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bruh117
MemberThis is fucking hilarious
Periculum
MemberOne of my favorite games but Damn is it for a niche community, really funny post though
user 1321787
BlockedI am unironically dying of the thought that this dude thought he was getting some foxpussy but instead had to face the horrors of ww2 💀💀💀💀
Zerox3D
Member“Where is the fox’s hole, Machine” -Gabriel, Guardian of Hell
Tiger Man
MemberWasn't this the game that had players unionize and stop the war because they kept getting stuffed into labor/support roles?
Thathumandocter
MemberYes, that’s the one
SuperMarioForThePs4
MemberBe careful what you wish for… I guess
snowie
Memberat least theres No Mustard gas happening ..
Foxeroni279
MemberWhy do I feel like I saw this in 2014
BallsLover69420
Memberuhmm.. actually its "Gabriel, Judge of Hell" ☝️🤓
YeahJustYeah
MemberI swear to god I’ve seen this before.
In DeNile
MemberDate on review is oct 2019 so that's impossible.
How did that pan out for them?
DirtyRatMatt
Member"If you stare into the foxhole long enough, the foxhole stares back at you."
- Friedrich Nietzsche, probably.
Nyxtilal
Memberwell we got a logi update but it kinda made it a lot more convoluted to do any solo logi... basically facilities made it turn into mini factorio, it's a good start but they really need to fix things up to make it a lot smoother.
also we got trains now...
In DeNile
MemberCan you run someone over with a train?
Is there still issues with the influx of new players from a while back and the splitting of servers?
Is the constsnt war currently balanced?
Nyxtilal
MemberAs for running people over with trains, yes probably. Haven't really drove trains myself as I mainly play tanks and armoured vehicles on the front but if there's anything to go by they probably would run people over although good luck finding people patient enough to sit on the tracks.
Next for the splitting of servers, things have calmed down now and we're back to a single server (shards we call them). As for new players, we had a influx a a few days ago because of steam sales, of course this made things a bit chaotic on the frontlines, but they learn pretty fast....
Lastly balance... balance is a bit hard to gauge, since the sides are asymmetric there isn't really equivalents of each other's equipment but for the most part i think it's fine, the warden's (blue faction) had a pretty rough last few wars though (been on a losing streak) but there has been an update adding a few new toys for them to play with and we're seeing how things are panning out rn. Of course if you look at reddit of foxhole (my god it's a cesspool of salt) you'll see tons of players on both sides complaining and whinging that their/enemy equipment is underpowered/overpowered and needs a buff/nerf.
Nyxtilal
Memberyeah about that ...
In DeNile
MemberPretty much all of reddit in regards to games is a cesspit of useless opinions. Just simply incorrect.
Good to hear servers back running at full. Though both sides being slightly unbalanced is still better than permenant stalemate. Would take just a few troops getting behind enemy lines to possible push back. Cut off some supply routes.
Seems like it would be really interesting to get a group in the backlines dedicated to making 2-3 extremely solid supply lines to certain key areas then advance by simply moving the supply infrastructure forewards. Maybe haul the materials for barracades directly into combat. Tho an on-site miniature munitions factory would probably be more useful.
Then again, I ain't a logistics wizard nor do I play the game so idk if that would even be an option. Let alone if it'd work. Is it possible to blow up bridges and such? Maybe make yer own temporary one? Cuz it seems like rivers would be an excellent place to hold in that game. Possibly as a fallback line without the need of excessive fotifications behind.
Updated
Nyxtilal
Memberwe do have bridges we can create on our own although it's a bit limited on it's uses. The main problem is that it can't carry anything heavier than an armoured car and the materials it requires (steel beams) is usually quite unpopular among logi drivers to drive it up to the front mainly because it requires a flatbed. Thus the base it's trying to supply will also need a mobile crane which can only be made at a nearby townhall. As for normal bridges, yes we can blow them up, it's actually one of the ways we create a stalemate at the front. bridge in foxhole get quite a notorious reputation because of how it artificially creates a stalemate making an easy chokepoint in which we can defend very and I do mean VERY easily.
