The Economy in Foxhole is Tanking!!

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  • Опубліковано 30 кві 2024
  • During this video I cover the current problem with the Foxhole economy system.
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    Some logi footage provided by Tearloch
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  • Ігри

КОМЕНТАРІ • 882

  • @RobertLovesGames
    @RobertLovesGames  Місяць тому +11

    Foxhole has changed the resource rate once again! New Video here! ua-cam.com/video/QsCZMnruEyM/v-deo.html

    • @CrusaderCrunch
      @CrusaderCrunch Місяць тому

      I think the best happy medium would have been a 1.5x multiplier to ease the resource game so that loggie players don't get stuck doing logistics full time, but also keep resources scarce enough to make things feel valuable.

    • @bobybrimm5202
      @bobybrimm5202 16 днів тому

      What about players being the main resource ? I for one am coming back to foxhole because it seems the new changes are making it more fun and less grindy. Less grindy + more fun = more players .. maybe even more then one shard .. remember those days ? :)

  • @tavishlaughlin9530
    @tavishlaughlin9530 Місяць тому +712

    As an infantry main, being outnumbered by tanks feels terrible. There is no reason to use basic infantry weapon. If you choose to go inf you must bring high tier weapons or you are kinda useless. If eco doesnt matter than stealing a tank with gas doesnt matter, killing a machine gunner with an smg dorsnt matter, etc

    • @svalfish1716
      @svalfish1716 Місяць тому +8

      More rmats for tanks also means more rmats for AT weapons

    • @nathangamble125
      @nathangamble125 Місяць тому +70

      @@svalfish1716 AT weapons need to be buffed to be viable when it's this easy for tanks to be replaced.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +75

      I agree it is not fun to constantly get hit by arty and 40mm from tanks every time I spawn in.
      Resource rate needs to be tuned down a bit. Instead of 5x it needs to be 3x or 2x.
      Thanks for your thoughts on this.

    • @ryanrasmussen5346
      @ryanrasmussen5346 Місяць тому +2

      Interesting I never even thought of that implication. Using worse resources like that smg vs lmg you described to be efficient and effective is very valuable but hard to do and now with this economy in the game it renders it useless.

    • @alex_zetsu
      @alex_zetsu Місяць тому +4

      Is there a way to make infantry relevant and allow solo players to do something? I don't think "make tanks cheap" is the right answer but at the same time I feel like a solo infantryman can't do much against a semi-competent enemy. Sure 3 average players should beat 1 above average player most of the time because "more people". Should the solo above average player lose 90% of the time? Probably. 99.9%? Maybe a bit too much. If we keep things scarce, solo players will be infantry most of the time, which is fine, but they often die without a meaningful chance of success, which is not fine. Solo players should naturally expect to be at a disadvantage, but it should be "you probably will lose against a group without contributing much to the hex" instead of "you don't matter at all for the hex you play in"

  • @letitbe90210
    @letitbe90210 Місяць тому +509

    Personally I liked the realism that the lack of resources brought... it was like a real war, if sections suffered supply then it became easier to fight against.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +61

      I agree with you. I'm always all for realism in this game. But I also understand balancing the realism and respecting players time as well. There has to be a balance.
      Thanks for your thoughts on this!

    • @m10lover
      @m10lover Місяць тому +14

      @@RobertLovesGames The resources should easy to get, but there should be less of them

    • @AetherX710
      @AetherX710 Місяць тому +8

      realism doesnt lead to a fun and entertaining to play game

    • @giant0mantis
      @giant0mantis Місяць тому +5

      ​@@AetherX710Well see that's what we in the business call "an opinion"

    • @RustyBear
      @RustyBear Місяць тому +2

      Yea. U really saw if u put a lot of time into making a good industry and stuff bc u had an advantage on the front. I dont like the way the wars are even tho u have more access to stuff u might have not gotten before

  • @FinDan07
    @FinDan07 2 місяці тому +420

    Nice pun in the title

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +20

      Finally someone got it!!! lol THANK YOU!!!

    • @samuelloomis9714
      @samuelloomis9714 2 місяці тому +2

      I was adding an "in" before "Tanking". No wonder I didn't get it.

    • @ataarono
      @ataarono Місяць тому +2

      @@RobertLovesGames no, tank you!

  • @morrischen5777
    @morrischen5777 2 місяці тому +212

    As a regi facility builder, IMO if dev really wanting to make player-made PUBLIC facility a realilty, they REALLY need to add these features:
    1. Easier way to advertize the facilities on map, either by new map markers for different fac or new map posts to help ppl find the material production line they need.
    2. Divide public and squad production line. Instead of 5 production lines in a fac for either personal or public, those should be 4 public/personal and 1 squad locked line. This ensure not only solo player can use the fac, regi player wouldn't be blocked from their own factory being clogged with 5 occupied lines without any output.
    3. With the squad locked production line, it also need a squad shared inventory. It don't need to be large, but it allows more secure and efficent material management that WON'T cause issue between public solo user and regi user.
    4. Better anti-grief server logs. To let regi player open up their facilities to public, the securety lost of the action need to be re-enforced by better mechanics. Like vic driver transfer logs, would be the top priority.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +20

      1. Yes!!! I've wanted this for so long. Better communication tools for the map. Something that goes beyond just a regular map post. They have the filter system on the map now if players don't like that kind of communication on the map they can toggle it off.
      2. I like the idea of dividing public and squad production line. Legendary had this similar idea while I was talking with him.
      3. Agree with this as well!
      4. Also like this idea!
      All great ideas! Thanks for sharing these! Hope the devs see them or are working on something like these.

    • @xale3658B
      @xale3658B Місяць тому +3

      you should share those with the devs if there any ways to do so :D

    • @paradoxuscz7337
      @paradoxuscz7337 Місяць тому

      EYOOOOOOOO Do you need a slave for facility building i always loved the logi part of the game but was too confused from the words all of yall use so if you have a lil patience ill help you

    • @yeeter7090
      @yeeter7090 17 днів тому +1

      tbh i like your ideas but the logs thing with the facilities from a programming standpoint will induce a higher load on your pc and the server because it has to ping each individual facility for its logs of each individual person that off/on loads the facility. your ideas are great its just a legitimate technical challenge.

  • @talinpeacy7222
    @talinpeacy7222 Місяць тому +151

    The thing about tanks historically was that when buttoned up, tanks could see far, but had very poor peripheral view. Making tanks view sights extremely claustrophobic and narrow when the hatches are closed and then giving infantry more ability to climb on the tank to damage view ports or jam a metal bar into the tracks (like the tools often strapped to the tank for recovery/maintenance).
    Speaking of which, a surprising amount of travel time can be accounted for heavy vehicles getting stuck, reinforcing roads so they don't get stuck on the recent damage and wear from other heavy vehicles, and performing routine maintenance on the various fittings and friction points to ensure the tank doesn't break down right before entering a battle. Tanks were scary to fight against, sure, but only because they required you getting close enough to damage the more delicate tracks, vents, and view ports and the enemy infantry usually wouldn't let you sneak up on them. Tanks are a counter to machine guns and trenches to a lesser extent. They provide mobile cover and tend to be able to burn out or collapse most forms of cover the enemy hides behind. Infantry getting close unopposed is a really bad situation for a tank. CQB is not their strong point.

    • @matthiuskoenig3378
      @matthiuskoenig3378 Місяць тому +15

      the narrowed view wasn't just allowing infnatry to climb on the tanks (almost never happened infact), but allowed them to more easily ambush them. in real life vehicles don't have health, a single anti-tank rocket on the side can mission kill the tank.

    • @roadent217
      @roadent217 Місяць тому +1

      @@matthiuskoenig3378 "the narrowed view wasn't just allowing infnatry to climb on the tanks (almost never happened infact)"
      Maybe, but even nowadays, at the start of the Gaza invasion, I saw a head cam of a Hamas soldier running up to a Merkava tank to plant an anti-tank rocket IED on the side (pointed the wrong way, but that's besides the point).

  • @madtechnocrat9234
    @madtechnocrat9234 Місяць тому +101

    What is most ridiculous is that builders have to hold left mouse button for around 2 minutes to construct anything, watching blue schematic all the way trough.
    There is no animation of construction like in starcraft or any other Rts, where those aminations are arguably less needed than in foxhole. Might as well watch grass grow.
    There is no variation to it, you just walk around holding left mouse button for hours to complete a base, at best you fight with "ERROR CAN'T BUILD GROUND BAD".

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +21

      I use a program to hold left mouse button for me ha. Which is allowed in the game and does not get you banned.
      Animation in the construction like StarCraft would be amazing! Honestly I'm normally watching a twitch stream or youtube video while doing massive building or gathering.

    • @1nsaniel
      @1nsaniel Місяць тому +4

      Amazing gameplay loop

  • @Redawesomeoby
    @Redawesomeoby Місяць тому +45

    I ain't tryna have a second job that doesn't pay

  • @t.hurson2298
    @t.hurson2298 Місяць тому +92

    Honestly, i think RPGs and AT weapons should be doing a LOT more damage than what they do right now. For weapons purpose built to take down armored vehicles, it's ridiculous how many shots are needed to take the tanks down, especially when there are 10 tanks charging your position. Tanks need to be more vulnerable to infantry, as in irl. Tanks should have to be supported by infantry, and not soloing everything in the game.
    Several things I would recommend:
    - Shrapnel/overpressurization damage against players in tanks, causing bleeding, damage or instant death
    - More tank components being disabled.
    - Tank guns jamming, requiring clearing
    - AP and HE rounds for tanks and arty
    - Tank veterancy (Honestly, it would be cool to have the ability to mark your tank for the number of tank kills its gotten)

    • @vihtormch7512
      @vihtormch7512 Місяць тому +3

      In modern world tanks get shredded like butter by AT infantry

    • @TarsonTalon
      @TarsonTalon 19 днів тому +1

      The problem is that this is WWI/WWII. Tanks were pretty powerful back then. That said, I think something needs to be done about the tank repair mechanics. It should be harder to repair a subsystem than "Hit with hammer until 100%". Like how ships are SERIOUSLY affected now by torpedoes to the point they have to go back to port, subsystems should be harder to repair.

