDDHA Sep 9, 2017 @ 9:15am 
Originally posted by Deathwing The Boss:
Devs are aware of this. And it has been marked as an exploit, if you see anyone doing this; please report them on Discord #mod-report
dam
NorthernPixels Sep 9, 2017 @ 1:20pm 
Blueprints blocking AI is definitely something we're currently working out. Exploits are always high on our priority list.

Could you explain what you mean by "Expose enemy positions"?
Sourcerer Sep 10, 2017 @ 2:24am 
Originally posted by Northern Pixels:
Blueprints blocking AI is definitely something we're currently working out. Exploits are always high on our priority list.

Could you explain what you mean by "Expose enemy positions"?
He's most likely referring to how if you build something, that bright blue blueprint will shine through darkness and in most cases it seems you can see it even when not in your line of sight.
So trying to push defenses into an area can be very hard when enemy can see you building on the other side of the wall and just chuck grenades at you.
Nivek Ogre Sep 10, 2017 @ 10:33am 
Originally posted by + M E D I C +:
Originally posted by Northern Pixels:
Blueprints blocking AI is definitely something we're currently working out. Exploits are always high on our priority list.

Could you explain what you mean by "Expose enemy positions"?
He's most likely referring to how if you build something, that bright blue blueprint will shine through darkness and in most cases it seems you can see it even when not in your line of sight.
So trying to push defenses into an area can be very hard when enemy can see you building on the other side of the wall and just chuck grenades at you.

Making blueprints visible only to the team building them would help with that most likely, but that's unfair to the defending team (if you're building you SHOULD be vulnerable to some extent). Maybe reduce the radius that blueprints are visible? I don't know how that could work though.
Jaes Sep 10, 2017 @ 1:22pm 
I think the way Blueprints are visible is perfectly fine. It allows an attacker/defender to react to a live situation and encourage players to actively secure an area to prevent someone from attempting to destroy your attempts to fortify.

Now can someone clarify the whole exploit part? I've seen groups of players that will actively knock out a defense network then build up a sandbag infront of the concrete pillboxes as a cheap way to knock them out versus spending 5 HE grenades to pop it.
[BKM]Harry Sep 10, 2017 @ 7:20pm 
Originally posted by Jaes:
Now can someone clarify the whole exploit part? I've seen groups of players that will actively knock out a defense network then build up a sandbag infront of the concrete pillboxes as a cheap way to knock them out versus spending 5 HE grenades to pop it.

the exploit part is.... you can place a blueprint from range infront of a defensive structure preventing it from firing. then run in and do one or two hits with the hammer and it stays there. if anyone thinks that is not an exploit they are delusional.

the only way to combat this is with gunnests as they seem to be able to throw a grenade, but foxholes, pilboxes and sunken pillboxes are susceptible to this behaviour. Some people do however place a sandbag out of range of the grenade but within range of the gun to allow them to get close enough to use things like rpg for a quick way to destroy a line of defence. once the blueprint is placed you are safe to stand behind it. you can even go to the extent and place a foxhole or pillbox infront of a defence built it out and then jump in with enough HE to destroy the defence in front without harm.

If i see my team doing it I tell them off, if i see the enemy doing it I tell them off. If they dont stop i will report them.

No defence is safe from Smoke + HE and satchels. why do people chose to exploit if this is the case?
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Date Posted: Sep 7, 2017 @ 10:41pm
Posts: 18