Regarding backline troops, yes logi drivers have to deal with them a lot. The so called partisans job is to make the logi driver's job hell, although while sounds fun on paper, in practice you're basically running close to the road near the border and pray that there isn't an observation tower nearby or it's gonna be a long walk/ drive to the place you're trying to cut off logi. Not really a role i find interesting but there are moments when you successfully hijack/destroy a truck full of supplies being carried to the front. When done properly, i've seen it win fronts because they manage to cut off resupply long enough that respawn tickets (soldier supplies aka shirts/ss) run down.
Regarding supply lines, generally most of the small arms are produced in backline factories (dev placed) where we ship it off to small depots (at least on a clan/regiment level, for solo logi generally they just ship it from the factory town itself to the front). The problem is like i described in an above post is that it's really hard to make and maintain a facility(player made) solo. But yes we do have literally clans with 2-3 members dedicated to the craft of logi to help ship stuff around. But yes you're right about nearby on-site munition factories being semi-close to the front would be quite useful, some regis make public munition factories which make artillery shells around the clock, the coalition I'm currently in usually has a facility pumping out 120mm shells day after day. As for moving infrastructure forwards is quite hard, setting up, tearing down and maintaining bases are quite tedious as i can attest with helping with a base build taking literally hours to complete. That's why in foxhole the rarest player you'll actually meet is a builder who actually knows what he's doing.
In DeNile
MemberHuh, that's pretty damn cool. I would imagine a factory closer to the front would have fewer issues with what they produce being cut off from the soldiers. Also do logi drivers never have armed help? Is it just not worth it to protect them? I guess if each player protecting could also have been another logi driver, that makes sense. But then again, how often do they get attacked?
Do people ever just fortify a river and spend forever waiting for the enemy to try crossing? I mean, if ya remove all bridges and make sure you have a deployable bridge on hand, it wouldn't be a bad choice from what you've said. How would that be countered?
For artillery, can you just bombard their fortifications to dust? Is it rrally strong or only capable of playing a support role? Does artillery come with immense logi strain?
Is it essential to have the same number of soldiers on the front as the enemy or does increased logi and say, artillery give an advantage? Is there a way to put very few troops on the front and get a bunch of say, tanks and steamroll the enemy?
God this feels like a Q&A lol- sorry if this is getting annoying. I just get really curious about this stuff.
Nyxtilal
MemberNaw don't feel bad about asking, I find it interesting discussing about one of the games where I feel is quite unique.
Usually the supplies come from the seaports and storage depots closer to the front rather than the factories. At least on a clan based level, it usually goes from factory->seaport->shipped to another seaport closer to the front or moved by train to storage depot-> to the front. Usually solo logis directly move stuff from the backline seaports/storage depots to the front since it's where most of the public stuff accrued (anything you make can be stored in a clan based stockpile instead of a public one). So I should clarify in Foxhole, we do have ai defences in form of small pillboxes and actual bunker networks built by players, obviously this means that in theory you could spam it all over the roads so that logi should be able safe. The problem is maintaining these bases can be quite time consuming and frank, rather tedious. So not all roads are defended by bunkers, hence why we usually use watchtowers to provide live intel every 10 seconds or so instead. Also building close to the border is what we call a "rapid decay zone" so as to stop camping the enemy as soon as they get through the hexes. So in these gaps in defences close to the front that usually partisans thrive. (usually they don't get that far into the backline because it takes really long to get there and usually they run into said defences). But usually partisans are spotted early and cautious logi drivers will put a map marker for qrf infantry nearby to deal with it, I'd say usually because in scenarios where the fight is dire you'll be mostly running in blind as the obs towers would be likely destroyed by said partisan group. Also partisan attacks aren't rare but not uncommon lying somewhere in between so, it's not worth patrolling up and down roads in any capacity. I mean yes you can do it but finding players and asking them to sit on the road watching the map for partisans is largely a thankless and boring job, but could be an important one.