    • @DepressedCrow
      @DepressedCrow 17 днів тому +1

      ​@TarsonTalon I think that for every 5% of damage, 1% is hard damage meaning it can't be repaired in the field

    • @user-ou9qd9no5n
      @user-ou9qd9no5n 9 днів тому

      Angle's of view

  • @arkheon650
    @arkheon650 2 місяці тому +195

    Funny thing is that the 11e base printing 6 SHTs around 3:25 was actually BEFORE the update 😂

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +47

      Lol! True true! Now they probably have double the pads!

    • @CanadianFitted
      @CanadianFitted Місяць тому +2

      Hahaha you fkin legend - Altios 😂

    • @Poltergeist-nb1fi
      @Poltergeist-nb1fi Місяць тому +1

      Same with the Footage 1:20 was 3SP War 107

  • @hlibushok
    @hlibushok Місяць тому +64

    The weakness of infantry anti-tank weapons was always my biggest gripe with Foxhole. It became especially clear to me once I played another more conventional World War simulation game - Enlisted. In that game sticky bombs, AT rifles and rocket launchers all deal huge damage to vehicles. Hitting an enemy tank 80 meters away with a Panzerfaust is probably the most satisfying thing. Back in Foxhole all the AT weapons are insanely short-ranged and/or clunky and you will most likely not even hit the tank, and if you do, it will be so underwhelming because the tank will not give a single sign of being damaged in any way and will just keep shooting at your positions like nothing happened.

    • @domka3422
      @domka3422 Місяць тому +7

      Oh, absolutely. The amount of times me and my friends had to actively avoid hitting enemy tanks with AT when flanking because we wouldn't be able to deal enough damage to a goddamn mpt even after hitting it with around 10 flasks is insane.

    • @PLK217video
      @PLK217video Місяць тому +2

      The best infantry AT option is go grab a tank yourself. Buffs your damage, range and survivability. And you also don't need a squad of 10, 2 people is enough.

    • @hlibushok
      @hlibushok Місяць тому +38

      ​@@PLK217video That is LITERALLY THE PROBLEM - the game is turning into World of Tanks. Foxhole's infantry needs versatile AT weapons to not have to go grab a tank when the opposing team rolls one out.

    • @alexturnbackthearmy1907
      @alexturnbackthearmy1907 Місяць тому +13

      @@hlibushok Also better AT guns. They were a big roadblock in past, but now? They are steamrolled, with no chance of contributing, seen it too much when base with multiple crewed AT guns and lots of AT bunkers gets obliterated within minutes by tanks.

    • @scatman5225
      @scatman5225 Місяць тому +8

      ​@alexturnbackthearmy1907 this is because AT guns got drastically nerfed, and its now easier to supply tanks then AT guns for most fronts. They are drastically weaker then tanks and more expensive, in the current state of the game theirs no reason to use them.

  • @carterpatterson1988
    @carterpatterson1988 2 місяці тому +310

    I hear that clanman doesn't like it, it makes me like it

  • @LegendaryZA
    @LegendaryZA 2 місяці тому +240

    Great video, that guy you interviewed sounded CRINGE tho (haha its me). Thanks for making this Robert, great points all round! I will now continue to make 100 public spathas a day, cheers!

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +18

      Thank you! And not cringe at all! Such a great answer! Thanks for helping me with this video!
      And please do! Hopefully I can take a break from logi one of these days and come grab a spatha!

    • @HamadaHamada-qx9bx
      @HamadaHamada-qx9bx 2 місяці тому +8

      I’m sorry did you say 100 spathas a day 😳

    • @thecrisper4993
      @thecrisper4993 2 місяці тому +1

      Found bros base better watch out

    • @LegendaryZA
      @LegendaryZA 2 місяці тому +4

      @@thecrisper4993 Which one, I have multiple >:D

    • @Monarch_GNSG
      @Monarch_GNSG 2 місяці тому +7

      @@LegendaryZA FMAT has been doing something similar to you guys. They have been dropping a full trainload of HTD crates in every front less then every 24 hours, this has been going on for weeks now...

  • @CremeCaramel77
    @CremeCaramel77 2 місяці тому +35

    As an infantry player, the changes are pretty tough. It was always a rush getting a sticky/flask attack off and taking out a tank. A real sense of achievement and moving the needle ever so slightly in your team’s favour.
    Now it’s just a minor delay of 15 minutes until the replacement rolls up or no change at all.
    It’s also a matter of just having a critical mass of tanks that overwhelms the defenders.
    You could have battles of say 4-5 tanks vs infantry and if the infantry could score 2-3 tank kills, it could seriously blunt the assault.
    However if they roll up with a critical mass of say 8+ tanks, there is practically nothing the infantry can do unless they get sufficient armour support.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +4

      Exactly. Well said. Infantry needs some late game equipment like a tier 4 or something.
      Thanks for your thoughts on this!

  • @domis4242
    @domis4242 2 місяці тому +46

    A good attempt to help single players, but currently the number of tanks is a problem. You can destroy 4 enemy tanks and within 10 minutes they will attack with 8 more

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +4

      Agreed. Something needs to be cut back or like I mentioned infantry and builders need some kind of buff. I don't want to seep into any kind of power creep though either.
      Thanks for your thoughts on this!

    • @alheimianservant1499
      @alheimianservant1499 Місяць тому +1

      ​@@RobertLovesGames
      Maybe just do 2 times the resources instead?
      : /

    • @user-ou9qd9no5n
      @user-ou9qd9no5n 9 днів тому

      ​@@RobertLovesGameswhatabout growing modificators of resources by technologies?

  • @salce_with_onion
    @salce_with_onion Місяць тому +27

    Unironically, this is because there are no ways for infantry to counter tanks. Like, this the same as in HOI- properly built tank division has stats so high that you cannot stop it- only counter click with another tank.
    Mine fields and AT equipment must become a serious threat to tanks. No other way

    • @Glumbus1
      @Glumbus1 Місяць тому +2

      if inf is clicking tanks in HOI then there would be literally no reason to build those tanks

    • @Cringe_department_15
      @Cringe_department_15 Місяць тому +1

      This guy must be a fckng new in hoi

    • @Cringe_department_15
      @Cringe_department_15 Місяць тому +1

      Use cas anti tank and look how their tanks losses just skyrocket

    • @roadent217
      @roadent217 Місяць тому +2

      "Like, this the same as in HOI- properly built tank division has stats so high that you cannot stop it- only counter click with another tank."
      Wasn't this how WW2 happened IRL? Especially on the Eastern Front? Elite divisions from one side would be strategically re-deployed in order to counter elite divisions from the other side? So, in 1942, while all the elite forces were fighting in the south near Stalingrad, the Rzhev meatgrinder saw much less equipped infantry divisions slugging it out.

    • @Cringe_department_15
      @Cringe_department_15 Місяць тому

      @@roadent217 no

  • @MrDirt
    @MrDirt 2 місяці тому +118

    I like the direction but 5 times the resources is too much. I really really hope the Devs are changing everything to 3 times instead because as of right now the BComp harvesters run full within 10 minutes, so someone has to empty them all around the clock.
    A similar problem is with the Stationary Salvage Harvesters which I attend alone. Me and 4 other mates set a public order so all I have to do is running a mini train and as soon I return to the field, the harvesters are full again. I didn’t even take the time to farm the copper and aluminium anymore, unless it’s Rare Metal.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +6

      Yea 5x is way to much it seems. Maybe we need to try and find way to do 3x or 2x resource rate. Yep harvesters are super OP right now!
      Thanks for sharing your thoughts on this!

    • @hellothere_1257
      @hellothere_1257 Місяць тому +3

      One of the major tips that people's tend to give aspiring Game Developers is "Make big adjustments rather than small ones"
      When it comes to balancing a game, as a developer you tend to be inclined to restrict yourself to making small micro-adjustments, but that actually makes it really hard to compare the feel of different game versions. Thus it can often be better to just try changing certain parameters by a huge amount, so you can more easily compare what influence that parameter has on the overall game feel in practice, which then makes it easier to settle onto your final decision.
      My guess is that this is what the devs are doing here. It's interesting to see this kind of experimentation in a release version, usually you tend to only see it in internal testing builds, but I guess with such a player driven game as Foxhole they had to test those changes in release to find out how the community would adapt to these changes in practice.

    • @sneediumminer
      @sneediumminer Місяць тому +2

      the devs should implement technology, maybe with timegating, so that early in the war the harvesters are inefficient and its poverty mode
      then after some time the two sides can invest into the harvester techs to get up to something close to the level of abundance we see here by the end of the game
      the devs should probably also concentrate resource zones more because they are spread out enough that a lot of them arent even getting fully utilized even last patch, and taking a half dozen hexes on the front doesnt even affect the enemy economy meaningfully, which just makes every war a question of sheer player-hours (frustrating for everyone involved)

    • @sneediumminer
      @sneediumminer Місяць тому +1

      the main issue with the prepatch economy wasn't the scarcity at all, it was the sparseness of fields and the fact that a lot of time you would just be sitting in empty scrap fields waiting for the timed respawn, which is boring as hell

    • @RustyBear
      @RustyBear Місяць тому

      @@hellothere_1257yea idk if thats a trend but rn the games do massive changes. Especially in the survival game and military games. They kinda forgot the word balancing

  • @GeoffreyJennings
    @GeoffreyJennings 2 місяці тому +47

    You described the hard choices in design very well. I don't envy the devs here. I know in the past they've shared it's very hard to take things away from players once they've been given. So the choice to increase the yields by that much could not have been an easy decision.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +6

      I have never enyed the devs with trying to balance this game lol. I'm with you. I've said it in other videos but Foxhole has to be a really hard game to balance.
      Though it may not have been an easy decision I do believe that this is a decision that can be slightly reversed. I don't think it should go back to "normal" but instead of 5x the amount maybe it should only be 2 or 3 times the amount of resources.
      Thanks for sharing your thoughts on this!

