Foxhole

Foxhole

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Sentneil Jun 3, 2021 @ 3:58pm
why is the game imbalanced
as an avid warden player i cant help but feel there's a large bias towards the colonials. endless resources, higher health, and better guns. am i wrong or is there proof to this.

disclaimer: this is not whining, it is a fair discussion of if the game is balanced and how to fix it. culminating in a petition to the devs if it is imbalanced.
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Showing 46-60 of 67 comments
Qorréal Jun 20, 2021 @ 3:06pm 
Originally posted by 草木枯荣 Johnny_Leo:
Originally posted by Qorréal:

Unfortunetely totally agree :(

Colonial weapons: better range and better precision. As much to say to you that you will be able to quiet frag of the warden without taking any risk.

Colonial vehicles: better range, better turret rotation, more health, much more mobile, can be produced in greater numbers, and much more diverse. Ah and we have the ballista.

Wardens have really slow and useless heavy tanks. The devs are so lazy to take care of the wardens that for the new tanks they just do "let's create an even heavier version 2". Ah and they have armor that is useless to spend the first 15 seconds of engagement (on engagement that lasts several hours it's just useless). To destroy one? run over it with anti-tank grenades. In a tank? go around them or shoot them from a distance (they have a rotten range and will have to approach to engage you ...). Warden tanks will be unable to defend themselves or retreat fast enough. In short, we have the impression of having tanks from the Second World War (colonial) against tanks from the first (warden).


All these elements are reinforced by the fact that there are at least 3 times more colonial players than warden.

And the only answer there is: "no but it's not the goal to be balanced otherwise go on another game ... Seriously? All we gain from that is to have a PVE game where we will just hit warden bunkers which decay because, yes, the warden players go to other games.
Real chad that consider the game community rather than one faction experience, I respect you as a new Warden. Its true that in a war MMO that has 2 factions, if the weapons and tech is unbalanced and letting one side see no hope of winning by skills, the players will leave eventually.

I am a colonial player. I played 7 wars so not sure that makes me a new player.

I found the game boring as soon as the tanks are unlocked. Because we have better equipment. So I stopped the game at this moment because, unsurprisingly, (and this was verified again,) we will still easily win past this point. Lot of warden players did same.

the game has lost half of its players in 2 months. Nothing seems to change on the developers side and when I see the other colonial players who want to keep their advantage at all costs, the game will once again become a small game with 500 players on it.
Last edited by Qorréal; Jun 20, 2021 @ 3:13pm
St. Jakob Jun 20, 2021 @ 3:42pm 
The fact is that the game is very imbalanced for all the uncontrollable reasons mentioned (population, topography etc etc) but it is also imbalanced due to all round weapon superiority in favor of the Colonial Legion. Even the faction description explains this and the developers have taken every opportunity to let them live up to this description.

When I started, it was the beginning of an 8 win streak on behalf of my faction, the Wardens. I felt we were invincible - it was despite have inferior weapons. We couldn't help but laugh at the Collie. He had the better weapons, but we were still winning.

But then they introduced the MHT (Mobile Half Track) with AP shells that were a menace to our battle tanks, the pride of our arsenal. But we adapted and started winning again.

But then they introduced the LTD (Light Tank Destroyer) that outranged ALL our tanks by 5m and the AT gun of our SH (Silverhand) by 10m. Slowly, we figured its weak points and managed to win again, but not as convincingly.

But then they brought in the falchion, which can be mass produced, 25 tanks in one MPF run at comparably low cost and is a tank that is just as good (if not better) than our LT (Light Tank) - the work horse of our armor. It gets more and more difficult.

To give you a list of weapons the Colonial has in superiority to ours (not exhaustive):
- Logi Truck: Collie has LMG (we have none)
- Motorbike: Collie has MG (we have none)
- Jeep: Collie has RPG (we have LMG)
- APC: Collie has a 12.7mm HMG (we have nothing)
- LTD: Collie outranges all our armour with 68mm AP gun (we have the noble widow,
which has a powerful gun 75% velocity boost, but is slow, guzzles diesel and is still
outranged by the LTD).
- LT: Collie has the Falchion (25 per run); we have Mk III and IV (15 per run)
- Siege: Collie has the Ballista (heavily armored 10 spigget tank); we have an
arm chair launcher that fires 6).
- 150mm artillery: Collie outranges us by 50 m.