Addressing the river bit, if you try to swim and run out of stamina you just drown. As a result you have to carry light things or you'll drown, to further complicate matters most rivers you can't really swim across easily. In addition to what I described above ai powered defences will probably be on the other side meaning you'll be a sitting duck. Also putting down the blueprint down in ai range tends to be instakilled, making building close to another enemy defences impossible. I think also that rivers in foxhole are quite big, most bodies of water are designed so that cargo freighters can traverse most rivers so making long field bridges don't usually happen unless the enemy is being quite oblivious. Field bridges also work 2 ways, if you lose control of that field bridge the enemy infantry can also cross, that means you'll have to find a way to demo it down.
Artillery is actually one of the best ways to counter enemy defences, bunkers and enemy fortifications are stationary meaning it's a fantastic option for arty to open up. Each faction has 2 pieces of artillery that fire 120mm or 150mm. 120mm is usually unlocked first and gets surpassed by 150mm but the ammo is cheaper and the gun is also cheaper. The problem is running the gun is quite an involved effort usually each gun is crewed by 2 people (one loader who adjusts the azimuth of the gun and loads it. one gunner who adjusts the range and fires/reloads the gun). You also need 1 spotter (calls in the azimuth and range, using Pythagoras theorem or foxhole artillery calculator) also a number of logi personnel using flatbeds to transport the gun and the ammunition to the front. So an effective battery is usually 3 guns (3 because you can't easily out repair the damage), so in total would be about 10 personnel just to be an effective artillery crew, but the impact of artillery is really damn important but yes the logistics strain and the personnel required means that it's usually a clan operation. But once you see an artillery crew in action, nothing else really compares of those guns singing away their deathly tune. As for counters to artillery... errr there isn't really one, counter battery is one option if you know the location of where the shells are coming from, other than that concrete structures with something called a howitzer garrison will automatically fire on the enemy arty location if fired upon.
I would say that it definitely helps, having more soldiers on one front will definitely give the edge as infantry on their own is quite capable of dealing with any threat except assaulting defences. The only way for soldiers to kinda win on less equal ground than the enemy is one on the defensive, with strong structures behind them. I can't really see a way for less amount of soldiers easily pushing out a larger force unless that larger force is literally privates or sergeants (so literally noobs) vsing a veteran stack. Putting soldiers in tanks while yes can even it out, funny thing about tanks is that unless they are designed to counter infantry, infantry almost always economically counter tanks. So many tanks die at night time because all it takes is 2 soldiers to sneak up on the tank and sticky grenade rush it to death if it's out without adequate infantry support. Logi can help, but only if it supplies it with powerful equipment such as machine guns or anti tank weaponry, knowing what to supply at the right time is paramount to a base's survival. Artillery is more of an offensive tool but it can help slow down a wave by keeping some of the soldiers that are meant to be fighting stuck on repair duty.
In DeNile
MemberGood to know you're ok with the questions... ready for more?
How big do clans tend to get and would it be efficient to have a clan of say, 60 people running 12 arty guns with 20 of em protecting said guns? Like, you set up 3 positions and fire repeatedly at one spot, then if they come after you the orher arty locations open up on (in the event that a river is between you and the enemy) any bridges to you? Is it possible to move your arty to a new location before the howi garrison can shot ya? So just hop between some locations and shoot em.
How mobole is artillery and can you fire it close range? Like if a partisan group gets to close, can you just aim your arty at em and send them back to base?
Are partisans and obs towers the only way to scout? Like do you have say, bi-planes?
What makes the two sides different, which do you play, and why do you like it?
And one last thing- wait no two.
Are flamethrowers and gas an option? And what do the devs have planned?
