markusn82

markusn82



23 Nov

Comment

Originally posted by Captain_Conway

What Tech exactly will Copper be used for? All late game weapons/vehicles, or just vehicles?

Around what tech tiers will the new tripod weapons be on? Close to current Infantry MG guns? spread out over the tiers? Are their relative positions TBD?

Where in the tech tree are the New ACs going to be? Closer to Tankette/ST or closer to base AC?

Copper will be procured with the Harvester, so it will be for all tech that comes after Harvesters in the Tech Tree.

Comment

Originally posted by Lone_Recon

hi mark! can't wait for the next update!

is there any updates on adding the stationary fuel tank (fuel station) you guys showed off in update 27 dev stream two years ago?

also is there any plans to allow resource containers to carry crude oil (as moving crude oil by trucks is soul draining)

oh and speaking of oil is the oil rig still planned? or is this idea been scrapped?

edit: oh and can trucks cross the new field bridges?

We know a lot of players are asking for logistics features. We're working on it, but like what we did with building we want to make sure we can really move the needle in a future update as opposed to just adding in one off features here and there that will only help by a small amount.

We are always looking for smaller tweaks like balance changes or tweaks to help where we can.

Comment

Originally posted by SpectroDE12

the modular system for haltracks is very cool.

I must ask, will this system be implemented to other vehicles? Especially the ones that already exist. Thinking maybe we can swap barrels on things like the falchion to give it an FMG, or add a new engine for better performance but higher fuel cost (to give a couple examples)

Can we add an option to swap

Resource Containers

to/from

Shipping Containers

at Seaports/Depots? This is a MASSIVE issue both factions have to deal with.

Right now it's limited to the Half-Tracks only on land. We want the Half-Tracks to be like the swiss army knives for land vehicles. We've thought about things like adding them to water vehicles but no solid plans yet.

Post

We'll be answering questions here over the next few hours. Feel free to ask any questions and we'll try to get to as many as we can. Thanks!

External link →

20 Nov

Comment

The next Foxhole Devstream is on Tuesday, November 23rd at 2PM ET. Join us on Twitch for a preview of Update 47.

Keep in mind that this will be an interim update that is focused on smaller scale features and improvements.


29 Oct

Comment

We understand that certain players want there to be a longer break. It's important to note that there are also many other types of players: New players, returning players, players that can only play on certain days of the week or who have limited hours due to work, school or other commitments. This is especially the case since the game has opened up a lot over the last year. New or returning players may come in and have a bad or misrepresented view of the game during a long resistance phase.

The 24-48h "break" between conquests is the balance intended to accommodate all types of players.


23 Oct

Comment

This is incredible


13 Oct

Comment

Within 24h-48h after the war ends.


12 Oct

Comment

The current tripod interface is dumb. Hoping some changes will happen here in the next 2 updates or so.


02 Oct

Comment

Originally posted by _-Deliverance-_

Frontier bases in Lockheed, Fort Duncan, and now this crap. Devs need to find a better system to reduce queues other than: push here I give you base.

Its bad for the game, no matter if collies or wardens get it

Devs need to find a better system to reduce queues other than: push here I give you base.

Agreed. It's a really lame system and I agree with the criticisms in this thread. We should get rid of it.

In terms of the context for them: When queues reach critical levels the Resistance Base system kicks to proactively prevent other problems. When the queues reach a critical point, other side effects start to kick in like logistics not being able to get into regions to supply critical fronts among other problems.

It should also be noted that this system has been in the game for years and isn't a new. The queues just haven't reached the critical point in awhile because of the Border Bases and second shard. This war however, the queues have reached new highs which has resurfaced these prior issues. We're working on it.


22 Sep


21 Sep

Comment

Originally posted by poliuy

As I mentioned it doesn’t actually change it back. It just removes the zoom

The legacy camera option actually uses the old camera code, which is entirely different from the new tactical camera. It is not merely the tactical camera with the "zoom removed". We kept the old camera code path around so we could easily compare the old and new systems during testing. The legacy camera option just exposes that path to users.

There are two differences between the old pre-update 46 and legacy camera options in update 46:

  • The old behavior that allowed you to instantly "teleport" your camera to a new rotation is gone
  • You can no longer get unbounded viewing advantage from a narrower aspect ratios

The two restrictions were put in place to disallow players to gain an advantage by using the legacy camera. However, if you are running at 16:9 aspect ratio then the second difference doesn't even apply.

Oh if we're being exact there is one more tiny difference. When you are driving a vehicle the legacy camera might allow y...

Read more

11 Sep

Comment

Originally posted by Chaotic_HarmonyMech

Devs already confirmed war 82 is update war. If we finish early, just super long resistance phase

This is not true. A new war will start if the current war ends early. This happened with a prior big update.

Its important to understand that there are hundreds of new players of new players joining the game every day. We completely understand if some players don't want to play in a war before a big update, but it's important that new players have an active game to play on their first day.


10 Sep

Comment

LOL. I feel ya.

There are a few small things we are doing to help with logi:

  1. Freighters are unlocked from the start
  2. There will be a few designated "port" towns that will be pre-stocked with hundreds of crates to help bootstrap logi in a war
  3. We're working on a small stretch goal to buff logi. To temper expectations it won't be a game changer but it might optimize logistics a bit over distances.

These will help by small amounts, but on their own won't be enough. A paradigm shift will be needed as well for players to haul crates to distribution towns between the logi towns and the front so we'll be looking for ways to help push into that direction.

A bigger logistics update is in the cards for the further future, but in the mean time we'll have to make due with smaller changes. For some background, we we're supposed to originally have logistics and building in one update but there was simply too much to be done at once so ...

Read more
Comment

Originally posted by I_Saw_A_Bear

With the new sandbag will we be able to build a t2 sandbag wall and place a t1 sandbag wall closer than the current sandbag-storage box meta?

Also you just ruined my good weekend in the best way.

Last I checked, the collisions didn't let you place them too close but I think we'd want to review this and see if it can be improved during dev branch.

Comment

Originally posted by Numbers078

You guys thinking of a sailor uniform? Maybe less Inventory in exchange for a much longer swim time?

Come back late next year and ask me that again.