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I started this war as Colonial, took one look at the ques, and went Blue.
Colonials only ever lose because they make shiny pretty things, rather than just stick with luniaire, flame to prevent repairs, hydras and ballista rushes with an LTD and a spatha or two to engage warden armour trying to stop the ballistas.
Honestly Colonials should never (ever) make 150mm arty, RSC, battleships or storm cannon - just more ballistas, luniaire, tremolas, hydras and wrenches. Colonial battleships in particular tend to live less than 15 minutes so yeah, Collies get angry at Warden subs, but that is literally a skill issue (no offence, the Wardens are just really good at subs even if we did go under crush depth too often in the initial release). But the war can literally be won with tremolas, flames, and ballistas because the victory points are all on land, not water. We know that because it has been done before. A well used destroyer is amazing, but honestly in this war for example, it is simply wasted effort because "see above list" is sweeping the map.
The addition of fire to indirect cheap (spammable) has seen many dry T3 concrete bunkers die, the very same ones that once were dropped by Destroyers. Sorry to break it to you, but Green Navy is out of a job with the new meta, and the naval game is pretty much irrelevant unless Green decides to stop being so cheesy and let the wardens get at least medium tanks to have a proper battle and a fighting chance. There are no Warden battleships to sink, that tech is not unlocked yet: and there probably won't be any either.
But the 3am asset damage makes it clear that is not an option, so instead we need to look at the mechanics: this is bad game design, and the imbalance between teams worse than it used to be when we had many more steps in the tech progression and choices between items.
The devs need to address that.
This is objective a lie. They do - dry T3 meta, just add fire and spam more. They fell in Clanshead, and the T3 dry BBs to hydra blobs. And another dry T3 with good bunkers to Ballista rushes. That took 2 goes, but it still worked.
Seriously, stop saying "it does not happen" to justify bad game design. These weapons were clearly never imagined to be in 10-15 player tremola blobs. But that is what the current game has, and the same for Hydras. It could be the same for aligators too, but there are simply not enough warden players to actually alligator rush. And yes, the devs did long ago nerf Aligators because the tactic was too well, lame. And now its back.
Stop wishing away the fact that the gameplay now is well, thin. We used to have epic battles, breaching a bunker then desperately defending. Now its just spam A, B, C, or D, done. The game and its gameplay just isn't as good as it used to be.
And that naval gameplay? Not happening this war, not unless the Collies go home for a week to let the Wardens actually rebuild some cities and farm some rares for some ships. Hope you didn't want to have naval gameplay, you went zergling. Sorry.
Except ... Green has an immediate advantage with machine gun trucks, then tankettes, and so on - they never *didn't* have an advantage.
And in a resource poor war with fewer refineries, that early advantage is crippling - we are 14 days in, the Collies have taken Foxcatcher refinery on day 2, and Kings refinery and MPF on day 14 - both BEFORE the Wardens teched a medium tank, and while Collies had ballistas and LTDs.
Its seriously like Warden team is WW1 and colleis are Modern, particularly with the modern French style 68mm and modern rockets and personal grenade launchers. Its as unbalanced as that sounds.
I believe you are referring to ballista as "heavy tank" but you are mistaken, ballista has always been teched at the same tier as cheftain and occasionally a tier earlier, I believe it's to compensate for warden's 250mm push gun coming out at T5(usually) which is 4 days ahead of ballista compared to ballista being only 1 tier earlier than cheftain.
For reference, this war's LT at T8, ballista at T9 and falchion at T10 https://imgur.com/a/i3miuij
It takes 20 to 22 Tremola Grenade GPb-1 to kill a 68mm Anti-Tank Cannon (EAT) (Emplaced)
It takes 15 to 16 RPG to kill a DAE 1o-3 “Polybolos” (Emplaced)
Cutler RPG 32m vs lunaire tremola 27m, carry 7 RPG with uniform vs 6 tremola with uniform. If anything, it's easier to kill Polybolos with RPG than EAT with tremola. Also outlaw can free pve Polybolos with superior range and back off before ARCRPG hit the outlaw which is ironic for a anti tank emplacement but no colonial 40m tank can free pve warden EAT.
I agree cutler/lunaire are too strong, there is a video of 50+ people cutler rush https://www.reddit.com/r/foxholegame/comments/1h2pssu/i_guess_we_go_bowling/
The meta piece would be dead had OP didnt run into them, and I dont like this pve focus meta.
T5 warden push 40mm and push 250mm with no colonial counterpart, T5 warden 120mm arty usually teching eariler than colonial 120mm arty (infantry tech faster than vehicle tech), T5 warden GB with crew protection can kite colonial GB, T7 45m 68mm ATHT bully 35m 30mm tankette.
Again, ballistas a tier eariler than cheftain is to compensate for warden's 250mm push gun coming out at T5, and LTDs at T8 is similar to T7 45m 68mm ATHT bully HTs and 35m 30mm tankette but with a trade off of being open top.
I swear wardens win so much the second they start losing they all start complaining a whole bunch. Colonials fight, lose, and keep fighting. Thing is, wardens almost always have a pop advantage. more euros too, so 3am raids arent uncommon when everyone else is asleep.
Wardens do what they always do. Rush navy because they have nice, safe straight rivers to the sea. They take the ocean hexes and keep partisaning inside logi hexes, attack seaports to eliminate responses. Same reason why invasions halt into warden territories. You guys have easy mountain ranges to protect much of the land.
It doesn't and I'm not disagreeing with you. I'm just providing further context as far as what constitutes "easy"
You're also ignoring all the advantages wardens have, which I outlined.
I would agree with you, except that A) The bulwark is only 1 hex away from the core Collie logi areas. And even affects us, bisecting a few important logi towns.
B) Warden mountains start as far down as Deadlands and continue across the entirety of the hexes East/West. Only really opening up in Weathered expanse and S**t-can shelf.
C) You can build easily on either side of the bulwark because it's flat terrain. You cannot do the same with the super thick mountains. Hell, some of those mountains you can climb on from the warden side and shoot down. We cant get on the Bulwark at all.
I think the devs realize this, that's why they had to throw collies a bone by adding in the Bulwark, but it doesn't matter much because if the wardens are at the Bulwark, you've probably already lost lol.