Nyxtilal
MemberThe clans (regiments) in foxhole Vary in size to size from the times i've seen some of the bigger regiments can have usually 20-30 active members during their peak hours, usually you can see how many through the squad sidebar. Usually mid sized regiments (like the one i'm in) is about 10-15 active members though we play at low pop so that's considered quite big. some regiments band together to form super conglomerate factions to help each other support the time zone difference. It would be efficient to get 60 people coordinated as you say, however reality does sink in. First is the planning, big operations like an artillery OP, is usually quite intensive. Usually an average op could use about 2000 shells which is about almost an hour of continuous fire, to fire even more you would need to account for that. After all shells don't magically appear usually you have to have a stockpile of it beforehand. Planners will have to take account of people that can do it in the available time and whether they would be interested in helping in the operation or fighting at the front. The result is usually is only about 15-25 people available to help out with the operation. Then there is the problem with the hex(mini server), max player limit on a given front is about 150-170, so even with 60 people getting all your mates into one place is bound to attract attention and it usually fills with randoms quick, as all they see is an active front where you're winning and hence the player queues start to happen, slowing logi down hard. It's not all doom and gloom though, 20 people is actually more than enough for an artillery op, and defending them is not really necessary Usually artillery is safely in a bunker network surrounded by ai defences. As for guards the randoms that come into the hex will defend the guns as a side bonus by fighting the enemy at the front so having dedicated guards isn't required. It's great too, as players will naturally want to get involved so even if you have 10 players to do an artillery OP, chances are some of the players will naturally want to help man the guns because after all, who doesn't want to shot a massive cannon that lobs shells into the enemy base? As for moving artillery away from howi garrisons I'll get to that in the next paragraph, but short answer is that howi garrisons will fire instantaneously at the location of the artillery, usually won't kill the gun but definitely kill the crew most of the time. If you hit a howi garrison ride out the shots, and repair it'll stop firing after 3 more shots and adjust aim to fire at a different target.
For how mobile artillery is, 150mm is about the same on both sides both require a flatbed truck to move it and a crane to unload it to a different position. Difference between Warden and Colonial 150mm is mainly the range. Wardens 150mm has 100(minimum distance)->300m range whilst the Colonials 150mm has 200(minimum distance) -> 350m range (also slightly less accurate than Warden artillery). 120mm however is a slightly different story, Wardens 120mm is similar to their 150mm which requires a flatbed and a crane to load and unload, it has a range of 100m(min distance)->300m. Colonials 120mm is where it gets interesting with a range of 100(min distance)->250m, instead of a standard artillery piece it's basically a push gun which means it can be moved around by its crew granted it's slow because it's people moving it but it does lead to some interesting tactics used. For one, it doesn't need a dedicated artillery pit, artillery in foxhole is usually put into a pit where it can soak up damage for the gun but the problem is not all bases are built with artillery pits in mind so the crew has to usually dig out their own spot. For the colonials that means usually they can set up their 120's anywhere close by the base to have some protection and make a quick artillery battery. However getting the Colonial artillery piece to the front is usually done by flatbed and crane, pushing the gun to the front just takes too long. But yeah repositioning the guns is only a luxury to the colonial 120mm as the other guns need to basically lift it via crane to another location. Generally if a partisan group of infantry get too close to the base either your builders are afk in the region or inept / infantry are having massive skill issue or you set your guns up wayyy to close to the front. As for using the gun as an anti infantry role, just don't bother, mainly because you need to:
A. Get your spotter to find the infantry to find the infantry first, relay the coordinates + adjust for wind, fire one shell to see where it lands and by the time you do that they probably have moved into your minimum range or left
B. Your shells cost more than the lives of the enemy infantry plus they move a lot so generally it's more cost efficient to shell structures instead, they can if they need to but it's generally used as area suppression instead.