    • @MyName-Jeff
      @MyName-Jeff Місяць тому +1

      Yeah but I think that's a really good reason they should've incremented it more slowly. I would've tested 1.5 times resources then 2, 2.5 etc. definitely wouldn't have jumped straight to 5 times cuz that is a drastic change.

    • @starsidescav9487
      @starsidescav9487 Місяць тому +1

      Which is why its baffling to me they went that hard that fast with the increase

  • @Epic0201
    @Epic0201 2 місяці тому +37

    i do love the fact that i don't have to grind as much but i hate the fact that some clans abuse it and just do suicide rush after suicide rush and you can't do anything against that.
    The worse abuse i've seen was when LTs were charged into minefields to clear the mines, litterally more than 20 LTs were just suicided into mines.

    • @thebonelyone6666
      @thebonelyone6666 2 місяці тому +19

      This is less abuse and more just shifting to fit the current balance. If I can make dozens of hatchets per hour, of course I'm going to spam them out so much more.

    • @dylanvandermeer9852
      @dylanvandermeer9852 2 місяці тому +1

      ​@@thebonelyone6666indeed same goes on warden side with the devitts

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +6

      That's crazy! Yea this resource rate needs to change from 5x to more like 3x or 2x I think.
      Thanks for sharing your experience with this!

    • @Ben-mw9vz
      @Ben-mw9vz Місяць тому +5

      The whole light tanks being suicided into mines is very reminiscent of the border skirmishes between Japan and USSR, they would send waves upon waves of BT-series tanks into Japanese minefields during attacks, with the goal of clearing a path forward

    • @christophermikiewicz7083
      @christophermikiewicz7083 Місяць тому +1

      Clans and abuse. Name a better duo.

  • @ulrikmller3161
    @ulrikmller3161 2 місяці тому +26

    I think the biggest problem with tanks is that once a new tank is teched, older becomes obsolete. I only see Spathas on the Colonial side, because why would you ever use a Hatchet or Tankette, when you can just take the "best" tank. The only real resource right now is transport time, and all the tanks take the same time to transport. I believe that it is a huge mistake to make all-around tanks, because it will always just lead to 1 or 2 tanks being used.
    I really like the infantry gear philosophy, because it's not direct upgrades. Even when machineguns are teched, you still see people using Argenti's.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +7

      I agree that this is a problem. I want vetting an older tank to make it comparable to a newer tank that is not vetted if that makes sense. I think that would be an interesting way to balance things. And yea having a base tank that can't be used at all because the facility upgrade one is just far better does not seem like the way to balance things. Might as well just put the whole thing in the facility to build.
      I'm not the best person to talk with about tank meta though ha! Thanks for your thoughts on this!

    • @Mirvra
      @Mirvra Місяць тому

      Meanwhile me stubbornly bringing up King Gallants despite BT's and SHT's being frighteningly common on the field >.>
      So what if I'm ''not as effective'' as the big tanks??? Morale Support King Gallant wins battles!!
      ... Now if they'd just let my Gallant freaking cross trenches like literally every other ''tank'' >.>

    • @user-vp9lc9up6v
      @user-vp9lc9up6v Місяць тому

      Don't play Foxhole at all but maybe decreasing fuel production to mimic the importance of fuel and how it is a limiting factor would be a good way of having more material availability with less armor spam

    • @TarsonTalon
      @TarsonTalon 19 днів тому

      @@user-vp9lc9up6v Funny thing is, that used to exist...and then people fought over petrol supplies. That said, they could bring it back, because people are already used to public petrol facilities (which didn't exist before and petrol used to be made in the town refinery), and currently people make way more petrol than they use.

    • @user-vp9lc9up6v
      @user-vp9lc9up6v 19 днів тому

      @@TarsonTalon fighting over petrol is technically representative of real life, lots of generals have fought over prioritization of resources with fuel being one of them

  • @Tuck213
    @Tuck213 2 місяці тому +25

    Good video, and clever title. I said I'd never touch building and it's for this reason. You spend an hour holding LMB on 20 bunker pieces, it numbs your mind and the endless tanks roll over it in minutes. And builders rebuild their bases every day because they have no choice.
    I'd say, give builders more tools. Allow the CV to build bunker pieces, or get a digging machine to dig trenches faster. And that voting for every base is nonsense, because everyone votes for the same things anyway

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +7

      lol thank you! You are like the 2nd person to notice my dad pun level title ha!
      I agree that builders need more tools! Especially into the late game. Digging machine or an even better CV that makes building go faster would be great.
      And I also agree that voting is kind of nonsense as well. I think that's just an old mechanic that needs to be looked at again and reworked.
      Thanks for sharing your thoughts on this!

    • @davidty2006
      @davidty2006 Місяць тому

      yeah a digging machine would actually get me back into building.

  • @SemSaidaTraps
    @SemSaidaTraps 2 місяці тому +15

    Strong burnout in this war, I must not play for a long time, spend weeks building and maintaining bunkers to lose everything during the low pop due to ballista rush, complicated

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      I believe it! It’s going to be long war too.

    • @SemSaidaTraps
      @SemSaidaTraps 2 місяці тому

      @@RobertLovesGames 82DK and KRGG give UP like almost 3 weeks Ago, Far from good war

    • @user-wp7cv2gd3n
      @user-wp7cv2gd3n Місяць тому +1

      ​@@SemSaidaTraps I understand them from the words of their logistician, they had to bring about 150 boxes of bimats every hour to fix CK, not to mention their repair itself. And so for literally weeks, they basically held the King cage and at the beginning of the war it was taken mainly due to their efforts, so it seems wrong and stupid to blame them, they did everything they could. And besides, they had to repel rashi balistr by 8-12 cars every day. There were so many balisters that they were often taken as a trophy with the help of gas

  • @michaeltruett817
    @michaeltruett817 2 місяці тому +28

    We need an engineering update and prehaps reduce the resources to 2 or 3 times instead of 5X

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +7

      I agree! Builders need some love! And yes turn the resources down just a bit. Talking with other players it seems like the harvesters are part of the issue. Instead of pulling 3 times the resources because of the ques it now pulls 15 times the resources. You only need one person to clear a field in less than an hour. Lower the que times on harvesters but let us build like 5 harvesters.

    • @trains2419
      @trains2419 Місяць тому

      Just what I was thinking.

  • @hetierremustdedu1829
    @hetierremustdedu1829 2 місяці тому +65

    I really enjoy being able to bring out these vehicles out more often, it felt depressing losing them in situations alot quicker than all the effort it took to make it. It feels more enjoyable to play aggressively knowing you have spares to work with.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +26

      I think that "some" vehicles should for sure be brought out more often. I'm still in the mindset that things like Battle Tanks and Super Heavy Tanks should be something of value and something you are cautious with. It still think it should feel like a big loss if you lose either of those for making a bad play.
      But yes every other tank you should be able to play more aggressive with and be able to replace.
      Thanks for your thoughts on this!

    • @HamadaHamada-qx9bx
      @HamadaHamada-qx9bx Місяць тому +1

      Unpopular opinion but I don’t mind salvage coal and sulfur being 5x just because it reduces the amount of time I have to spend in a field without really increasing the amount of resource I get. It actually nerfs it a bit since that slows down tech. But broken comps are completely busted!

  • @MrDirt
    @MrDirt 2 місяці тому +23

    Attending stationary harvesters feels like playing FarmVille, Clash of Clans, Simpsons Tapped Out, etc. right now.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +3

      lol for real! On one hand I'm glad they are faster at pulling resources but on the other hand I'm not sure I like how many resources it gives.

    • @mangosuppe8706
      @mangosuppe8706 Місяць тому

      @@RobertLovesGames 100% agree, was running some small train doing some stationary harvester runs. I kid you not 2 minutes had passed from me collecting everything, going to refinery and back. And all harvesters were full again, 7500 scrap just like that

  • @whiteoscreen2383
    @whiteoscreen2383 2 місяці тому +51

    Foxhole the World of tanks edition 😂

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +4

      Let the tanks flow!!!

    • @spechulfapticks3108
      @spechulfapticks3108 2 місяці тому +4

      initially the devs wanted it to be world of warships... at least during this update

    • @ottovonbismark7004
      @ottovonbismark7004 2 місяці тому +2

      ​@spechulfapticks3108 don't worry there are plenty of ships Warden and Colonial alike on the high seas

    • @dylanvandermeer9852
      @dylanvandermeer9852 2 місяці тому +1

      ​@@ottovonbismark7004well collie navy is nowadays only 1/3 from what we wardens have as a navy but the rare metal drops where shit this war

    • @ottovonbismark7004
      @ottovonbismark7004 2 місяці тому

      @@dylanvandermeer9852 wanna talk about rare metal drops? The amount of scrooping and logi and bs we had to do to get our battleship. I understand the struggle mate

  • @Deathscythe92
    @Deathscythe92 2 місяці тому +26

    As a builder this war has definitely been rough. I'll never burn out during a war, but I may need a war or two break after this one lol.
    We've talked as the wardens and I get that our combat tanks don't need a fac as often, but the colonials have a massive advantage with the ballista versus the chieftain. The fact that 15-20 ballistas can be thrown at a concrete base in a suicide attack with another set coming an hour later feels a little ridiculous.
    I've suggested for a while now that we should get tier 4 bunkers. Make them reinforced concrete, and make the upgrade cost pcmats or steel per bunker piece. This would make it invulnerable to basic tank shells and smaller artillery shells.