It's becoming apparent that there is too much influence by the developers in the outcome of our wars, the Colonial arsenal is too powerful and becoming insurmountable and it's just seeming like they want to humiliate the Warden empire for being so effective.

Even still, I am sure we will adapt and start winning again. But I am not keen on doing it with sticks and stones against their Abrahm Tanks.
Last edited by St. Jakob; Jun 20, 2021 @ 3:46pm
Pizzashot Jun 20, 2021 @ 11:00pm 
The big problem is that developers try to make both teams different with different kinds of equipment and heavily favor Colonials in mid to late game. They should just abandon their diversity goal and make everything as equal as they can between the both teams. Give both teams one thing within every category and let us vote at research center what we want.

Early war is fun when no team has a clear advantage but then Colonials get Field Artillery which melt towns and tanks that are cheaper than Warden tanks. What really messed Warden up was that Colonials kept pushing with Field Artillery at the back. Warden need to bring a Huber Lariat to artillery and it is just a mess compared to a Field Artillery.

Both teams should have stuff comparable to each other and the range of everything should be close to equal. Having a longer range than the other team allows a team to melt towns from a safe distance. This diversity also ruins a game when the team in favor also has more players online, there is no way to defend and repair against superior weapons aka Field Artillery.

They clearly tried to fix this out-manned thing with a respawn timer but it does not work if one team still have better stuff to play with. Having a faster respawn rate does not really matter when one team got superior weapons to fight across bridges with. Long respawn timers messed Wardens up though because we could not repair against the Colonial Field Artillery.

My mid-late game experience was like this: Collies move in with field mortar ''repair, repair, repair, repair'' go to sleep, bb was lost. Another day of repairing, going to sleep and the town was lost, sleep, town was lost.. Building a base with 20+ anti-tank turrets, sleep, bb was lost. Warden builders fight against Colonial artillery 24/7 in late game and it is no fun at all.

Colonials are super favored with their movable 120mm Field Artillery. Give Warden a 120mm Field Artillery and Colonials will also complain about having their bases destroyed from a safe distance while being pushed. Both teams should have at least 1 of each item and the game would be fine, no team would be able to complain about what the other team researched.

The funny part is that Wardens used to have a Field Artillery but it was removed from the game.. Why remove something from a game to make it unbalanced? There is a lot that was removed from this game that is questionable if you want balance.
Last edited by Pizzashot; Jun 20, 2021 @ 11:27pm
Garlic Master Jun 20, 2021 @ 11:26pm 
warden doesn`t have an artillery. In a game about infantry pushes and trench warfare, one side has no artillery. No wheel artillery, no track artillery, no tank artillery. There is a mortar with a whopping 25m range. This is why you have a Warden Human wave attack, as there is nothing else.
Pizzashot Jun 20, 2021 @ 11:29pm 
Wardens have a mortar and a mortar tank with both 80m range, but that does nothing against Field Artillery spam. Colonials got both mortar and artillery which gives them a superior advantage while attacking. To call Wardens a defending faction is stupid when it ''whatever it is'' is countered by Field Artillery. All BB's that I fought at was run over by artillery destroying the whole defense with hundreds of shells. A couple of players can create many hundreds of shells within 60 minutes and there is no way that the defenders can defend against that when they have low-mid population, which is probably the reason to why WARDENS no longer have Field Artillery, but someone wanted Colonials to be superior at attacking..

The absolute worst feeling I had as a builder this war was when Colonials used 3+ Field Artillery at Reflection, there is NO WAY to repair anything when it is raining 120mm shells. Field Artillery can also move back when they see that the enemy push a few meters, making it a safe artillery that can just re-position and keep spamming as long as they have shells.

This is the tactics of Colonials when they get Field Artillery. Get to a place and build a fast BB, bring Field Artillery and artillery the town that you want to take over. Colonials got no static 120mm so you KNOW that it was their Field Artillery that destroyed all defenses.