For scouting there are ways we do it. We have something we call partisan uniforms/scout uniforms they periodically hide you from intel from time to time, it's not perfect you'll get revealed once in a while but it's enough to do what you're going to do. We have radio backpacks and certain vehicles like LUV (light utility vehicles) that can reveal enemies around you like a crappy mobile watchtower. We also have binoculars, nothing like getting scouting done by using it to look at enemy bases and seeing what's up ahead. For intel gathering however we do have 2 methods. Both sides have something called a listening kit, if you put it in range of a enemy watchtower, it gives it's intel to your faction of course it still belongs to the enemy so it will still reveal you and the things around it to the enemy. The other way is 1 of 2 super structures that mega-bases built by players can have access to, one is the adequately named Storm cannon (basically imagine the German railway gun) that fires a massive 300mm shell at a 1000m range base range (can be extended if wind in favour). The other is the intelligence centre , basically it steals intelligence (acts like a listening kit) in a 120m radius from the point of where it is aimed it has a massive range of 2000m this duration is about 15mins but is primarily used to find out how fortified a base or town is going to be in preparation of an assault.
Pheew this is approaching the character limit, I'll put a part 2 of this post answering the other questions
Nyxtilal
MemberFor the 2 sides they certainly play quite differently, Wardens(blue) in general are mostly a defensive faction, they'll try to out grind the opponent with heavy armour and use their infantry to defend key positions while advancing slowly and methodically. I think this is best summed up by their tank doctrine which is getting a tank line and trying to crush the enemy under their treads. The Colonials(green) instead are more on the offensive, utilising a more aggressive playstyle their infantry tends to be better (mainly because their equipment is very forgiving to new players). This is tactic is also backed by their tanks which don't usually fair well against a face to face fight, but excel in flanking tactics in open battles where they can use their better mobility to outflank and kill their enemy. In general colonials do pretty well into the early-mid game with wardens catching up in the mid-late game with their heavier firepower and better armour variants. As for sides I play, mostly I am a Warden player mostly got introduced by another friend who played Warden in the past and stuck with it ever since. As to why I like it is because I tend to like playing tank destroyers, with Wardens having pretty cool options for their metal boxes. As to the real reason is usually sentimental value, sticking with a group for about 30-40 wars now does give memories both the good times and bad.
Flamethrowers and their associated variants have been added in the latest major update, which was a few months back in the 1.0 release. How I feel about them is a bit wishy washy, heard both good things and bad things about them. Mostly I feel it's a "do you have a fire engine/water bucket" check but it can do some devastating damage if it spreads in a town or so I heard. From what I've seen flamethrowers are mostly an anti-structure thing, set it alight in a bunker piece and watch it burn (make sure it's not raining or snowing though) there is a heavy and light flame from what i've read but not really seen it much in action. We do have rocket artillery that has an incendiary option but it's really bloody inaccurate and I don't have enough experience with it to say for sure, but maybe some one else can add to this about flamethrowers but what I can say that it is definitely a weapon system of all time.
For gas though! It does play a major role in many niche fields, there is only one way to disperse toxic gas and that is through gas grenades called green ash. When thrown it dispenses toxic gas in a sphere that ignores cover for about 5-6 seconds which kills people close to the center and usually bleeds + maims people on the outer edges who manage to escape. This can be usually countered with a gas mask + filters, however infantry usually spam this around and gear checks people in trenches if they brought it along or not. The uses are pretty important they include but are not limited to:
1. Clearing trenches
2. Killing crew of disabled tanks so you can steal them
3. Using it for area denial for some vehicles (like the super tank)
4. The most important use is for relic base/ town hall assualt
The last point is probably the most important one, since it has good range and is fire and forget, usually you toss it when assaulting or sieging a town hall. This serves 2 purposes, killing the people who just spawned in and killing the builders inside trying to frantically repair the damage being done. Practically throwing this repeatedly at the relic/townhall means its basically over for the infantry inside.