    • @remuluson2904
      @remuluson2904 2 місяці тому +6

      I dont envy you guys. I helped myself with 5 balista rushes and it feels like just kicking someone in the nuts. Hardly any bases can survive a ballista rush.

    • @bowie3461
      @bowie3461 2 місяці тому

      If a base is prepared properly a ballista rush just fails TBH mine fields and dragons teeth are hard counters.

    • @Deathscythe92
      @Deathscythe92 2 місяці тому +5

      @@bowie3461 that's normally true, but after what happened in cgate that's not super accurate either. They had a minefield and the Collies suicided MPTs into it to clear the field for the ballista rush. When you can just beat any defense with a massive surge of mass produced tanks it doesn't require intelligence anymore

    • @Monarch_GNSG
      @Monarch_GNSG 2 місяці тому

      @@bowie3461 I can tell you are not a builder and I will clarify something. Now building on the warden side is irrelevant unless you cover every buildable piece of terrain with a bunker.

    • @bowie3461
      @bowie3461 2 місяці тому

      @@Deathscythe92 obviously there comes a point where the offence outweighs the defenses put in place. The mpt rush can only deal with a minefield though what about dragons teeth? And a dense enough minefield would still stop a combined rush.

  • @Ozpawn
    @Ozpawn Місяць тому +5

    Five times seems overkill, 3 xor 2.5x seems a good middle ground to help solos get their tanks to the front while keeping super heavies rare but not as rare

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Agreed. Think we have all kind of agreed that trying it at like 2x or 3x might be better.
      Thanks for your input on this!

  • @musatrd
    @musatrd 2 місяці тому +14

    I like the update to production aspects. I played logi for the first time a couple weeks ago, and actually started looking into how to do it effectively because it was made more accessible to me as an individual.
    I think it would be fair, however, to adjust the production values in a manner to make tanks a little more scarce, and make anti-tank weaponry more abundant and easy to produce. I like that tanks show up more often, and we can have these fun pushes/counter-pushes, but I do think the only thing that makes tanks think twice about moving forward at this point are just other tanks.

    • @alexvandenheuvel4757
      @alexvandenheuvel4757 2 місяці тому +3

      At daytime, I would say you're correct. At night it's a different story.
      I still see alot of gear fear in this war. The tank will take a couple of hits and move back.
      Hell, last night I charged an enemy tank line from behind with an empty battle bus. That alone caused chaos in their line and they all rotated just to kill me. Ironically, our tank line pushed up and caught them in their awkward stance.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      Glad to hear this! And glad to hear it from a new logi players perspective.
      I think the resource rate could be changed from 5x to something like 3x or 2x.
      Thanks for sharing your experience and thoughts on this!

  • @MrDirt
    @MrDirt 2 місяці тому +12

    1:09 This is the first time I see that the vision radius decreases towards midnight. I didn’t know that 🤯 I thought it would be the same throughout the night.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      Ha! I'm glad you at least got that out of this video :D

    • @TheWeeJet
      @TheWeeJet 2 місяці тому

      Time lapses are amazing

    • @foreverdead1790
      @foreverdead1790 2 місяці тому +1

      Btw this effects ai’s visual range as well. The darker it is, the closer you have to be for it to shoot you. Powered garrisons (the ones with lit up spotlights on top) are less effected by this but still slightly. Partisans sometimes will even wait a whole hour for it to be peak night again to make a move because the path they found only works at that time of day

  • @Mencger
    @Mencger 2 місяці тому +11

    More infantry, less tanks !!

  • @Attaxalotl
    @Attaxalotl Місяць тому +7

    I think that more resources are absolutely a good thing, but 5x is a bit overkill.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      Agreed. Maybe the devs should try 3x or 2x

    • @Attaxalotl
      @Attaxalotl Місяць тому

      @@RobertLovesGames 2x sounds about right, decreasing harvesting times without making it so that Heavy Tanks can be spammed.

  • @Monarch_GNSG
    @Monarch_GNSG 2 місяці тому +5

    it is worth noting that the idea of "dont waste 40mm on infantry" is from the pre war 83 era. The game back then only had tanks fighting during warden weekend and the scarcity meant that a singular tank dying was like a battle tank today. The game had so little tanks that little 40mm would be supplied to the front, in some extreme cases the shells you had from the nearest logistics hub were the only you got this mentality was almost invalidated by 83 and completely irrelevant by war 96. This idea was obsolete by war 100 and it is mostly a relic of the past.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      True I must have my mindset stuck in that era lol. Probably because I don't make it to the front very often.
      I need to go to the front more often ha.
      Thanks for reminding me about this!

  • @Zorro9129
    @Zorro9129 Місяць тому +9

    I was considering getting back into Foxhole and I'll put it off now. The entire game is based around logistics, with more powerful equipment taking more resources and processes to avoid being spammed. This was why battle tanks were removed and reinstated only with the Inferno update. In my opinion, if you want to get more solo players into tanking and artillery, make the cheap options more accessible. Scout tanks, armored cars, and tankettes might get a cheaper production cost later into the war so they stay viable, while heavier vehicles should stay costly. Mortars should get the same sort of treatment, except with a way to make transporting shells easier and maybe with a damage buff. These are game elements that are low-cost and thus more accessible yet end up totally obsolete, and I think that should change.

  • @michaeladams240
    @michaeladams240 2 місяці тому +8

    So... as a mostly solo player I can say that the changes have been great (From a solo Point of view), Ive spent more time in a spatha this war then any other war, some of them even ombined... Ive been given a t2 spatha twice this past weekend alone (Just handed to me... the clan man literelly said "pssst hey, you want this tank?" and boom! jumps out, unlocks and loggs off) So from that perspective its been absolutly amazing! BUT i do feel like that there are way too many tanks on the front now, you come in and there are about 10 infantry and the rest just tanks, with the tankers yelling at the poor 10 . I can also see the lack of care that used to be VERY present in previous wars on the preservation of sed tanks... people yeeting them in, leaving them outside active fronts, I even heard a commander reply when the gunner told him they were out of ammo to just run it in and die as it would be quicker to just go get another one from there base instead of repairing and rearming in the current one :( This is unfortunitly a part of the new patch I dislike, I remember the days when a tank was in distress to the east and everyone would charge over in attempt to save it, now its "Meh just pull another spatha from the sea port" I also agree completly with super tanks, they used to be a spectical , a event on the battlefield, when one showed up the region chat would go crazy and map posts would be tracking it... but now ive seen a super nearly every time I log in and noone seems to care... taken some danger out of the game.... in conclusion i am on both sides, I do like the changes to what it benifits me , but also dislike the culture change it has brought... Prehaps the deves could reduce the resources just a little bit, just enough to make it sting a little when a super dies at least...

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +2

      Good to hear that these changes have been benefiting solo players.
      Thanks for sharing your thoughts on both sides of the coin! I think it's a hard thing to balance because I want casual players to have access to tanks in some capacity but I want tanks to also be valuable and not just flood the fronts. Reducing the resources just slightly could help this.
      Thanks again for sharing this!

    • @_--Reaper--_
      @_--Reaper--_ Місяць тому

      Spectacle*

  • @Dougi233
    @Dougi233 2 місяці тому +26

    I don’t know, I enjoy the tranquility of sitting in scroop fields all day. My regiment is entirely based around public scroop and scroop ports but this update has practically decimated our niche. Nobody really needs or wants bulk scrap shipments anymore. It’s made resource management a non factor now. You don’t need to care about securing midline hexes for their resources anymore, which really kills a lot of enjoyment for those of us that enjoy manning scrap fields and trying to help contribute raw material into the economy and instead forces us into other gameplay loops we didn’t want to get into in the first place.

    • @samuelloomis9714
      @samuelloomis9714 2 місяці тому +1

      I want bulk scrap. I never heard of such niche regiments.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +7

      I enjoy scroop fields as well. But when we are talking about the casual player base that mainly just wants to do combat those players really shouldn't have to spend time in the back gathering if all they want to do is tank or something like that.
      The influx of resources needs to be cut down a bit. Maybe not back to "normal" but it does need to be less than what's currently at.
      Thanks for sharing your prospective and thoughts on this!

    • @Dougi233
      @Dougi233 2 місяці тому +8

      @@RobertLovesGames I think what /really/ needs to change is the in game communication tools available. Even pre resource buff, availability wasn't as huge of an issue as it should have been. You can't advertise public facilities efficiently in game, there is no looking for group or looking for clan system, and the old operations system was way better than the current squad system.
      Resource availability

  • @DevilsElite
    @DevilsElite 2 місяці тому +10

    I'd be careful to wish for new, stronger infantry and building mechanics to make them more viable as that could in turn lead again to more buffs to tanks or arty to deal with the new threats. I'm not sure how realistic the danger of power creep in a game like Foxhole is (or has happened in the past).

    • @niconilo97
      @niconilo97 2 місяці тому +3

      Usually the power creep is contain whit the tech system, early war mid war late war
      But whit the new system late arrive way way faster
      I mean like once Storm Canon tech is done, there is hundred and hundreds of them being built immediately
      Clan don't even need to make a decision to make early war assets or prepare for late game
      So if you destroy a logi town nowadays it doesn't even make that much a difference, because there is Soo much excess anyway

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +3

      You are absolutely right. I certainly don't want any kind of power creep where the devs are constantly just trying to out due the previous thing they updated. That would eventually kill the game.
      Thanks for bringing this point up!

  • @Pyrefirling
    @Pyrefirling 2 місяці тому +7

    There is only one big problome with this update realted to facilitys. When you want to make a public facilty that lest say produces artillery shells. The factroy will have 5 public ques , that players can just take for personal use making them unavalibe to the public. This makes it very hard to produce large amounts of public shells, then making it harder to give out to the public. Also when a que is being used you cannot tamper with facilty like upraging it to a rocket facilty.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      We are certainly not lacking in shells so I currently don't see this issue. Maybe the devs will address this though in the next update.
      Thanks for sharing your experience on this!