To believe that Huber Lariat ''300 meter'' will counter Field Artillery ''250 meter'' is stupid when Field Artillery is stealthy and Huber Lariat is not. To pretend that each BB will have a Huber Lariat is also stupid because you need a special kind of players to even care about static defense. 1 artillery piece is also usually not enough since its damage is easily repairable, good luck to find 4-10+ random players that wants to bring shells and operate a boring Huber Lariat as defense. I tried defending/attacking with a Huber and it is mad boring gameplay.

Both teams got a 150mm static artillery, who not give both teams a static and mobile 120mm? All you need to create would be a 120mm for Colonials since you already have a 120mm Field Artillery model for Wardens, but you removed it.
Last edited by Pizzashot; Jun 21, 2021 @ 12:16am
Garlic Master Jun 21, 2021 @ 12:17am 
Originally posted by Pizzashot:
Wardens have a mortar and a mortar tank with both 80m range, but that does nothing against Field Artillery spam.

Lol, you right, didn`t know that. But unfortunately as a solo player, tanks are useless. They are one time use. You can`t privately store them, folks can and will steal them. Newbies will probable rush it in the battle, or some greedy clan would "borrow it" indefinitely. Plus it costs 3 times as much as a green artillery. Grinding hour or two, to get one time use vehicle, is kind of lame. People don`t drive around manpowered artillery as it is too much hassle.
Garlic Master Jun 21, 2021 @ 12:21am 
next war, I recommend everyone to join colonials, so we can completely break the balance of the game. It will force developers to fix their game.
GlofGalorsh Jun 21, 2021 @ 2:58am 
Originally posted by Pizzashot:

This is the tactics of Colonials when they get Field Artillery. Get to a place and build a fast BB, bring Field Artillery and artillery the town that you want to take over. Colonials got no static 120mm so you KNOW that it was their Field Artillery that destroyed all defenses.

To believe that Huber Lariat ''300 meter'' will counter Field Artillery ''250 meter'' is stupid when Field Artillery is stealthy and Huber Lariat is not. To pretend that each BB will have a Huber Lariat is also stupid because you need a special kind of players to even care about static defense. 1 artillery piece is also usually not enough since its damage is easily repairable, good luck to find 4-10+ random players that wants to bring shells and operate a boring Huber Lariat as defense. I tried defending/attacking with a Huber and it is mad boring gameplay.

Both teams got a 150mm static artillery, who not give both teams a static and mobile 120mm? All you need to create would be a 120mm for Colonials since you already have a 120mm Field Artillery model for Wardens, but you removed it.


I'm very new to the game but oh, I feel you Pizzashot! You worked your A** off and you really tried! It's simply frustrating when countless hours of Logi/Builder work gets ruined and there's not much you can do to counter it.. That Field Artillery is dirt cheap and scary effective on its own. Add to that the crazy good Ballista AND the ability to spam Tanks!? I think that's simply too much of an advantage. At a certain point it becomes an effortless win for the Collies.

I don't know man. If nothing changes I will defect to the Colonial side.
LupisVolk Jun 21, 2021 @ 5:48am 
Originally posted by GlofGalorsh:
Originally posted by Pizzashot:

This is the tactics of Colonials when they get Field Artillery. Get to a place and build a fast BB, bring Field Artillery and artillery the town that you want to take over. Colonials got no static 120mm so you KNOW that it was their Field Artillery that destroyed all defenses.

To believe that Huber Lariat ''300 meter'' will counter Field Artillery ''250 meter'' is stupid when Field Artillery is stealthy and Huber Lariat is not. To pretend that each BB will have a Huber Lariat is also stupid because you need a special kind of players to even care about static defense. 1 artillery piece is also usually not enough since its damage is easily repairable, good luck to find 4-10+ random players that wants to bring shells and operate a boring Huber Lariat as defense. I tried defending/attacking with a Huber and it is mad boring gameplay.

Both teams got a 150mm static artillery, who not give both teams a static and mobile 120mm? All you need to create would be a 120mm for Colonials since you already have a 120mm Field Artillery model for Wardens, but you removed it.


I'm very new to the game but oh, I feel you Pizzashot! You worked your A** off and you really tried! It's simply frustrating when countless hours of Logi/Builder work gets ruined and there's not much you can do to counter it.. That Field Artillery is dirt cheap and scary effective on its own. Add to that the crazy good Ballista AND the ability to spam Tanks!? I think that's simply too much of an advantage. At a certain point it becomes an effortless win for the Collies.

