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Saints1983 Mar 21, 2021 @ 9:06pm
Warden Infantry weapons way better than coloniall
Has anyone noticed how much better the warden infantry weapons are the colonial? Pitch gun vs. smg terrible. Rifle vs Rifle terrible. 3 burst gun sucks. LMG is the only answer the colonials have but it is teched against the ignifist which is an impossible choice. Wardens just have way better options as infantry at this point.
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Showing 1-12 of 12 comments
Mr. Pain™ Mar 21, 2021 @ 11:18pm 
It's ok. You still have TANK SPAM LMAO. You'll still win like last time.
{O|G} Lythronax Mar 22, 2021 @ 1:19am 
The wardens smell of fear.
[MM] ★ Nielser Mar 22, 2021 @ 9:50am 
and you have WAY better earlier AND late game armor...
Faded Mar 23, 2021 @ 4:35am 
They still lost the last war.
Atrophus Mar 24, 2021 @ 3:33am 
The pitch gun is a pistol, of course its less good than the main hand equivalent.
The burst rifle is actually cool, we love looting them from you guys.
Didnt use your rifle excessively but it worked out for me. Its an carbine, so you'll snipe less long range but fare better medium range.
FoolMonty Mar 24, 2021 @ 8:00am 
Agree the Fiddler and Warden MG's seem like laser beams to me.
There is no pray when then they spray.
The Argenti is about the only reliable hitter but its RoF is kinda sad.
The Fascina needs a A/S option and larger mag like the storm rifle
The Pitch should just be removed IMO, pure garbage.
The shotty is better option for its niche use but you're still better off looting a Fiddler.
..and their sniper is so much better too 100-150 vs 70-105 for the same cost..lul wut?

Wardens also seem to have twice the view distance at night but that's another story..
Last edited by FoolMonty; Mar 24, 2021 @ 8:08am
Stranger Days Mar 24, 2021 @ 5:51pm 
Take all of this with a grain of salt as I personally think the devs are trying too hard to make EVERYTHING Asymmetrical and I believe that both factions should have an identically stated set of basic weapons with unique variants on those weapons.
I also recognize that Colonials got most/all of the new infantry weapons and as such it takes time to adjust to a new set of combat tools. That kinda sucks.

Pitch gun is an amazing secondary. If you use it as a secondary. From a commanders hatch it has LMG accuracy and the same range as standard SMG which means any vehicle with a commanders hatch basically has a pintle mount MG. As any non direct combat role it is perfect. It multiplies the force of builders, medics, and logi. It also does heavy work as an AT or support weapon trooper. As a secondary weapon it has an increased swap to speed. It is the absolute best sidearm. Stop comparing it to the Warden SMG. The Warden SMG is a primary weapon and its stats need to equal other primary weapons.

The Colonial Rifle is an amazing offensive rifle. It has almost the same accuracy as the Warden rifle, It weighs far less, It has a great rate of fire, its damage is high enough that you 2 shot players just like the Warden rifle, bayonet is an auto tech so you always have a CQC option of comparable strength to the Warden SMG, it has a faster accuracy gain/recoil defbuff making follow shots decently accurate, and it has some sort of strange hidden stat that lets it randomly snipe unsupressed players in full cover. Not to mention that it has the same/slightly better stats than the Warden carbine which is a weapon that we need tech to unlock and is much beloved in the veteran community. It is an aggressive rifle that favors flanking, trench rushing, trench to trench combat, and assaults. If you treat it like a long range slow firing bolt action rifle you only have yourself to blame when you lose in a fire fight.

The Colonial burst rifle is essentially the Warden base rifle but every shot has around a 2/3rds chance of one shotting your target. Its RNG. RNG feels bad when it screws you over. But statistically speaking enough players using the burst rifle on the frontline will decimate the oppositions infantry.

Also if you want to get rid of/nerf a majority of Warden weapons I really think we need to talk about how dumb the ISG is.
Lantantan Mar 24, 2021 @ 10:37pm 
Warden SMG is amazing, has always been amazing. Collie basic rifle is bit better than warden counterpart. Tiny warden frag range makes it completely useless.
None of that matters when one team gets the OP, Broken, cheap, no-counters ISG gun. That thing melts bunkers, tanks, infantry at no rmat cost and from safe range.
Last edited by Lantantan; Mar 24, 2021 @ 10:44pm
FoolMonty Mar 24, 2021 @ 11:48pm 
Originally posted by Stranger Days:
Take all of this with a grain of salt as I personally think the devs are trying too hard to make EVERYTHING Asymmetrical and I believe that both factions should have an identically stated set of basic weapons with unique variants on those weapons.
I also recognize that Colonials got most/all of the new infantry weapons and as such it takes time to adjust to a new set of combat tools. That kinda sucks.

Pitch gun is an amazing secondary. If you use it as a secondary. From a commanders hatch it has LMG accuracy and the same range as standard SMG which means any vehicle with a commanders hatch basically has a pintle mount MG. As any non direct combat role it is perfect. It multiplies the force of builders, medics, and logi. It also does heavy work as an AT or support weapon trooper. As a secondary weapon it has an increased swap to speed. It is the absolute best sidearm. Stop comparing it to the Warden SMG. The Warden SMG is a primary weapon and its stats need to equal other primary weapons.

The Colonial Rifle is an amazing offensive rifle. It has almost the same accuracy as the Warden rifle, It weighs far less, It has a great rate of fire, its damage is high enough that you 2 shot players just like the Warden rifle, bayonet is an auto tech so you always have a CQC option of comparable strength to the Warden SMG, it has a faster accuracy gain/recoil defbuff making follow shots decently accurate, and it has some sort of strange hidden stat that lets it randomly snipe unsupressed players in full cover. Not to mention that it has the same/slightly better stats than the Warden carbine which is a weapon that we need tech to unlock and is much beloved in the veteran community. It is an aggressive rifle that favors flanking, trench rushing, trench to trench combat, and assaults. If you treat it like a long range slow firing bolt action rifle you only have yourself to blame when you lose in a fire fight.

The Colonial burst rifle is essentially the Warden base rifle but every shot has around a 2/3rds chance of one shotting your target. Its RNG. RNG feels bad when it screws you over. But statistically speaking enough players using the burst rifle on the frontline will decimate the oppositions infantry.

Also if you want to get rid of/nerf a majority of Warden weapons I really think we need to talk about how dumb the ISG is.

This is what wardens tell their children at bedtime and why the grow up to hate us.
Head stuck in the sand fairy tale stuff.
Rat Oct 24, 2023 @ 2:30am 
None of the weapon stats really matters if you have poor positional awareness. Far too many players I have seen die needlessly wasting equipment and spawns. Also most players don't seem to realize that you can kill an enemy behind cover if you atain fire superiority by focus firing them as a group. The Argenti is perfectly suited for this role and can easily overwhelm enemy positions and provide plenty cover fire for flanking. Wardens outrange and Colonials outflank. Not every fight has to be a frontal assault. Find the position that will provide you the superior advantage.
Horny Rooster Oct 24, 2023 @ 5:41am 
Two year old post, lol nice necro.
Siege Camp Mod Oct 24, 2023 @ 12:55pm 
Due to the age of this thread, this post will be locked moving forward. If there is a need to expand further on the conversation with new points, we encourage you to make a new thread.
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Date Posted: Mar 21, 2021 @ 9:06pm
Posts: 12