  • @gwenmcgarry528
    @gwenmcgarry528 2 місяці тому +5

    I bet there's a healthy middle ground between what was in the past and what we have now, there seems to be too much of a surplus atm

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      I agree. 3x or 2x the resource may be a sweet spot to try.

  • @dylanvaughn4990
    @dylanvaughn4990 Місяць тому +3

    Keep in mind I have yet to play foxhole but from what I can gather is that all of the resource collection is in the very back lines, I believe these should stay with a lower number but adding new scrapyards closet to the active fronts with the high multipliers, this forces players to aim for these new areas but if left unprotected they can be easily attacked and taken away forcing resource scarcity for unwise defensive strategies

  • @pop6103
    @pop6103 Місяць тому +1

    I like the changes. happy too hear about them since I'm just getting back

  • @Prat_Rat
    @Prat_Rat 2 місяці тому +6

    The problem with the 5x resources isnt the amount of comps its the infinite comps gathered througth broken comps as using this methord means contsant 24/7 production

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +2

      Agreed. There are just way to many components and broken comps floating around right now.

  • @Kirbys
    @Kirbys 2 місяці тому +4

    I'm in WLL and play with 20-40 people all the time and I love these changes. When I wanna go solo build something and scratch that itch, I can much easier and help the team quicker.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      Woo!! Everyone should join WWL if they are interested in doing public logistics!
      Thanks for sharing your experience with WLL!

  • @Bunty-yv7rc
    @Bunty-yv7rc 2 місяці тому +6

    This update has removed all joy in destroying the enemy factions tanks/toys/etc. I don't think I'll be playing again until its scaled down.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      Fair. I don’t blame you.
      Thanks for sharing your thoughts on this!

  • @spacegarage6826
    @spacegarage6826 2 місяці тому +5

    Tank columns rolling like its prokharovka in 1943

  • @galiantus1354
    @galiantus1354 2 місяці тому +4

    I think the main improvement for solo players is facilities being accessible, not so much the ease of obtaining resources. The devs could probably scale back the resource rate a little if they also address some of the issues with managing facilities other players can use, and if they made it easier for solo players to navigate facilities to get things they want.
    However, the bigger issue I'm seeing is how much of the map has been built up with facilities and bases. I've never seen so many storm cannons on the map at once, nor have I seen worse facility spam (I think).
    My instinct is a "use it or lose it" policy of Msupp consumption for facilities: A facility's Msupp consumption would significantly decrease the more frequent use it sees, and significantly increase if no one is using it.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      I agree that the devs should scale the resource rate back to like 2x or 3x.
      Because concrete can be made easier that is why we are seeing so many storm cannons and more shells as well. From what I've been told though we still haven't hit the record for most storm cannons in a single war.
      The devs thought there would be less facility spam with this change but there is actually more ha.
      I like your msupp idea! Something like that would be cool to see in the game.
      Thanks for sharing your thoughts on this!

  • @BeepBoopBeweep
    @BeepBoopBeweep Місяць тому +1

    one thing to be of note, all warden fronts had overwhelming amount of MPT/spatha's, almost ever tank battle was won by collies due to numbers until we teched HTD, then we had even battles also the massive amount of ballista's are making conc builders burnt out and stop, could be fixed by making the IST the base tank and ballista A variant, the same people booing the idea are the same that would want the chieftain to be a variant instead of base if it was.

  • @unholyknight9636
    @unholyknight9636 Місяць тому +3

    My group is currently running into an issue at our oil field that we are making so much petrol and hvy oil we can’t keep up, that includes moving it and using its. And since the stockpiles in refineries don’t go through pipes it’s become a real big issue with our power being cut off due to the stockpiles capping out. It’s pretty bad when I got excited at the hope of an enemy partisan destroying our refineries so we can start over.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      Yea I've heard this from other clans as well. I know some clans that just destroy their own facility buildings so they can make room for other supplies to be made ha.

  • @Chromslide
    @Chromslide Місяць тому +1

    I saw you interviewing some dude in a logi town, cool vid.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Nice! I like to always hear what others players think about the game and not just have my own opinion if I can.

  • @TheWeeJet
    @TheWeeJet 2 місяці тому +5

    One thing i dont think is actually effected by the 5x stuff is tank ammo amount.
    Its the no sub region modifier that has caused that now that we need to make like 8x less msupps. That has ment way more scrap for bmats and emats.
    And i think alot of people are confusing that for scrap being 5x more.

    • @dylanvandermeer9852
      @dylanvandermeer9852 2 місяці тому

      But there is a bug atm where if you have 2 msupp tunnels overlapping eachother they both supply the same buildings twice wich shouldnt work like that

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      As logi player I'm seeing a lot more tank ammo. I'm constantly having to get release our regiment stockpiles to public because they are maxed out.

  • @TURKSTA19
    @TURKSTA19 2 місяці тому +3

    Well since resources are so abundant, than they might as well make it useful to upgrade the bunkers with a 2.5 tier level upgrades. I also think that a digging machine is also a big need to enable solo builders to build quicker.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      Agreed! Give us some more building options! And yes I feel like we have all been asking for some type of digging vehicle for long time now.
      Thanks for sharing your thoughts on this!

  • @zealot4043
    @zealot4043 Місяць тому +2

    I remember when i was first getting into foxhole my regiment had a point for like 1-2 weeks where not many people where doing stuff and operations werent happening, and it was me and one other person gridning mats to tech subs and we only got one node in 2 hours of camping. Im pretty sure he stayed up all night getting the rest, so hearing this i may have to get back into foxhole!

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Wow! I hate to burst your bubble but getting rare metals for navy ships is still a big chore. But everything else is easier to get. So if you are hoping to do more naval stuff you may want to join a navy specific clan which both sides have or wait until they change rare metals drops.

  • @allanjeffries6937
    @allanjeffries6937 Місяць тому +1

    there should be variety from war to war in terms of available resources. one war could have an over abundance and then the next one could have a scarcity. i think that would be a pretty welcome compromise that not only everyone can enjoy, but wouldnt take too much effort to implement.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Interesting idea. I would be willing to try this. Only problem with scarcity being to low is it may make solo and casual players not play because big clans will take everything.
      We will have to see how the new changes for war 113 play out.
      Thanks for sharing your idea on this!

  • @tazbom2470
    @tazbom2470 2 місяці тому +5

    I'm fine with everything except the sheer amount of arty shells produced right now. It is just not fun for anybody when arty is shooting for 3 hours with no breaks and it happens so often on all fronts. Builders feel burned out because of it, infantry can barely walk out of the trench/arty holes and tanks get tracked by arty spam the moment they get spotted. Not a fan of that one.
    You can counter tank spam. In fact if there's too many tanks, the infantry can run them over which did happen quite a lot in this patch. For artillery you don't need a lot of cannons. It's just about the amount of shells they have

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      I agree. I love the idea of arty and how it can be strategically used but when it's just to overpowered it really makes the front not fun for anyone. I'm with you.
      True about the tanks. Though right now you can still replace them really easily as well so as an infantry player I don't feel like I've done as much as I did in the past.
      Thanks for sharing your thoughts on this!

  • @foreverdead1790
    @foreverdead1790 2 місяці тому +6

    I get the wanting to “make it so the average player can access tanks instead of them being locked behind joining a group”, but the way this was done broke that. The average player isn’t relying on that 5x, using facilities, or even know what to do with broken comps, these are all mechanics that boosted the groups already mass producing Rmats/vehicles and allowed them to do this with greater ease. Devs really need to look at how badly the current Rmat economy is inflated cause in their attempts to “help that random player not in a regiment” they hurt them and helped the regiments

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      I agree that what has been changed has gone to far in the other direction. We need a balance between casual and hardcore players. For example I still think BT's and SHT's should still be something a larger group has to work towards and something you don't want to just yeet on the front, but casual players should still have easy access to lesser tanks as well.
      Well yea the average player is not relying on that because the average player only has a limited amount of time in game and probably just wants to join the front and shoot guns or tanks. If those players don't have a lot of time to build their own tank then that whole part of the game is cut off to them. Now that big clans have extra resources more tanks can be put into public for the casual players to use.
      I think I have to respectfully disagree at least from what I'm hearing from others in the comments. It sounds like this update has helped a lot of solo players and smaller groups. Even though it may seem like regiments are still "gaining" more from this the regiments I talked to are actually just overflowing with equipment and essentially have to give it away otherwise it won't get used.
      Appreciate your thoughts on this and having this discussion!

  • @scopeless22
    @scopeless22 Місяць тому +1

    I think one thing they could do to balance the number of tanks is reduce fuel production. This would still allow solo players to make their own tanks and go into battle for a while, while too many tanks continuously fighting would cause a fuel shortage and need to wait for more fuel to stock up on the front line. That would be very similar to IRL wars too as fuel and crew members were the shortages experienced.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      I'm actually for a bit more fuel scarcity as well. They have made petrol way to easy to get I think.
      Thanks for your thoughts on this!

  • @dob_z
    @dob_z Місяць тому +1

    This update looks amazing for me, as a casual with a small group, i was spending all of my time gathering resources and building stuff for our group to use, then quit before any of us got to use it, did that for like 7 wars.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Yea this happens to a lot of players, new or vets. They try to do these huge projects and get burnout.
      Players need to take more breaks or play different roles.
      Thanks for sharing your experience with this!