I don't know man. If nothing changes I will defect to the Colonial side.
As much as i want to love this game, i'm in my first war and i already hate how imbalanced the asymmetric tech is. I'd honestly go for both sides having the same stats and just different skins.
Pizzashot Jun 21, 2021 @ 5:58am 
This is my 3rd war as a Warden and all wars has ended the same, Colonials research their high tech and steamroll the field because their artillery and tanks are unmatched. I really like the models of Warden vehicles more but it is hard to keep the motivation when Colonials are favored by the developers with FIELD ARTILLERY and other stuff. This game would have been so much better if both sides had the same stuff to research but with different skins. This game would have been way more fun for Warden if they re-add the Warden Field Artillery that they removed and give Colonials their own Huber Lariat to make it fair. Wardens got no real way to destroy defended Colonial BB's on the fly, we need to fight face to face while Colonials fight 250 meters away with a 2-3+ movable Field Artillery when they want to quickly take BB's.
Last edited by Pizzashot; Jun 21, 2021 @ 6:13am
Cpt. Blyatman Jun 21, 2021 @ 7:40am 
Originally posted by Pizzashot:
....
I quit on day 9 when in 20 hours they took all eastern side.
When 70% of equipment in farranac coast magically "Disappeared".
And when collies attacked south of cradle in which i can only describe as offline raiding.
Majority of Warden players seem to be EU players.
Farranac coast then fell because it was surrounded and, guess what, our population was too low to defend both Farranac and Stonecradle.

Buy hey... We wardrerrns arerrr roveorrr popurrrartted! We are OP hurr durr.
Last edited by Cpt. Blyatman; Jun 21, 2021 @ 7:41am
The Devil Jun 21, 2021 @ 9:38am 
Originally posted by Dragonborn Operative:
Originally posted by Pizzashot:
....
I quit on day 9 when in 20 hours they took all eastern side.
When 70% of equipment in farranac coast magically "Disappeared".
And when collies attacked south of cradle in which i can only describe as offline raiding.
Majority of Warden players seem to be EU players.
Farranac coast then fell because it was surrounded and, guess what, our population was too low to defend both Farranac and Stonecradle.

Buy hey... We wardrerrns arerrr roveorrr popurrrartted! We are OP hurr durr.

Lmao you guys blamed 60 second respawn timers on not winning Sitaria siege. WE had 60 second respawns coming back the other way and still dumped on you. More excuses from the Warden side who decided they would rather abuse their early baby ballista instead of build behind pushes.
Pizzashot Jun 21, 2021 @ 10:26am 
Originally posted by Yawn:
Lmao you guys blamed 60 second respawn timers on not winning Sitaria siege. WE had 60 second respawns coming back the other way and still dumped on you. More excuses from the Warden side who decided they would rather abuse their early baby ballista instead of build behind pushes.

Building did not matter much because you have Field Artillery and we don't. We had some heavily updated bases behind bridges but you used those super easy to use Field Artillery's to spam 120mm to destroy everything. You were heavily favored even with the 60 second respawn in our zone because of what you can research and we can't.

The Field Artillery is the only reason to why you took Chasm and Allods in a couple of hours. We held reflection in Chasm very good but then you used 120mm to destroy the base that was massive. Your artillery spam chipped the base away bit by bit till we had no cover at all. I tried to rebuild some but the bombardment was stupid. Almost every base that I as a builder tried to build repair was destroyed the same way, your Field Artillery came within 250m range and the artillery team started spamming 120mm shells.

Remove Field Artillery or give back Wardens Field Artillery and the war will look different completely different. You had ISP to defend against almost everything we had in the beginning, we had nothing to defend against Field Artillery.
Last edited by Pizzashot; Jun 21, 2021 @ 10:46am
Hansen Jun 21, 2021 @ 3:10pm 
Originally posted by Garlic Master:
next war, I recommend everyone to join colonials, so we can completely break the balance of the game. It will force developers to fix their game.
i would love that, making a 3v1 frontline and see the dev do nothing about it xd
Okto Jun 21, 2021 @ 4:38pm 
The more balanced, the more enjoyable, more players, more $$$, better logi for the dev, BETTER GAME :)
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Date Posted: Jun 3, 2021 @ 3:58pm
Posts: 67