markusn82

markusn82



10 Sep

Comment

Originally posted by RelentlessPolygons

Will this update address the SC spam meta and the "meta-bunker" concrete spam in any way?

No big changes, but SC ammo will be moving to a late position in the tech tree so it can't be used too early in a war.

Comment

Originally posted by ScarySpooker

Crate of uniform are faction locked ? For exemple what happen if warden have a crate of heavy topcoat uniform from colonials ?

You can't equip uniforms from the opposite faction.

Comment

Originally posted by Teaslurper

Questions:

  1. Are uniforms also respawns (e.g do we need to spawn in a soldier uniform then change taking 2 shirts or can we spawn in directly as the uniform we want?
  2. Can pallets be repackaged while while half full of building materials or is it an all or nothing deal? Can materials be mixed (e.g so 50% sandbags/50% metal bars)
  3. Can foxholes be connected to trench systems or are they still completely stand alone.
  4. With foxholes now being a shovel item, are shovels included in the spawn kit?
  5. Are the new pill boxes built via hammer or by adding sandbags/metal like with tank traps/sandbag walls etc?
  6. What happens to crates of uniforms that get stolen by the enemy? Are they turned into the basic shirts? or just not submit able?
  1. No. You spawn and then pull the uniforms out like any other item.
  2. Yes Pallets can be repackaged at anytime. Materials right now can't be mixed unfortunately.
  3. Foxholes and Pillboxes are separate from Trenches
  4. No
  5. Pillboxes are built with the Hammer
  6. They can be submitted but not equpped
Comment

Originally posted by Davilopy

When will the price of the game rise?

The price will most likely be going up this fall. We announced this earlier in the year: https://steamcommunity.com/app/505460/discussions/0/3115906960355833166/

Comment

Originally posted by Aracuz

With the addition of what essentially is two playable floors on bunkers, can you see yourself revising the decision to only make the bottom floor of structures like ghouses accessible? I have been craving actual two-story structures for a while now

With the CTRL to view top floors in place, that is a possibility. However, the issue is more the amount of rework it would take to redo the garrisoned houses, which I'm not going to lie is probably too much to do anything soon. However, it's possible for us to start experimenting with this for new structures. It's not in the plan but it is technically more feasible now than before.

Comment

Originally posted by LordSpaceRicky

With late game niches being filled on both sides, when can we expect to see the same being done for the Early War?

IE when can we see a bunker buster for the Colonials or a cheap anti-structure tool for the Wardens? In this update? In the next 3 months? Are such necessary and needed tools even being worked on?

Not for this update, but there's still quite a few things in the early tech tree that we haven't got to yet. The options you mentioned are a possibility.

Comment

Originally posted by MonsieurWTF

Very cool! Thanks for expanding the water lanes even more! I mean that seriously.

1) What are the team's thoughts regarding the long-term plan for the logistics hubs that are landlocked? Places like Heartlands, Great March, Reaching Trail. Are we basically going to need to hold out 'til Trains for those places to become fully viable?

2) Will the more-subtle water locations, such as Umbral Wildwood / Callahan's Passage see anything change with their water bodies, or logistics facilities? Thunderfoot/Lochan feel somewhat underwhelming.

Very good questions.1

  1. We are working on some stretch goals to improve logistics between land depots. Stay tuned to the dev branch next week for possibly more news on this. Our goal is to make "foward ports" more viable.
  2. Not planned. As much as I love the use of water logi, we also want to keep some regions as predominantly land.
Comment

Originally posted by LurchTheBastard

Will there be any changes to trench-bunker connections to help cut down on bunkers being made that have no entrance? Whilst bunkers having more internals and room for internals is great, being able to fight inside them is pointless if the "meta" is to make sure no-one can enter them at all.

You can no longer enter Bunker Garrisons from the outside so there will be a trade off to leaving such structures sealed off.

We also considered adding doors to Bunkers to encourage more interior building but it was cut due to us running out of time. We might revisit it in the future.

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.