  • @ultrasaur17
    @ultrasaur17 2 місяці тому +7

    got over 1.8k hours as a wardens so wanted to give the collies a shot this war and have had a lot of fun this war as a solo facility man. As the war has moved on with this constant back and forth over in weathered I've notice that things weren't getting build on the frontline so I elected to learn some bunker base patterns and give it a shot. I've learned from doing this its a real pain to build decent defences as its really time consuming the build descent patterns, first when I've got to an area behind the main fights (I only attempt to build when we pushing forward) its full of shell holes and trenches that need to be cleared out (thanks everyone that grabs a shovel to help my acv). if the trenches are upgrades it costs resources to remove the upgrades and if tier 2 bunkers/trenches costs resources to fill which feels like a kick in the teeth since I've not even started spending resources on upgrading anything. once the area is finally cleared I could start getting patterns down and the bunker can start tech upgrades, by the time I've got to do this I might have rifle garrisons unlocked if I'm lucky but then its getting nuked by mass tanks/arty in the counter push before its even got a chance to tech towards conc let alone howis, hell id take AT at least teching. basically while I enjoy infantry, tanking, arty, logi, facilitys and some naval trying to build anything near a front at this point in the war for me is so annoying to try and hold gains it feels not worth it (at least as a solo man :() so yeah I have a new found respect for builder mains those guys really need more love.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      Solo facility man?!?!? What kind of facility are you running?
      Awesome that you took it on yourself to learn some base patterns. I really want to do this during a war soon.
      This is a great summary from what sounds like a new builder. Thanks for taking the time to share this!
      Always commend your builders! And yes they do need some more love ha!

  • @rubinolas6998
    @rubinolas6998 Місяць тому +1

    Huh. This is the third game I've played where I've witnessed the resource situation be simplified/made easier over its lifetime. The other two are:
    From the Depths: you build ships, planes and stuff and you can mess around with them in a sort of sandbox or play a campaign where you fight against AI factions which have premade vehicle designs. The game used to contain multiple building material types, and you needed a pretty big structure type to efficiently produce fuel. Now there's just one generic material type, but you need fuel storage blocks to "supply" the materials to the engine and ammo storage to "supply" the materials to guns. The more they consume, the more respecive storage blocks you need.
    Avorion: a kind of sandbox sci-fi game with MMORPG elements. The "equipment dock" is a pretty important station, because you can buy weapons and ship upgrades from it. Before the "Into the Rift" DLC, it wasn't very common. The game is procedurally generated, and you can't know what's in a sector until you've scouted it out, so finding the equipment docks took some time. Not _that_ much, but still. Anyway, the DLC added special sectors that:
    1. Get generated in big amounts in pretty predictable spots
    2. Actually show you that they're this specific type of sector before you even get there
    3. Have a guaranteed equipment dock
    4. Don't even require you to own the DLC to benefit from the more common equipment docks

  • @greatpadinski
    @greatpadinski 2 місяці тому +2

    Yeah this is where the balancing becomes really tough. Even a small change that might not affect one player role, might greatly affect a different one. I kind of hope this is their attempt at trying some more large experimental changes so they can see how it ripples across the entire game, then fine tune it from there. Short term means some unbalanced wars, but long term it could make the game a lot better for everyone. Guess we'll just have to wait and see!

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +3

      I've said it before but I would hate to be the devs because Foxhole seems like a really hard game to balance ha.
      They should try big experimental changes in shorter wars that happen between real wars. I think that would be an interesting thing to try.
      Thanks for your thoughts on this!
      I know your busy with other games and what not but you are missing some of the best combat parts of Foxhole! You did bridge battles for like 2 weeks and then stopped playing once they actually got across lol!

  • @akai8614
    @akai8614 2 місяці тому +6

    I try a lot to build I consider myself a combat engineer when I am not burning out on building but with this update the number of 150 arty and the time and general difficulty to have concrete on the front make it impossible to build anything that will last more than 1 hour.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      I'm seeing this as well on a lot of fronts. This can not be fun for any builder...something needs to be different.
      Thanks for sharing your experience with this!

    • @akai8614
      @akai8614 2 місяці тому +2

      @@RobertLovesGamesÉven just infantry can easily destroy concrete now with tremola rush meanwhile to repair concrete you need at least 5 people with hundreds of bmats which is often just not worth it.

  • @tell3131
    @tell3131 2 місяці тому +5

    With the new SHT spam, the drawbacks of the Ares are even more pronounced.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +2

      Have yet to see that tank do anything useful.

  • @louisryan5815
    @louisryan5815 2 місяці тому +3

    maybe they rework the cost of all tanks to reflect the new access to supplies. The increased logistics capabilities would make it so that solos could still provide aid for the war effort without having to camp fields, but tanks could stay as a team effort clan manufacturing weapon. Idk, making logi bearable always seemed to be a large endeavor

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      If they rework the cost of tanks I think it should only be for BT's and SHT's. Light and medium tanks should still be cheap and easy to access for casual players.
      Making logistics bearable is always a good goal. But it's also logistics and I think takes a certain kind of player to enjoy it and like it.
      Thanks for your thoughts on this!

  • @redcap1923
    @redcap1923 Місяць тому +2

    There should at least be something like a higher level hammer like the sledge but for building, like a blowtorch.

  • @ribbo1
    @ribbo1 Місяць тому +2

    I remember resource proliferation in eve-online made the super weapons super common and made a bit of a stalemate taking the shine off of things, hopefully this doesnt happen in foxhole wars and doesn't make infantry less fun/effective

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      That's a great perspective to share! Thanks for telling me that! And I agree I don't want to see this happen in Foxhole either.

  • @randomknight2585
    @randomknight2585 Місяць тому +1

    This update adds to the theory that all these wars are happening in reverse order canonically. As new updates are added each nation returns to more and more of their peak before the resources ran out and before they were reduced to nothing but infantry.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Interesting thought! I hadn't thought of it that way before!
      Thanks for sharing!

  • @uristmcary
    @uristmcary Місяць тому +2

    This was inevitable, When every update is new vehicle this is bound to happen, you get what you deserve. As a tank mine builder I love it.

  • @ric270
    @ric270 Місяць тому +1

    that poor soldier who got crushed by friendlies at 5:16 did not deserve that

  • @911IceMike
    @911IceMike 2 місяці тому +2

    Honestly, I approve of the change. Im a solo player and I deliberately made a point of not joining a regiment with the sole exception of staying in the logistics aspect of it and almost no combat. And for me it’s been alot of fun setting up my own ammo factory and slowly expand to meet the needs of new stuff as the war advances. I love that they gave the freedom to the individual player to contribute this way.
    That being said…. The issue as you correctly pointed out, means assets become more numerous and lose their intended shock value and strategic importance. And I feel this also gave a significant buff to the colonials this war. The colonial tank line up is set up for quantity over quality. And history shows that quantity typically triumphs over quality. This leads to what I refered to in your earlier video’s as “Green Tide”. I feel the change itself is good. But should be a launch pad to further tweaks to balance it all out. Tanks need to be reworked in regards to their availability. Or better more widely available anti tank weapons need to be a thing. More emplacement anti tanks weaponry and stuff.
    I really like that clans like WLL embrace the changes and adapt to it. Their attitude might very well win them the war.
    My personal experiment was to see: “Can I create a facility myself. From scratch, maintain it, AND have it be useful to my team, rather than a liability. And after a little less than a month. I’m glad it was a successful experiment. And allows me to take that concept and fully tailor my gameplay experience around it.
    These changes facilitate one thing. More fun. More time for logi players like myself to take a day off, go to the front, slug it out with the grunts or hop in a tank vanguard and just be able to push myself more knowing the tanks get replaced easier. Which is again why anti tank needs more work, more emplacements types, more field based weaponry, more handheld and potent AT.
    The update brought more fun to the game. It facilitated the titanic slugmatch in weathered, it gave us that final stand in Jade, With the glorious warden imperial navy saving the day. It brought battle trains back into usage, in short, made the game more fun.
    (And gave the colonials that one extra buff to finally win a war :P )

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Though I am always in a logistics clan I still do a lot of solo logi task. So I agree this has been great for solo players.
      And yes quantity in Foxhole most of the time is always going to win over quality. And I hope we do some further tweaks to it. No big balance changes just tweaks.
      WLL is a great public logistics clan! A lot of friendly people in it!
      And I agree I've had a lot of fun this war! If the devs change anything they just need to change it slightly.
      Thanks for sharing your perspective on this!

  • @Captain_Rex14
    @Captain_Rex14 2 місяці тому +3

    I am a Clanman, and I have mixed feelings about the update. I for one like that it's easier to get things, especially special vehicles. You basically had to decide before the war what vehicles you wanted, build an entire facility around it, and couldn't do anything else. Now that facilities are public, everyone can use each other's factories to make special equipment, and I as well as others have fielded more exotic vehicles than standard MPF. On the note of economy, it still feels the same. The prices have not gone down, and neither has the amount of time to get a vehicle combat ready and brought to the front. Losing a battle ready tank on the front is still a big loss, as even if the materials exist somewhere to withdraw from a stockpile, you still have to drag it to the front, arm it, and crew it. Concrete is still nearly indestructible to everything except arty, so more arty is a welcome sight.
    The only thing I don't agree with it making *everything* public. It's impossible to store clan materials without them getting stolen, and everything of value must be hidden to ensure its still there when you log on. More than that, I have seen many facilities outright neuter themselves to make transferring materials nearly impossible, which hurts everyone. I get relinquishing the hold on raw materials, that sucked for everyone. You can't hog everything for yourself. But if you take the time to make Asmats, Pcons, or any other Facility made material that takes a lot of effort to make, you should be able to crate them like you can with a Refinery and store it in a Depot for when you are ready to make a Battle Tank or other Clan Dependent equipment. If they go inactive and don't use the resources, then it expires like a normal stockpile and everyone has a chance to use it. And yes, I know you can crate *1* Pcon at a time, but I'm sure we can all agree that's stupid, and there are other important materials that can't be crated at all.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      As I've stated with couple other people light and medium non special tanks should be easy for casual players to get. Vetted and BT's and SHT's should still be harder to obtain and cost more.
      I don't want everything to be public. I don't know if I stated that in my video I still want clans to have their own stockpiles. Facility buildings need clan stockpiles but just limit how much can be held in those stockpiles to still prevent massive hoarding. And yes crating just 1 Pcon is dumb. When I found that out I laughed so hard. Hopefully we seem them change that to like 10 with future updates.
      Thanks for sharing your clan man perspective and thoughts on this! It's appreciated!

