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Seriously Devs ... fix the map, or this game will keep sliding into "yeah I played that once, was fun for a couple days" territory.
Most of your arguments are like, years out of date anyway. Map design has always favoured the north in a north v south, pushing uphill in Foxhole is very hard and the bulwark literally ends in Westgate and Allod's, so you can just sail around it.
The best defence is defence in depth, so the terrain in places like Marban Hollow and Callahan's Passage is insanely powerful for defenders, with multiple narrow mountain passed that reduce attacking numbers down to nothing. I just don't think you understand map design in Foxhole all too well honestly.
Literally every one of their posts is "Warden good, Collie bad" or variations on the theme "Warden weak, Collie OP". It's some of the most asinine one-note tripe I've seen anywhere; stuck on repeat.
Both sides then go on a rant of the advantages of each of the faction.
Wardens territory is OP af, high ground, many choke points? Here: Spitrocks, Oster Wall, North of saltbrook, conclave, all of Callahans Passage, it's a matter of building diff, colonials would love to be given as many choke points and high ground locations, but the map is designed to slope downwards going to the south, wardens live in the north, where its mountainous.
freezing liquids and vehicles ♥♥♥♥♥ logi hard, it's -25% debuff across the board.
while mud is basically collies cat-calling each other in oil-uniforms and better graphics.
imo the wall is useless after 2 breaches
collies really take that extra 50m for granted. it basically forces the front to warden concrete.
a lot of things are asymmetrically ballenced well enough, but freezing and 150 range screws wardens too hard.
Not to mention a hell of a lot of very suspect play, i and many others see on the warden side, but that's another story.
I suggest you put your efforts into your play and not the forums, it will only lead you to more frustration.
Marbon Hollow? Personally as a Warden I hate that region. Most of the Wardens I know hate that region. To defend it? Maybe Sanctum, but that's about it.
If you can: record the evidence, submit a ticket to siegecamp, contact Wardens you trust and send the evidence to them as well, so that they can deal with the cheaters.
Cheating is despicable and should not be tolerated; there are plenty of decent people on both sides who will perform a lot of work to make sure the cheaters are kicked out of their regiments, or the regiments themselves get shunned if they continue to harbor such cheaters.
You seem to be thinking of the game before 150mm arty spam, flame tanks, flamers, RPGs, and oh, that's right, not nearly enough Gsupps because people want to supp facilities as well as bunkers too in this build of the game. As powerful as they are on paper, Call Passage was swept aside this war once the decay set in.
I understand the design of Foxhole just fine. But the map does not match the new design, which is the entire point.
You can't have new systems added to an old map and think it'll be fine, especially when the old map had serious problems in the first place. Just look at the holes in the world that still exist, all this time later. The map should have at least had a proper validation pass on it to make sure it did not trap players simply for walking on the wrong side of certain roads!
Go on, tell me how good that is. *Hint, it's game design 101, don't have bad terrain tiles that you never bother fixing*.
That is an argument for someone to make a game very much like Foxhole, but who are a much more competent developer.
And yes, the Collie side of the map has issues too. Like building railways though the F'n wall of eternal woe, when you cannot put down a rail template on day 1 and have the bunker builders build around that. Too bad if you guess the width wrong, because they're not giving up their concrete bunker ...