Foxhole

Foxhole

Artillery sucks the fun out of this game.
It's only my 5th war but man, once Arty unlocks this game goes from being a solid 9/10 to like a 4/10. I feel like there's been a huge player drop off after Arty unlocks every war so I can't be the only one feeling this way.

Either Arty needs an extreme nerf or at the very least make it much more difficult to obtain. Just bonkers.

I am genuinely encountering more Arty rounds than infantry grenades, the spam is just over the top.
Last edited by Spicy_Pickle; Jan 3 @ 4:50pm
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Spicy, sadly this is a war simulator, but I do agree artillery isn't fun. I feel they should make artillery do less damage to troops and be more structure oriented so if artillery hits near a troop, he can survive with bleed damage, but on a troop he should be dead. No one likes to play on a front when the spawn is being shelled.
Last edited by Horny Rooster; Jan 3 @ 5:38pm
Faded Jan 3 @ 7:07pm 
Are you one of those players that knows an area is getting shelled, and proceed to run in there without any cover? If your answer is yes, than there is the problem.
Originally posted by Faded:
Are you one of those players that knows an area is getting shelled, and proceed to run in there without any cover? If your answer is yes, than there is the problem.

I am not, I make an effort to get around the artillery or use trenches for their added protection from Arty to get to where I'm going. The point is, Arty will cover 50-60% of the battlefield that is taking place, and can run for hours. This is paired with vehicles covering another 20-30% of the battlefield and there is very little true infantry play to be had.

Arty has a point, however it is still a videogame, and needs to be adjusted. If Argenti were 1 hit kills, and everyone could carry 200 grenades on them, I would also call for adjustments to be honest.
Originally posted by Horny Rooster:
Spicy, sadly this is a war simulator, but I do agree artillery isn't fun. I feel they should make artillery do less damage to troops and be more structure oriented so if artillery hits near a troop, he can survive with bleed damage, but on a troop he should be dead. No one likes to play on a front when the spawn is being shelled.

At the very least an adjustment on splash to infantry. I would agree that infantry should take less damage from Arty unless directly hit, but vehicles and structures should take more damage from Arty. To add to this, I would slash Arty range by 25% while increasing costs from platform to ammo by 25%-50%.
Last edited by Spicy_Pickle; Jan 3 @ 8:00pm
Xeno Jan 4 @ 6:27am 
if you get shelled for hours, then there is a significant number of players who operate and supply them. ITs not like ammo is cheap.

I had my share of arty operations and it was always a team effort.
Spending days just farming and building arty and ammo.
All to spend everything within 1 - 2 hour of shelling.

Arty is sadly is the only way to push an entrenched front.
Aside from entire tank units working together.

The entire infantry meat griender, where everything goes back and forth for the same piece of land is also not fun.


Arty as it is now is needed.

I do agree that they should change it a bit.
Increase the Radious but change the damage.
Direkt hit and near hit are insta death.
Otherwise damage and bleeding depending on how close you are.



Cost should stay the same. Logi is tedious enough.
I think they just need to change the time it takes a shell to land and narrow the range of the shell incoming sound effect. Make it so that infantry can tell they are about to be hit by a shell and has time to dive for cover.
I feel like infantry survive against artillery easily. Even when your spawn is being shelled, you can make it out (if you dont spend a lot of time gearing up).

I do think its kind of lame but i love the cinematics. I hope aircraft dont make the bombings even worse.
I agree, there should be a buff to laying down when you here incoming shell to buff resistance to artillery. Make it more dynamic for artillery.
Get in a trench.
The thing with arty is that the map is a 1:10 scale world, and arty has no real scarcity aside from how much grind people are willing to do, meaning it can be near endlessly spammed into a map with limited space to spread across.
Then combine that with the fact that arty is the only class that can be on the offensive while completely defended by passive AI, whereas every other class has to take risks to push. The problem ends up being that arty spam is too ubiquitous and without any counter except counter arty, since it can hide from every other class behind AI.
Last edited by Chicky Lumps; Jan 5 @ 4:34am
Grace Jan 5 @ 10:24pm 
Yes and no

Artillery is *meant* to be brutal, just like in a real war.

That said, the invention of factories and the massively increased ways to get sulfur has meant artillery shells, particularly 120mm, are basically free so people can and do shoot them for hours. The game was never designed for artillery shells to be so plentiful, and that makes the current balance between attacker and defenders entirely broken in the attackers' favor, especially when a Destroyer gets under the 100m minimum range of warden land artillery and laughs as it obliterates everything without return fire. SO yeah, if arty feels off, it is because the design changes along the way have made it absolutely bonkers.

You also used to move them only by boxes, so 15 boxes of 5 rounds in a truck, rather than a flatbed pallet of 120 rounds. So they are not only cheaper to make, but far far easier to move to the gunline. Good for artillerymen, very bad for everyone else.

To start with, the Devs should probably increase the cost of artillery shells by x10. They would still be everywhere, but maybe not quite so stupid as now.
bigd Jan 6 @ 12:30pm 
Art is good. It helps to break stalemates. I do agree though that being in prone should minimize casualties if not in the center of the blast. Damage should be less the further from the initial impact. Also, blast radius should slightly be less. Other than that, I really don't have any issues. As long you stay in trenches and try to time the impacts. I get out most of the time and try to go around the impact zone. I first look to see where they are mainly hitting at and try to run to the nearest clear zone.
Artillery is not in the attacker favor, because the shells are just as cheap for the defender
Grace Jan 6 @ 9:33pm 
Originally posted by Popy / Ivain:
Artillery is not in the attacker favor, because the shells are just as cheap for the defender

Artillery favors the side with more players, and in this war, that is the Colonials.

Also there are stupid "invasion mechanics" that permit more players for the attackers, which means that no, the defender cannot match an attackers' artillery.

To be blunt, the devs have added mechanics over the years that have made the game worse. I would play "Classic Foxhole" in a blink, because as much as I enjoy factories and ships, things that were once rare and valuable are not, now it is simply "who has more players". And this war, that's green, so it is no longer Skill v Skill, Grit v Grit. It's just spam the tremolas, hydras, aligators, or artillery. No skill required for pretty much everyone involved, hell there are even artillery calculator apps to give you the range and bearing.
Originally posted by Grace:
Originally posted by Popy / Ivain:
Artillery is not in the attacker favor, because the shells are just as cheap for the defender

Artillery favors the side with more players, and in this war, that is the Colonials.

Also there are stupid "invasion mechanics" that permit more players for the attackers, which means that no, the defender cannot match an attackers' artillery.

To be blunt, the devs have added mechanics over the years that have made the game worse. I would play "Classic Foxhole" in a blink, because as much as I enjoy factories and ships, things that were once rare and valuable are not, now it is simply "who has more players". And this war, that's green, so it is no longer Skill v Skill, Grit v Grit. It's just spam the tremolas, hydras, aligators, or artillery. No skill required for pretty much everyone involved, hell there are even artillery calculator apps to give you the range and bearing.
Every gun favors the faction with more players. More pepple means more tanks, shells infantry etc. Number has always been an advantage. And defense is always favored, as you have strong fortifications, artillery already in position with ammo racks filled, ready to fire on the ennemy while they are still unloading their shells
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Date Posted: Jan 3 @ 4:49pm
Posts: 20