markusn82

markusn82



10 Sep

Comment

Originally posted by Nuello

Will there be huge optimization in term of fps when in huge battle and server issue? I feel like in current state joining big battle can be draining with fps drop in major frontline. This heavily translate when no mans land are has the shittiest fps drops. It hard for me to enjoy huge battle honestly. Hope dev can see this

There is a rendering performance issue that we are aware of and are working on. We're hoping we can address it on time for the Entrenched release but it depends on how many other bugs we have to deal with over the next week.

Comment

Originally posted by Nextra123

Can vehicles other than tanks still destroy trenches by running over them?

No. Trenches can no longer be destroyed by vehicles driving over them.

Comment

Originally posted by RedText-1809

On behalf of the [27th], we're all really looking forward for this update, and you'll be sure to find us digging deep into the dev branch! but until then these are a few questions we have about the new mechanics / changes.

  1. Looking at the new Map, there are a few areas of concern near region borders (looking at kalokai + acrithia, Nevish Lane + Callum's cape, Godscroft + Morgen's crossing) Where the no-build zone / rapid decay looks to be overlapping some major chokepoints. Are there any plans for changing how these mechanics work to make these areas 'less of a pain' for lack of a way to describe it?
  2. With the changes to building and what looked like better AI on the RG, are there any (Buffs?) for our discarded MG Garrisons? (and do these extend to the MG pillboxes?).
  3. With sandbags / tank traps / barbed wire dropping a percentage of the matts on destruction, does the same occur once decayed? and are there any changes to how decay works.
  4. By t...
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  1. If there are any map issues like this found in the dev branch, please report them as we'd like to review them.
  2. MG Garrisons are receiving a big range buff in this update. Game balance will make it to the dev branch release notes on Tuesday.
  3. Right now it works that way but it could be received. Decay exists to prevent the server from being overburdened by too much structure spam.
  4. Intel Center shares a new Bunker Upgrade with Storm Cannons called "Advanced Bunkers". It requires a 3x3 platform and can "fire" cross region like Storm Cannon. I don't have the most recent spec balance handy, but you'll be able to test it out in the dev branch.
  5. A fully fueled Engine Room lasts for a bit over 24h. However this could change during dev branch. A powered Bunker Garrison can fire further at night (during the day it's behaviour stays the same). It affects all Bunker Garrisons except Howitzers.
  6. Observation Bunkers requires a new Base Upgrade that...
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Comment

Originally posted by raiedite

What was shown in devstream:

Moving around inside bunkers, trenches connecting several blocks of garrisons across the frontline

What will most likely happen:

Enclosed bunkers because why would you build doors?

You can no longer enter Bunker Garrisons from the outside (which has already felt unrealistic to us). So there is a trade off to keeping them enclosed, which is that you can't get into them for cover.

Comment

Originally posted by Gerrey

How long can we expect Engine Rooms to last on a full can of fuel? Also is the Intelligence Center a separate bunker upgrade from the SC, or are they combined.

The balance may be tweaked during dev branch but currently a fully fueled up engine room will be online for a bit over a day.

The Storm Cannon and Intelligence Center are both locked behind a shared upgrade now called Advanced Bunkers.


09 Sep

Comment

Originally posted by gruntzilla8

Will there be any consideration for a concrete mixer vehicle or way in general to carry concrete more efficiently? Additionally, an excavator vehicle late game to help build and dig?

We would consider a Concrete transport vehicle in the future, but it would have to come at a high cost or have some other constraint. Concrete is designed to be immobile to prevent it from being used offensively (e.g. creeping up with a concrete Trench/Bunker).

Comment

Originally posted by SPCR0

Will sandbags / barbed wire still cost garrison supplies to maintain ? will they keep decaying as they currently do ? considering the added effort to build them now.

Will AC's receive a overhaul in the future ? i believe in their current state they do not find much use mid and late war .

What happens if tanks try to run over a emplacement trench ? since they don't destroy them for now ?

Will the ignifist or white ash flasks receive a rebalance in the future ?

Will the warden mortar tank receive a buff in the amount of ammo it can store ? or perhaps be allowed to stack mortar shells?

They will still cost Garrisoned Supplies to maintain yes. Everything needs to decay in Foxhole for server performance reasons.

You're right about ACs.... In terms of balance, we'll probably review the other things you mentioned as part of a more dedicated balance pass in update 47 or 48.

Comment

Originally posted by Longjumping_Push_687

Thank you for this amazing game. I'm still shocked by the devstream.

Do players have to reserve each bunker / trench individually. Will there be a feature to do the while bunker?

Will players be able to demolish bunkers aswell as trenches?

Thanks a lot!

Bunkers can be demolished yes.

Right now you have to reserve each bunker individually which is a bit of a pain. Streamlining this with a "bulk reserve" mechanic is in the cards for the future.

Comment

Originally posted by Atotalnoobtodagaye

A few questions. Not really as important to the game as some of the others but these are what I'm interested in at the moment.

  1. Will the magazines for certain infantry weapons be rigged? It's a little jarring seeing the reload animation for the Storm Rifle and Catara without the very noticeable magazines moving.
  2. Since flatbeds will play an bigger and more constant role now, do you plan on making them more cheaper or use Basic Materials instead of Refined Materials to build?
  3. Any plans for dismemberment? Would be nice for artillery hits to see some basic dismemberment.
  4. Will performance be improved? In weather and especially with the new regions, I'm worried what the effect might be on weaker hardware. This game runs fairly well on weaker hardware so hopefully that will continue.
  5. Will trucks have some of their stats changed (Speed, cargo compacity, etc) to better suit the much larger map? Is there a way to transport things in bulk more ...
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  1. Good eye. Hopefully we can correct this polish issue in the future.
  2. No plans, but it could be a considered balance change in dev branch.
  3. We'd like to add that in the future. It makes thematic sense
  4. There is currently an FPS issue being caused by name rendering. We are hoping to fix that for this update, but we'll see how many bugs come through
  5. We're working on a Flatbed truck buff to help increase bandwidth between Storage Depots. Hopefully it'll make the release.
Comment

Originally posted by amalgam_reynolds

I think there needs to be a stronger player emphasis on halfway shuttling and using storage depots. That would help alleviate some of the logi haul already. So often I see the back lines and the front lines full to bursting, and absolutely empty in storage depots in-between.

