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Nobody playing infantry likes waiting for other Assets to take down AI garrisons - everyone loves having sick trench fights and facing actually player manned fortifications with clear weak-points such as EMGs to flank, outplay and overwhelm.
It's time to vastly limit the amount of AI, the overall size of bunkers and the amount of sheer spam of bunker pieces while creating more opportunities for the Infantry to interact with and take over fortified positions.
The biggest issues with bunkers is the tiny AI response range and that bunkers don't last without constant repairs when attacked. This of course mirrors real life. (something I support the game doing) However real life would also have miles of infantry and defenses before an enemy could reach a bunker. Which is simply not the same in foxhole. So this realism limits the functionality of bunkers in game currently.
I played the first days of the current war and then stopped. For a so-called infantry update, I find that infantry got ♥♥♥♥♥♥ once again (personal opinion) and that the update was very disappointing. I'll jump back in the game this week end, I think. Now I'm just gonna play something different.
What I would like : Bases with HP doubled, maybe tripled, no AI unless a player is in the defense built, the minefields are stupids and implemented to promote the continued stalemate so the war can hit a new record length, less bridges because bridge battles are ♥♥♥♥♥♥♥ cringe and in every godamn map there is a bridge battle at some point. Make the game an engaging PVP gorefest, not a PVE stalemate. But I have learn to not expect something from a Foxhole update than some more annoyance and the same old bugs.
there needs to be something for each one, each role: infantry, arty; logi, armored crew, push guns crews... But each role is more interesting when fighting players instea of an AI that is very limited but the opponent just spammed defenses so it takes days to make a move forward.
I heavily disagree both the removal of shadow dancing as well as the more dynamic fights using bunker husks and aiming at players inside trenches make the front more dynamic than ever. It's a huge step into the right direction.
This would just promote even more players being and manning static defenses and not actively participating in the fight. Horrible idea. Instead I'd like to see less AI, that is in exchange buffed in durability and maybe range so that you can focus on key parts of a bunker that have to be taken out. Mega structures should be discouraged, no bunker piece should have more than 1 or 2 tiles unless it's the core or logistical rooms. And there should be a radius around each tile preventing garrison and bunker spam. Forcing people into making more use of trench lines and player defenses.
Players should also be able to "capture" and disable garrisons they can get inside off. Basically a timer starts as soon as players enter the structure and at the end the AI is disabled and hostile players kicked out of it until it gets recaptured.
I 100% agree, bridge battles are absolutely horrible. I sincerely hope that paratroopers will be able to break and circumvent the need for bridge fights in the future. Sadly I have very limited ideas how to improve bridges aside from making them larger and more numerous.
The Bunker system or building system in general could be streamlined and made more flexible and dynamic, seems pretty janky at times, won't let you place stuff where there's clearly room to do so.
Maybe the devs could do a Bunker/Building update to smooth things out and make Bunkers last longer.
They simply need to reduce the structure damage of many weapons, in particular tremola, ISG 30mm round, Cuttler RPG, 120mm, 150mm, and mammon.
And maybe increase the amount of health repairing does.
It's not just late war, the moment ISGs are in the game bunkers melt, and when the Collies have MGs and ISGs, and the Wardens do not, the front always collapses - as it has several wars in a row in the early game.
At a simple point, infantry weapons such as the ISG out-range bunkers now. So bunkers are very literally unable to even shoot back, which is just bad game design.