  • @capras12
    @capras12 2 місяці тому +1

    This is a really good analysis of the current state of the game.
    Personally i think it eould be a good idea for us to shift our definition of cost to be based on the amotof man hours it take to create/move rather than the B/R/AS matt cost of equipment.
    The 5x increase in resources hasn't made everything 5x cheaper. Although it definitely has reduced the cost alot, anywhere from 20%-50% for a lot of the tanks and MPF equipment.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      Thank you! I like the idea of shifting the definition and that makes sense to me.
      Thanks for sharing your thoughts on this!

  • @xemo2896
    @xemo2896 11 днів тому +1

    This video is literally describing how World War I style warfare evolved into World War II.

    • @RobertLovesGames
      @RobertLovesGames  10 днів тому

      Ha that's crazy I didn't know that.

    • @xemo2896
      @xemo2896 10 днів тому +1

      @@RobertLovesGames Well I am being a bit facetious, but the decline of trenches and defenses was a result of faster armies using vehicles, better artillery, and aircraft, similar to how you have described Foxhole's changes.

  • @ender1720
    @ender1720 2 місяці тому +1

    As a mainly logi player, i love this update, moving stuff with train and producing stuff in facility is funnier than hitting scroop for hours. The broken components are a bit broken though. In other nodes, they get empty quicker with harvester, but you still need to wait for the node to respawn. In components, it is ALWAYS active, and it produce a lot, whereas before it was just a nice bonus.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      Glad to hear! And I agree I would much rather move stuff around than gather materials.
      The resource rate overall could be reduced to 3x or 2x instead of 5x.
      Thanks for sharing your thoughts on this!

  • @fosty.
    @fosty. Місяць тому +2

    As a guy who has played a couple times and has been confused as to whether my efforts were best spent on the front or back lines; I also don't know whether this is a good thing or a bad thing.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      I made a video about this not to long ago but all of your efforts no matter how small make a positive difference for your faction and for the war. Now this new update might have made that positive difference slightly less but it's still overall a net positive if that makes sense.

  • @armiiniius
    @armiiniius 2 місяці тому +2

    As a player in a small squad and solo runner some wars. These resources buff is awesome! You can finally enjoy the game without grinding your soul away.
    I do think the builders need their bunkers buffed with that new cement truck already. Also, Partisans are getting left behind... T_T

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      Glad to hear it! I'm glad more casual players and smaller groups are benefiting from this.
      Devs cement truck and partisan buff next patch!! Do it!!
      Thanks for your thoughts on this!

  • @Necrotic99
    @Necrotic99 Місяць тому +1

    I think its hard to gauge anything from this war, from what I could see this was another one of those "break wars" where there was a substantial difference in manpower. We won't know the details, because the devs closed the avenue of looking at that....which sucks...
    I understand trying to make it simpler for the smaller groups, but what do you think they will do when they are having to fight not just tank lines, but lines of BT tanks just as infantry? Or even in cheap tanks they are just going to get deleted.
    A positive change was the substantial reduction in maintenance supply costs, this I think was a win for everyone (smaller groups now can also protect and maintain their smaller facilities).

  • @Astrosk1er
    @Astrosk1er 2 місяці тому +1

    6:44 one idea I had was a tier between tier 2 and concrete sort of like a T3, it could have some artillery resistance (or some kind of mortar garrison like a downgraded howi) this allows early game bunkers to not be pulverized the second 120mm is unlocked as well as leave room for conc changes

  • @nathangamble125
    @nathangamble125 Місяць тому +1

    I think it's actually a good thing that keeping defences up is harder, as it results in less stagnation in wars. It has probably gone a bit too far though.
    Tanks are also too easy to mass now, and infantry can't do anything against them, so the game has been made a lot less tactical. Infantry anti-tank weapons being buffed could mitigate this.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      I agree with all of this. I think there are some smaller tactical plays you can make on the field but there overall impact is less after this update for sure. Resource rate just needs to be turned down a bit.
      Thanks for sharing your thoughts on this!

  • @tagKnife
    @tagKnife Місяць тому +2

    3 words,
    Storm Cannon Spam
    That is this war.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      So many storm cannons! But they are also all getting taken out super quick by tanks ha

  • @pieterverstraeten104
    @pieterverstraeten104 2 місяці тому +1

    maybe a way to cut down time spent on construction and gathering
    could be automation of these tasks?

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      Harvesters are already doing part of that. Not sure what automation for buildings would look like.
      Thanks for your thoughts on this!

  • @benmingle2615
    @benmingle2615 2 місяці тому +1

    Ngl this is gonna make me hop back on foxhole, this sounds good to me as far as it goes. inf does need a small buff against tanks tho, and yes add the damn cement truck.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      If this all sounds like positive things for you then you should! Tanks and resources are all over the place!
      Release the cement truck already devs!!!
      Thanks for sharing your thoughts on this!

  • @Losowy
    @Losowy 2 місяці тому +10

    Game in which supplies on the front made a huge role now has basically unlimited amount of them
    I think that says enough

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +2

      Yes the supplies have been a bit over tuned. I don't think it should go back to "normal" but it should be less than what it's now. So instead of 5x the amount maybe 2x or 3x the amount instead.
      Thanks for sharing your thoughts on this!

    • @Monarch_GNSG
      @Monarch_GNSG 2 місяці тому

      The fronts getting to the supplies still limits them
      it just means if anything that people playing in low pop have more stuff which leads to night capping ect...

  • @danjames8314
    @danjames8314 2 місяці тому +1

    i do like the changes made, and making it so logistics is less holding down mouse 1 at a node or hoping a mine doesn't get emptied just before you get there, and more the actual movement of these materials and produced items (though, 5x does seem like a bit much... but at the same time I'm just used to the old ways, I might just need to get used to the difference first and then I'll like it more)
    as for buildings and emplacements, something does need to change on that front. infantry need to get some serious AT buffs the later a war goes on and I think there needs to be a method to preform counter battery fire with regular artillery guns, as right now it just feels like arty guns never know where each other are and just operate independently of each other no matter the circumstance, and only ever firing on one another on the off chance one or the other gets spotted. maybe an artillery radar that can be built on structures so as to give a defending advantage without just having another prerequisite to fight though i feel as though having it be tripod mounted or something to that effect would only take up space in a truck and overall be hardly different to just always being able to see where guns are firing from
    i feel like this has shifted the game from being a very macro strategy game where plans care much less about smaller things and into a much more micro focused game, maneuver is now much more important than simple numbers

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      5x does seem like a bit much maybe it needs to be 3x or 2x the resource rate.
      Think building and infantry might just need a tier 4 that unlocks in late game. Don't know specifically what that looks like though.
      And yes we are definitely in a mobile micro era of Foxhole for sure.
      Thanks for sharing your thoughts on this!

  • @martin_707
    @martin_707 2 місяці тому +2

    Honestly, as a relatively new and strictly solo player who mostly does logi and some infantry on the side, I don't really like these changes. Both making and destroying tanks always felt like it had a big impact before. I remember scrooping components for several hours just to be able to add a full silverhand line to the MPF and how good that felt, like you were personally making an impact, however small, to something much greater than yourself. Now that it's so easy to do that, sure, more people can access tanks, which is nice, but that reward is just gone. It's gone from hours of meaningful effort to minutes of meaningless busywork, at least that's the sensation I have. I also liked, when I started playing in war 99, to dump truck after truck of salvage in the refinery because I knew it would be put to good use, because every bmat meant something. Now there's just tons of salvage discarded everywhere because there's so much of it it's just irrelevant.
    These changes are bad for infantry too, since facing tanks is just annoying a lot of the time, and it is especially annoying when they and their ammo are so replaceable they can just shoot 68mm shells wantonly at infantry forever and suicide into minefields to clear the way for some new waves of tanks. The lack of reward is also true when playing as infantry. Even tracking a tankette as a lowly infantryman felt like you were doing something, now it doesn't matter, as the thing is as cheap, if not more, as the stickies you use on it.
    I can also only imagine how crappy this change is for builders, whose main currency is time rather than materials. These changes make building even worse by lowering the value of buildings and increasing the offensive power to destroy them. I think building is the part of the game that needs more help to make it more enjoyable, so this is just disappointing. Overall I think that simply adding more abundance of everything is a step in the wrong direction, that just cheapens individual and collective effort for the sake of allowing more people to play with some of the game's systems with less work. It's not a worthy tradeoff in my opinion, not by a long shot.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      Interesting take! I haven't heard this from solo player yet! And you are right a lot of the reward has gone away.
      Builders are really suffering this war especially if we go into 40+ days of this war.
      I think we need to try a war with 3x or 2x the resource rate instead of 5x. Find that sweet spot.
      Thanks for your thoughts on this!

  • @UnknownSquid
    @UnknownSquid Місяць тому

    I last logged in to play when the trains first got added. I'm curious to know if those became practical. Do they get used effectively now? I was so excited for practical mass logistics, but at least in that first war with them it was awful and barely functioned. Miles of decaying unused train tracks everywhere, almost never seeing a train. The trains you did see were running straight down main roads, which was equally as hazardous as it looked ridiculous.
    The war immediately following that, me and a buddy tried out building a simple facility, with the goal of rushing early light tanks as quick as possible. Despite the brutal grind, we did fulfil our goal, and produced a respectable 30 tanks despite it being just the two of us. But when it came to actually delivering those tanks to the front, the slog was unbearable. Enough that when asking for help to move them, people would seemingly rather let them rot in the factory than use them. We had a perfect window where they were basically uncontested by anything the enemy had at the time, but we simply couldn't get them fielded. It was pretty painful.
    Has anything changed since then, regarding that kind of thing?

