Foxhole

Foxhole

Dan Corner Oct 15, 2018 @ 10:42am
What is wrong with the Wardens? We always seem to loose even though sometimes we do great
I bought the game around a week ago when the war was at its top moment, well something that im tired on is that Collonials always seem to win this war due to more people joining and joining. According to stats that i constantly review Collonials always have aroud 30 more men than Wardens. One day i Was playing all night long though morning with some friends and then I noticed that the nexr day after I reconnected those damn collonials aready pushed back all the way to our home regions. Its frustating to see that all you worked hard for goes into dust in just one day of innactivity, and worse, the other faction just pushed in an absurd way. Im tired of never looking at the wardens win because of lack of players joining the team:steamsad:
< >
Showing 1-15 of 22 comments
MrGreenfly Oct 15, 2018 @ 11:46am 
I just go back into Foxhole from not tuching it for about 12 months. I'v all ways played the Collonials and back in the day the Wardens where the ones winning 90% of the time. So die Warden scum die.
Derp123 Oct 15, 2018 @ 12:23pm 
Well it's just a fact that Wardens win the quick wars, Colonials win the long ones. In overall numbers, Colonials have more late game players who understand how to operate vehicles and roles that turn the tides of war, which give the Colonials an edge. Wardens and Colonials alike quit when all lost seems hope, but Wardens leave quicker then Colonials do, and colonials are able to perform comebacks and such.

Trying to be unbiased here, but I AM a colonial only player myself :steamhappy:
HHH Oct 15, 2018 @ 1:22pm 
i used to play colonial alot but i began playing as a warden more often nowadays. Met some great friends on that side and the battles are glorious.
Dregin001 Oct 16, 2018 @ 6:43am 
Don't believe foxholestats.com. Its made by a warden for wardens to exploit the game. Its how wardens know when and where to push. There is a reason the developers removed this data previously. You don't need to know the player count or team balance because it is meaningless. If your faction isn't winning, then as some badass players have taught me, you need to "get good".

/s
Sifer2 Oct 18, 2018 @ 12:49pm 
Originally posted by MSF Dregin:
Don't believe foxholestats.com. Its made by a warden for wardens to exploit the game. Its how wardens know when and where to push. There is a reason the developers removed this data previously. You don't need to know the player count or team balance because it is meaningless. If your faction isn't winning, then as some badass players have taught me, you need to "get good".

/s


lol. It's just a fact the game has very few players. And the clans usually decide who wins the war. Depends on which side they decide to roll on. Without a clan the Wardens have barely anyone on. Last I played they would lose nearly the whole map at night time.
Derp123 Oct 18, 2018 @ 1:02pm 
Clans do play a big role. War 11 (I think it was) Us Colonials were getting F'ed and were almost gunna lose. BUT, we had 7 clans get together and overnight took back all the middle regions and our home regions. Partially because we were using mobile doctrine warfare, but also because Wardens just didnt have many on and there were not many defenses...
Pimpdaddypump Oct 19, 2018 @ 11:59am 
Originally posted by MrGreenfly:
I just go back into Foxhole from not tuching it for about 12 months. I'v all ways played the Collonials and back in the day the Wardens where the ones winning 90% of the time. So die Warden scum die.
ROFL +1 i said the same thing
Horny Rooster Oct 23, 2018 @ 7:04am 
The winning and losing of colonials and wardens swing like a pendulum. I was a warden only player during a time when wardens were stomping colonials constantly. Now colonials are starting to win a lot more. Soon it will be wardens winning again. There are many factors and a lot of the factors are up to chance.

A single soldier can win wars. For expample, that one guy that farms sulfur all day long and drop 20k sulfur in a port base. That wins wars. Now imagine in one war there are 3 on one team. So each port base now has 20k sulfur for one team. The other team doesn't have the three guys mining sulfur all day long. They have 0 sulfur in their port base. The team with the sulfur guys win, the team without the sulfur loses. This is a simplistic example meant to illustrate a singular factor. Now imagine those 3 guys switch teams next war, and now the reverse is true.

Other factors include clans switching teams, important people burning out or taking a break during war, and many many other factors.

The winners and loser of foxhole ebb and flow. Eventually you get to the point that you enjoy foxhole, not just for winning, but for just playing, even when your team is losing.
Thaiden Oct 24, 2018 @ 11:15am 
Expect war 17 to be a toss up for population
Inquisitor Stark Oct 24, 2018 @ 12:17pm 
Here is why wardens keep losing their clans arent team players one in particular 82dk and since they have big amount of numbers its a big difference. Used to be on the warden side til war 9 and it wasn't just 82dk to be fair. I saw clans disregard randoms to the point where the resources they provided just benefited themselves. You would see this one dude bleeding out thats it for him since hes not part of the clan even tho they had a medic. Yeah pretty petty but it shows how much team players some clans are. Now lets go on the colonial side in my experience these guys are far more willing to support random players even letting them join discord to coordinate. And thats not all im seeing over here how the clans work with one another joining in operations to achieve victory is just so beautiful.

Yesterday colonials raided a super fob on a hill top they said it belonged to 82dk this place was just a waste of resources that could have been put elsewhere. It served no strategic advantege for the wardens it did not protect any towns only a base to park heir vehicles and 1,2k howi shells among other absurd amount of resources.

