Foxhole

Foxhole

Oakrotic Apr 13, 2023 @ 8:25pm
Is warden/colonial bias even real?
I do not think it is.
< >
Showing 1-15 of 40 comments
Major0Noob Apr 14, 2023 @ 12:35am 
more likely dev oversight/bad releases.

lotsa examples:
warden's everything freezing
collies useless aries (fixed now i guess)
cutler base demo
widow's armour (basically everything tank the devs are out of touch)
collie flamethrower (it can start bigger/more fires)
the warden 35m atg
arty range 100m-warden 300mm-collie (forget all other stats range is king)
etc, etc

the list could fill a steam discussion page if we go through both sides grievances and add shared stuff, like logi pull times and liquid movement
the shared grievances would be most of the list


no bias imo, just complete ignorance. obvious if you do logi for awhile.

they got a idea of how they want the game played, when put in place its out of touch with the reality of gameplay.
for example;

export petrol? you'll spend 1/2 a hour on loading screens per freighter
old aries? reverse and shoot can take out most of its health. its a turkey shoot
the arty flips bias, but the collie version is worse. we use a crane and 2 flatbeds anyways
now there's the current hex gsup combined with manufacturing facilities and trains... put foot in mouth -> shoot foot
the last one is just silly
Eagle_of_Fire Apr 14, 2023 @ 4:32am 
Originally posted by Oakrotic:
Is warden/colonial bias even real?
Of course not.
HKO2006 (no mic) Apr 14, 2023 @ 11:57am 
Yes and no, dev give one faction an edge till X months the other faction get a counterpart.

* Silverhand(update 37) then LTD then falchion (update 42) (7 months since silverhand)
* Ballista then push 250 then chieftain (update 45) (11 months since ballista, also made push 250 unique
* cutler then ISG then foebreaker making cutler unique until Tremola buff this update (16 months since foebreaker)
* Stygian Bolt then BTD then STD (6 months since 1.0)
* Mortar halft track then mortar light tank (? months)
Lantantan Apr 14, 2023 @ 4:00pm 
Don't attribute to malice what can easily be explained by incompetence.
DynamiteBonaparte Apr 14, 2023 @ 4:45pm 
maybe one faction is better than the other faction some of the time...
Dire Apr 14, 2023 @ 7:49pm 
HKO2006 explained it perfectly. I personally really like the Warden equipment and terrain more than the Colonials.
Each to their own...
ChiliOil Apr 14, 2023 @ 9:27pm 
Honestly, you don't appreciate what you have until you play the other side and see your own stuff used against you.

Also, people need to seriously learn to work together because oh my god squad weapons (tripod weapons go here) are so damn amazing, but no one typically works as a crew to keep those things going.
Shortpower Apr 14, 2023 @ 9:59pm 
Asymmetric balance decisions will always result in a better and worse option because of how the community actually plays the game.
POPO Sandh Apr 15, 2023 @ 5:51pm 
Huh I don't see wardens Complaining nowadays dang I wonder where all the colie bias went?
Well off to seeing Colies coming in the forums and complaining about warden bias now
Last edited by POPO Sandh; Apr 15, 2023 @ 5:51pm
Chicky Lumps Apr 16, 2023 @ 12:59am 
People read so much into this. No, there is not intentional faction bias. Yes, the devs are awful at balancing their game and love asymmetry. This means balance between faction equipment and overall strength swings around wildly as they make adjustments.

Factions take turns dominating because the devs think their changes will balance the factions, but half the balance decisions they make are absurd, so it never works.
Kuma Apr 17, 2023 @ 10:02am 
No there isn't any bias, i think they simply have an hard time to actually balance properly the two factions.
It's not as easy as tinker one thing and the issue is solved, there are many factors at play here.
However in my opinion wardens are extremely underperforming in comparison to colonials.
Shortpower Apr 17, 2023 @ 3:55pm 
Originally posted by Kuma:
No there isn't any bias, i think they simply have an hard time to actually balance properly the two factions.
It's not as easy as tinker one thing and the issue is solved, there are many factors at play here.
However in my opinion wardens are extremely underperforming in comparison to colonials.
https://youtu.be/RDxiuHdR_T4

Reminds me of this.
Lightningcrush Apr 19, 2023 @ 1:07pm 
2
Colonials have superior firearms, some are cheaper to make, use more available ammo, or a few other things. They also almost always have nothing but argentis and smgs. Meanwhile, wardens have working supply lines, better tanks, and coordination, but still lose.
Eagle_of_Fire Apr 19, 2023 @ 11:46pm 
I find your comment quite ironic since the Warden have been completely overwhelming the current war with PVE at low pop hours.

Better tanks is pretty much the only thing which really matter in end war. Colonials have other boons but it's hard to capitalise on a number advantage (like for example Falchions) when you don't have enough people to man them in any consequent number.

In the end it make no sense to make a balance statement. I find the game pretty well balanced but there is many more factors you can't really control which also influence the result.
McFuzz Apr 20, 2023 @ 4:42am 
Originally posted by Major0Noob:
more likely dev oversight/bad releases.

lotsa examples:
warden's everything freezing
collies useless aries (fixed now i guess)
cutler base demo
widow's armour (basically everything tank the devs are out of touch)
collie flamethrower (it can start bigger/more fires)
the warden 35m atg
arty range 100m-warden 300mm-collie (forget all other stats range is king)
etc, etc
Tremola launchers :C
Wardens have no equivalent and that thing is busted.
Wardens having no nade launcher, but still being able to craft tremolas, is spaceman logic.
Last edited by McFuzz; Apr 20, 2023 @ 4:43am
< >
Showing 1-15 of 40 comments
Per page: 1530 50

Date Posted: Apr 13, 2023 @ 8:25pm
Posts: 40