  • @endlesssolitaire731
    @endlesssolitaire731 2 місяці тому +2

    Also your effective actions on the frontline like taking out enemy SPG or other high value equipment are less meaningful which is sad too. A lot of fun of such spec ops came from the fact that you actually cripple the enemy's ability to fight effectively for much time, which would also give a reason to defend your equipment better.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Agreed! I don't like this part of the update. Things like SPG's or BT's or SHT's need to be more valuable.

  • @samuelloomis9714
    @samuelloomis9714 2 місяці тому +1

    I love it. The back and fourth is amazing. I already bought 2 BT's by just rolling up to some mines, but the cross-hex transport was a pain.
    I find the super heavy tanks as more logisically difficult than they're worth. My opinion is only for the Ares.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      Glad to hear you are liking it! And nice ha!
      And yea the Ares is something...ha
      Thanks for sharing your experience and thoughts on this!

  • @user-wp7cv2gd3n
    @user-wp7cv2gd3n Місяць тому +1

    The update has greatly devalued concrete, because now concrete in which there are no 3 AT, is simply demolished by a constant 24/7 rush of balistr and in order for the NGO to somehow deface, you also need to live on this concrete (

    • @alexturnbackthearmy1907
      @alexturnbackthearmy1907 Місяць тому

      Dont forget arty. No one is making concrete anymore, because 150 is so damn common, no one even uses 120`s after 150 are unlocked, there are even entire crates of them in public storage.

  • @KaGoIchi
    @KaGoIchi 2 місяці тому +2

    I disagree with the latest update in many ways.
    To begin with, a few words about people who are not from clans, but want to play on tanks. I started playing the 100th war. Then I became a logistician in a medium-sized clan. The clan liked to ride tanks, but there were few of them. During the month of the game, I released more than 200-250 pieces of equipment, including more than 150 tanks. Expensive Varden tanks. Even the entire clan couldn't spend that much, and more than half was given to the public. Besides, I was making ammunition and fighting at the front. Well, you can say that you were an active player, not everyone can play for a long time. That's right. But with MPF, you can place an order for 15 containers in about 3-4 hours. A small group of people will spend these 15 containers for weeks. The main problem for them is everyday check warehouse and deliver tanks to the front. On the "Widow", several trips to the front will take longer than farm components. If a player wanted to create an unusual tank, there were always many different state-owned factories. At least for the Varden. The Varden have large clans that even sell tanks at prices lower than production.
    Factories have always been the plaything of large clans. Plants need to be fed daily, it requires a lot of people. Now there are no modifiers and it has become easier to build small factories, for example, for the production of artillery shells. I think it's good. I support small factories for small groups of people. However, doing it the way the developers did it is wrong. We are simply overloaded with resources. Logistics has ceased to be a problem. If earlier we tried to fight in hex, where there were fields or mines made of components, now it makes no sense at all.
    For many wars in a row, people have complained that the war at the front is boring because of the numbers of tanks, but now there are even more tanks at the front, and artillery, 300mm and a lot of concrete have been added. It's not very fun. If developers want to make "clan" toys more accessible to players, then it's just worth making support small factories. At the same time, really expensive tanks or artillery should be expensive, and not like now, when battletanks are almost like ordinary tanks. It became even less fun for the Infantry to play. And as the author of the video correctly noted, the defense sometimes bursts due to the influx of 300 mm artillery. And it is almost useless to break through in the gray zone. The artillery destroy all def very fast. Speaking of the words of the author of the video: it's bad to do faster tech BB. This is important aspect of the game, especially for the front. After all, you need to really try in order to raise a new line of defense and that's right.
    In general, I see an important problem in tanks and resources, and queues. There were a lot of resources, and there were always a lot of tanks. I don't understand why someone is seriously complaining that you need to farm a tank when it is essentially cheap. A lot of things are harder produce for infantry than tanks. But I agree, that collie falch/spatha should be rework couse for collie it is really pain to dp spatha and LTD in big amounts. We need to rebalance the prices of tanks, rework the queue system, change the extraction and processing of resources, because the latest update has mostly worked for large clans, which have become even easier to produce anything. x5 speed not a joke.
    As a logistics player, I want to feel the importance of my work. And now it's worthless. Sometimes it takes longer to deliver ammunition than to produce it. It's a shame that such an important component of the game as resource management is lost. Now almost everything in the game is cheap. The loss of even battletanks does not play any role at the front. Perhaps it's a shame to lose the ships, because they are really expensive. I will stop playing Foxhole if the developers decide to make the fleet "accessible to everyone". There's just no place left for me in this game. Bringing, shooting, losing and bringing tanks back to the gray zone over and over again just for nothing is not for me.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      I think the devs wanted casuals and clans to work together more with facilities but just didn't quite hit the mark 100% with this update.
      Having so much equipment on the front is not great when thinking about Foxhole long term. I don't think we can keep this up for every war. Something needs to be tweaked.
      And that makes sense about this game not really being for you if these changes are going to stay. And I have heard that from few people. Players want to feel like they are making a difference even if that change is pretty small. I feel the same way.
      Thanks for sharing your thoughts on this!

  • @Scalespirit121
    @Scalespirit121 Місяць тому +1

    I had almost a year of break now, but here are my thoughts.
    A. Yield decrease as resource zone is being harvested. Make the 5 times tick down over a couple days to 3x then 2x and 1x until resource zone enters scaracity factor and leaves 1/2 half yield to show resource exhaustion.
    B. Remodel damage values of AT depending on area it hits. Double damage on clean side hit and back shot triple.
    C. Swappable ammo types, frag and HE in the beggining, after teching up AP maybe APHE.
    D. Fire DOTs on vehicle engines, ammo storage, crew, make internals cook off, mission killing or destroying vehicle.
    E. Airforce addition for next major updatr to shift armor meta to air meta, with AA emplacements, paratroopers, bombers, fighters whole shtick.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      A. Something I would for sure try.
      B. I really like this! Wish this was a thing.
      C. Would be interesting to try.
      D. Would be interesting to try.
      E. Lots of people want some kind of airforce just really don't know how it would work in this game ha.
      Thanks for sharing your thoughts on this!

  • @gabrielchcosta
    @gabrielchcosta Місяць тому +1

    I agree that there should be less salvaging but I also think that there should be a rebalance on some of the equipment. Such as perhaps a tank should be more expensive to produce so they're not disposable.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому +1

      I agree with all of this as well. Some tanks should be a bit more expensive and you should really feel it when you lose it.
      Thanks for your thoughts on this!

  • @dengar3095
    @dengar3095 Місяць тому +1

    Upgrading a bb to an underground type of bunker would be good, no more arty problems, they would have to balance it in some way tho.
    Also the tank and RSC spam is really annoying.
    Plus there should be types of tech in common. Like Lunaires and Tremolas, or even bomastones.
    Imagine having to waste 10 Rmats in early game to make a Osperey launcher...
    There is still so many inconsistencies in game that need to be worked on

  • @kingwolf9447
    @kingwolf9447 Місяць тому

    Quite like the update generally as a small clan man. Any issues with tanks is just the fact Infantry AT and Field Guns have fallen behind.
    Shift the production from 5x to 2.5x and I believe it would be fine.

  • @halfasoap1172
    @halfasoap1172 Місяць тому

    I'd agree that it should at least be tuned down to 2x. I hopped on WC112 for a couple days after not playing for a while. A few times i'd go on a long flank so i could sticky an enemy tank, maybe disable a track. but after learning that pretty much all stockpiles on both sides were already full of new tanks ready to go, it felt kinda pointless to fight against tanks with infantry.

  • @malicharton4403
    @malicharton4403 Місяць тому +3

    Imo all tanks need to be usable.
    Im a colly main but ive been playing warden for the last couple of wards so my opinion is pretty neutral.
    And atm,late war,its just a line of bardiches against a line of silverhands,no faction daring to push since it puts them at a disadvantage.
    Make other tanks usable!Let light tanks instigate fights and dodge shots,make tank fighting more dynamic and fun,it needs major changes

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      I semi agree with you. I don't think a solo player should really have access to battle tank or super heavy tank. I think that should still be a group effort to make one and they should still cost a lot to make.
      Glad you have switched sides to have more of a neutral opinion. Love to see it!
      I have not been seeing that kind of tank line at the fronts I've been at. It has been pretty healthy mix of all tanks. And I'm all for making all takes useable and useable in battle even in late war.
      Thanks for your thoughts on this!

  • @oliverstianhugaas7493
    @oliverstianhugaas7493 Місяць тому +1

    It will be horrible, you will see that the wars will from now on focus on the industrial centers as the factory itself is now the target, not the things it makes.

  • @Ally5141
    @Ally5141 Місяць тому +1

    If the number of tanks is an issue, then for one, up their cost by a moderate amount.
    But more importantly, add more ways to deal with them.

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      Exactly! I agree with both these points. More expensive tanks and more options for infantry.
      Thanks for sharing your thoughts on this!

  • @brodyclayton7163
    @brodyclayton7163 2 місяці тому +2

    I think maybe Underground bases would counter the artillery, and make it so that infantry is essential when trying to capture an underground base.

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому +1

      I Saw A Bear had a recent video talking about tunnel system type stuff. Would be an interesting thing to try out and see! And having underground bases could be cool as well!
      Thanks for sharing your thoughts on this!

  • @nosidenoside2458
    @nosidenoside2458 Місяць тому +1

    I think they should revert the resource changes and make resource extraction and refinement more automated.
    Also, maybe some form of government to manage stuff

    • @RobertLovesGames
      @RobertLovesGames  Місяць тому

      They did change the component resources. And each faction sort of has a "government" that manages resource locations in a way.
      Thanks for your thoughts on this!

  • @theAmdisen391
    @theAmdisen391 2 місяці тому +2

    it was to much work to do anything in this game, i might even come back

    • @RobertLovesGames
      @RobertLovesGames  2 місяці тому

      This could be a great time before the devs think about reverting any of these changes ha!