I couldn't agree more. Players already utilize places like the Baths in this manner and we want to push into it more with the larger world. We don't want logistics grind to increase, but this will require both logi buffs from us and some paradigm shifts will also need to be made among players.

Comment

Originally posted by MonsieurWTF

Will these Logi hubs be set up in their intended formats in Devbranch for us to test/review? Same question for if we will be able to see what designated "Port" town supplies will be for war-start logi.

While the starting conditions of the Dev Branch won't be 100% representative of the first war, in terms of logi town it should be pretty close.

The port town "pre-stocks" should be visible as well.

Comment

Originally posted by Effective_Carry7050

Concerning the uniforms,
Are the uniforms individual items / special uniforms crate?
If they are a special uniform crate, would the game promt the person picking up a shirt what type of shirt they want ?
If shirts are individual items how will this be worked out with the factory queues seeing the pressure on factories will go up?

Uniforms are produced in crates in their own category (so they won't interfere with the production of other items). They get submitted to base stockpiles. Any player can retrieve a uniform to put it on.

Comment

Originally posted by FiveCentsADay

I love the lever action, but I did wonder

What was the reason for adding a bunch of, what seems to be, pretty basic rifles? To extend the earlier war small arms period a bit longer? Or more variation to the starting rifles?

It's part of our process for building out the tech tree so there are more options and there is less of a feeling being "locked out" of critical tech while still being able to keep each war feeling unique.

We actually had planned to add these Rifles back in the "Infantry Arms Race" part of the Winter Army update but they were delayed until we got the tactical camera in place since the long rifles didn't work too well with the old camera.

Comment

Originally posted by shlazzer

As one of those people who spends most of his time building bunkers, I am so excited to get my hands on some of this -

With the changes to the interior of BB garrisons, do rifle garrisons no longer defend the inside? is this solely a PVP function now?

at first glance, it seems we have no AI coverage inside the BB itself

Unfortunately this was one of the trade offs we had to make. Rifle Garrisons no longer fire into a Bunker since they are raised. We added interior firing ports to help defend interiors and made the Barbed Wire mods more robust so players can do a better job at preventing enemies from getting inside in the first place.

However, we did at an early stage consider other defenses like booby traps or interior AI but they were cut from the update. Adding dedicated interior AI is an option in the future if need be.

Comment

Originally posted by 1010Reddit1010

What's going to be the fate of border bases with the building update?

Border Bases will remain the same for now. They are not our favourite thing but are there to break "border lockdown" which can cause more queuing issues for the game. They are more of a design solution to a technical limitation rather than something we deem is important for the game concept.

Comment

Originally posted by Zykovitz

Do the new bunker attachments take GS/BS?

I'm not sure which attachments you are talking about but Trenches/Bunkers still can take Bunker supplies like before. The new Pillboxes take Garrison Supplies.

As a side note, Soldier Supplies are being moved to the medical category which should alleviate the issues of SS and GS/BS fighting for production.

Comment

Originally posted by English_American

It's clear with the expanded map and new frontline building, Logi needs help. The drives and sailings are already very long from backline logi regions. Now, with the expanded map with the northernmost and southernmost tiles being logi-specific, as mentioned on stream, the drives and sailings will be even longer.

Is there a plan to help out logi? I'm assuming you can't talk much about it because "Op-Sec" for the next update, but can we at least get a confirmation that the logi update we all want and subjectively need is coming soon?

On another note, this update looks amazing, and even with the longer drives, FMAT is sincerely looking forward to it!!!

This is a major concern of ours. Please see my response here which I think covers part of your question https://www.reddit.com/r/foxholegame/comments/pl5rme/official\_entrenched\_dev\_qa\_thread/hc8c0ex/?utm\_source=reddit&utm\_medium=web2x&context=3

Comment

Originally posted by ValkenOfAstora

Now that we will need to transport a lot more material with flatbeds, could we get a stationary crane, like the one from seaports, refineries, Mass Fabs and Storage depots, as a bunker base building?

Having those would allow us to unload flatbeds easier without constantly having to build / move cranes around.

We have big plans for logistics including the possibility of buildable static cranes, but those features won't come in this update. We originally had planned for those features to coincide with the world expansion in this update but it was too hard to do so many things in one update in terms of development.

However, we are working on a few smaller things to help with the increased logistics requirement for larger world for now.

First, certain towns will be designated as "Port" towns which means they will come pre-stocked with hundreds of crates of starter equipment to help bootstrap logi at the start of a war.

Second, we are working on a stretch goal to help increase the logistics bandwidth between rear logistics towns and port towns. Ideally players are able to haul lots of crates to from the logi towns to these ports. Then "frontline" truck drivers only have to drive 1-2 regions across in most cases.

We're gonna be balancing things further througho...

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Comment

Originally posted by itsmuddy

Is it not possible to break down each region into smaller voice sub regions that each have their on channel.

Now that I'm thinking about it that's probably a lot of work for little payoff.

We thought of that as well. The issue is that there's no easy algorithm to subdivide a region since every player could theoretically be in the same place at once.