So yeah props to the colonials for working together they are clearly superior!
Horny Rooster Oct 28, 2018 @ 6:28pm 
Sorry to burst your bubble, I know of the super fob on the hill, and though I agree its absurd having 1.2k howie shells ANYWHERE, that fob did single handidly help them retake latch during the heavier fighting in the latter part of the war for latch. Literally it was impossible for colonial team to kick them out of that position and that position blew up Latch townhall probably 6 or more times during the war for Latch. So it wasn't a waste 100%, but I get your point. I just don't like to see any sorta untruths or exaggerations anywhere.
Mntn Dwrf Nov 15, 2018 @ 12:49pm 
This war isn't just won by sheer numbers of players or quantity of resources. There is also a meta-strategy involved. Consider the last day of the war that just ended (WC17). While I was building in Deadlands, I noticed some suspicious behavior by the Colonial enemy (in a map that was wholen owned by Wardens). Here's the breakdown of what happened and why I thought it was suspicious:

Spine had previously been occupied by the Colonial enemy and was now bereft of defenses and tower coverage all the way down to the river. When someone sent out a call to reinforce the Carpal Trail bridge to Spine, half a dozen players responded (including me) and started building like crazy. We built over a hundred defenses along with two FOBs (one on each side of the river) to power those defenses. I also made sure there was 100% of tower coverage on the entire north half of the map, from Spine to Callahan's Gate. When finished, I looked it over carefully, saw no holes, and thought it was a good job done. I then went to another area to work and periodically checked my map thoughout the day.

After we all left the bridge area, the first thing the Colonial enemy did was take down the watch tower south of the river closest to the bridge. I saw this but didn't respond. Then another tower went down and then, later, the FOB went white. Unhappy about the FOB, I considered dropping everything I was doing to fix the issue. But I decided to finish what I was doing first since the north side of the bridge was still on radar and well defended with its own FOB. Also, there was no evidence of enemy activity around Liberation Point (which still had good tower coverage).

About an hour later, I checked map again and noticed the north FOB was now white, many towers were missing all the way up to Spine, and defenses had been thinned. This time, I decided to do something so I got some bmats to rebuild the north FOB. However, by the time I had finished getting materials, another Warden had rebuilt the FOB, placing it further back from the river and (hopefully) out of range of the south side where the enemy was likely using mortars to attack with. So I used my own bmats to rebuild watch towers so area had good coverage once again. Rebuilding the missing defenses I figured I could do later.

A couple hours later (yes, I had gotten busy), I saw in Team Chat that the enemy had a gunboat on the river and I figured they'd been using that to take out the FOBs that powered our defenses. With FOBs down, defenses aren't powered and can be easily destroyed. At this point, I checked my map and noticed my towers were gone but someone else was building new towers in new locations. Later, those towers were gone, too. This is when I realized there was a consistent enemy presence undermining everything that defended that bridge, slowly, systematically, and over a period of many, many hours.

This is what I found suspicious and I started trying to figure out their meta-game. For about 8 hours, every obstacle to the Carpal Trail bridge was negated one way or another. However, no enemy attack to the bridge ever came. So why would one enemy (or a team) spend so much time harassing a bridge but never use it to cross? Then it occurred to me. They were "plowing the road"...meaning they were softening defenses up to and across that bridge so that, when their invasion army did come, it could reach all the way to Spine in a single one-hour push.

This is when the light-bulb came on. Over the course of WC17, I had already noticed that Spine was frequently the go-to town for Colonials trying to cross the river (as opposed to Callahan's Belt or Abandoned Ward). In fact, for a period of time, late in the war, the Colonials held Spine at the exact same time as the Wardens held Salt Farms. That's a long and dangerous logi route for Colonials but, somehow, the Colonials made it work. This route also gave Colonial partisans easy and consistant access to the northern maps.

This strategy of controlling Carpal Trail bridge could even have allowed an eleventh-hour victory for the Colonials due to the fact that many Warden defenses were heavily decayed around Deadlands and (most likely) on back maps, too. Fortunately, on that last day of WC17, every Colonial invasion of Deadlands failed to keep territory long enough to make a push across the river.

Next war, WC18, I will be better prepared now that I've gotten a peek at the Colonial playbook.
Originally posted by 24thCD Derp123:
Well it's just a fact that Wardens win the quick wars, Colonials win the long ones. In overall numbers, Colonials have more late game players who understand how to operate vehicles and roles that turn the tides of war, which give the Colonials an edge. Wardens and Colonials alike quit when all lost seems hope, but Wardens leave quicker then Colonials do, and colonials are able to perform comebacks and such.

Trying to be unbiased here, but I AM a colonial only player myself :steamhappy:
*Stares at Warden try to solo operate a tank without a gas mask*
KrazyFlyinChicken  [developer] Nov 15, 2018 @ 6:27pm 
Wardens won the most recent one! Hoorah Huzzah!
Originally posted by KrazyFlyinChicken:
Wardens won the most recent one! Hoorah Huzzah!
*Somehow xd
The amount of meme tier events that happened that war
Had a pair of mexican players teamkill and steal FA
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Oct 15, 2018 @ 10:42am
Posts: 22