For plans in the future, the devs are planning to release a brand new game like foxhole but medieval themed called ANVIL empires there has been a closed test but all testers are under NDA. For future content updates, they have been releasing mini-updates that spice up both sides and balances out things, but major content updates happen every 6 months or so. if you want you can check out their devblog to see what they're up to but for the foreseeable future they'll probably keep updating the game as long as the player's are still interested. It's maintained quite a dedicated following and has only grown since I first played it.
If you have anymore questions in the future feel free to ask i'll check in this post every so often!
In DeNile
MemberYou mentioned a super tank?
Also I don't really have any other questions that i haven't already asked. I may have some more in rhr future tho, in which case I'll drop back in here.
Nyxtilal
MemberYeah we have one for each faction:
For the wardens we have basically a land battleship called the predator it's kinda reminiscent of a British TOG2 it's armed with two quad barreled grenade launchers and a single 94.5mm cannon
For the colonials they have a twin barrelled 75mm cannon tank called the ares kinda reminds me of a british MK5 and the ratte had a baby.
In DeNile
MemberI can see the resemblance to both the TOG and the Ratte, though the former looks much closer to the one it's being compared to.
Is there a lot of stuff involving say, trench creep? Or whatever you call it where neither side can leave the trenches so they just keep digging em closer and closer.
Is there any problems that come with huge trench mazes?
How much trench is used?
What about barbed wire?
Do defenders have any advantage in regards to casualties? Like dors cover provide a big enough advantage that when defending, a force takes fewer casualties than the attacker?
Also gonna probably be asking fewer questions or asking less frequently cuz schedule picked back up, but I'll be here both occasionally and inconsistently.
Nyxtilal
MemberThat's fine!
Trench creep is an issue actually, mostly dug by new players who don't actually understand how to build proper trenches. Not that I actually fault them for doing so, i'm actually happy that new players get involved in making trenches however there is a right and wrong way to do so. What ends up usually happening is that one player digs a trench bit on an existing trench part and it spirals out of control from there. Since digging T1 (tier one) trenches are essentially free all it takes is some time and dedication. What you end up is in the early war where defences are spammed en masse, trenches are soon to follow out of there.
Trench spamming can be a divisive topic for veterans in the community. On one hand it helps new players set up a power position, giving them relative safety to reach the enemy but at the same time unless properly built can also do the same thing to the enemy. Nothing is more frustrating than watching trenches in range of our own bunker defences and the enemy starts pve-ing your defences with anti structure equipment. There is a saying with my friends and some members of the community that a kind of partisan op is giving shovels to the enemy. I would say that trench spamming is a problem on fronts without good defences or a front with a bit of stalemate, sometimes it works out in the short term and they hold their position but most times it usually gets overrun in the later stages of the game where wins and losses can swing massively.
Barbed wire is spammed less nowadays but back then, a few years ago mostly sandbag and barbed wire was all you needed to defend or creep forward with your push. It's less often used because it requires a pallet now so hence a flat bed delivery (needs a crane at the base I think you're noticing a trend here) so sandbags and wire both requiring a pallet is usually relegated to trench upgrades. The sandbags in the trench upgrade is used so that the enemy can't shoot in your direction when they take the trench and the wire is used to slow them so they can't rush you in said trench.
Usually defenders have an advantage in regards to casualties than attackers if their defences are good. I would say defenders lose more than attackers when put under siege whether through an armoured push or a sustained artillery barrage. You also tend to lose more lives when the enemy is outside of your spawn due to the nature of gas and bayonet rushes into the relic, but at that point the fight is pretty much over. Infantry skill is also taken to account as good infantry can easily take out 3-4 guys before getting killed.
In DeNile
MemberIn a previous comment you mentioned super structures. Are you limited to one of those or could you, say, have 3 railway guns at once?
Are there any professional groups that play foxhole?
What's the playerbase like and how would you rare the toxicity levels?
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