By - markusn82
Hey Mark! Good Devstream! Laying the rails for better Logistics is always good, but I did want to bring up some more pain points for Logi that many Logi players Colonial/Warden would really like to see touched on during Devbranch:
- 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.
- Refinery Queues for BMats are too limiting at 10k (20k Salvage), can this be raised to smoothen the new Logistics meta?
- Can we see 120mm/150mm have their Max stockpile capacity increased from 100 crates?
- Factories are another pain point for production as the leeway for picking up orders is very low, especially if factory speeds will vary. Can the "time to collect" be increased?
Seconding this, these are some really important QoL changes that would make logi a lot less painful.
Another feature I'd love to see is factory queue size scaling as wars progress, potentially gated behind tech in a similar way to the Advanced Construction tech. That way, as the war goes on, factories become more productive to scale with increasing demand.
Please can the reserve time before completed goods in factories are dropped into public also be reviewed? 30 minutes isn't particularly generous, and with variable processing times that could potentially be further exacerbated. Considering MPFs reserve goods for 48ish hours, surely a few hours for standard factories should be fine?
Seconding both above.
**"Retrieve multiple"** should let you type-in the amount of items. Let's put a stop to refineries sitting at 13k+ diesel in storage cause nobody wants to spend 15mins clicking to load it to fuel truck and so on.
Great feedback here. Thanks.
Stockpile (or any Inventory window) searchbox please... Thanks... \^\_\^7
seconding all this
As an Aussie logi main I'm concerned that logi in our timezone is going to be come untenableb with the new factory times decreasing with pop. How will this be addressed?
It seems like punishment for being a low pop player.
I interpreted it as lower factory times with lower pop I’m not sure why it would go the other way
It kind of seemed like they would function as they do now during lower population hours, and would just speed up when players join the region to help get stuff pushed through the factory.
Why would factory times increase with higher pop? That would just clog them even more.
How would it be untenable? It'd just be as it is now.
The point of linking manufacturing times with pop is to decrease time when pop is high, aka when factories are used more. I'd wager times stay the same when pop is low.
Is there a plan to rebalance some stuff that gets close to obsolete in new update?
question is mainly about:
30 mm ST (given that HT can have either more powerful double cutler or ISG)
ALUV (given that other vehicles might be able to set up their own bridges)
The halftrack will be gaining a lot of versatility. It is always very hard for us to tell what effect new vehicles and weapons will have on the meta before it gets released. If these are still concerns after you've had a chance to compare the new halftrack to these older vehicles then it is best to raise it in our devbranch feedback channel on the discord once its opened.
And on the collie's side the 30mm tankette and the rpg luv?
they at least come early, if i were you i would ask for ATAC
Well the 30mm tank has the benefit of being fully enclosed and the ALUV can still cross water without a bridge at all, it's meant for solo partisans while player bridges meant for flanking fronts.
The ALUV was introduced at a time that it could be used for crossing waterways without a bridge, getting onto enemy beaches/low land.
But now we can put bridges anywhere we can get Metal beams to, regardless of terrain. *shrug
It comes before metal beam on the tech tree. Same as the tankette and half-track.
T4 is still extremely early.
ALUV has abysmal fuel consumption and less slots then standard luv. It's only worth it as 4 person vehicle.
I mean so does the tankette.
Tankette isn't supposed to venture deep behind enemy lines, and ALUV sort of is.
And it can if you take fuel with you. The ALUV has 7 slots that's plenty for fuel and other gear. Edit: that's the same amount of slots the Argo and Odyssey have.
Let me explain. Aluv has double base fuel usage. It means that if you are taking 1 can with luv, which is quite reasonable, you would want 3 cans for aluv. Cost for bridge seems to be around 4 beams, so both vehicles would be equal on slots. That said, you will quite rarely need to cross water more then once on your mission, and bridge gives other vehicles and infantry ability to pass. So if prices aren't increased dramatically, having 4 beams give you more flexibility then having purpose built vehicle.
Why is isg more powerful than 30 mm ST? Genuine question
5 more meter range and a insanely better reload speed
Similar stats (HT more health, ST more armor) but HT is cheaper and comes earlier.
True, this is a big colonial buff.
I think he is talking about a tripod ISG, not a tankette
I specifically mentioned HT with mounted ISG, and remember it has roughly double the reload speed.
OK, well i think an ISG HT and the 30mm ST is balanced enough
You are aware of reload speed of tripod ISG and ST 30mm? How is that balance?
yeah but you have other advantages, a closed top, radio coverage so you are not affected by the cold and you could actually destroy the ISG on the HT or the dude manning it. These details balance the one reload advantage
The Radio Scout tank uses MG. (Spire)
30mm Scout tank (Gallant) only has a bit of extra armor, and uses 30mm rounds. It is not equipped with Radio coverage.
Does the double barrel RPG launcher have the same range as the handheld variant. If yes, why should a player use the double barrel RPG launcher when asualting a position instead of the handheld variant.
For all balancing questions/concerns its best to wait until devbranch when you can try it out for yourself and draft up feedback for us directly.
Given time to set up launching 10 instead of 5 rockets in half the time of the latter is good, I can imagine it will be godly on the ht and as base defence against lighter vehicles
The proplem is that you reload the rockets individualy if im not mistaken. Secondly why would I just not have to guys operating 2 RPGs than have then operate the tripod version.
+ With the new tripods and mounted weapons, is there currently a way to set up tripods to use a bunker's firing port?
+ Does dismantling a tripod weapon still take down both weapon and tripod, or does it dismantle only the weapon first?
+ If sandbags and barbed wire are required for trench upgrades, what is required to remove them, and are sandbag/barbed wire resources refunded to the player?
+ Storm cannons leave a global icon on the map, state to be much like observation towers. Is this going to include the weapon’s engagement radius? Additionally, does this icon appear when it is wholly constructed, when it's setting, or even when it's a blueprint?
+ Mortars are said to now be properly affected by wind. Can you explain what the bug of the old behavior was, and how the new behavior has been changed?
+ Just before the presented video is paused to talk about player bridges, railroad tracks are shown in the background. Are theseparticular tracks considered part of the terrain/level design as a tree or road would be, or are they added atop the terrain?
Not mentioned in stream:
+ Will we be remiss to hope for the return of smoke grenades in any form, either with previous or different behavior?
When the bridge was shaking as the Armored Cars crossed it. Does that mean only a limited amount of vehicles can pass over the bridge before it collapses? Or is that a visual indicator that "This is the heaviest vehicle that can cross the bridge?"
Will the Mounted Machine Gun sound effects be improved? They sounded pretty weak but I could see it just being a demonstration of the mechanic while the sounds aren't finalized yet.
Is the new Warden Pistol their starting Pistol now? Do the Collies keep the Ferro? Are the stats any different?
How does Copper work? You said Harvesters gather Copper. Do they gather it from Scrap Fields? Components? Do only Harvesters gather it? Does it drop like Techmats or does it just spawn into the Harvester?
Cinematic view had a ton of visual improvements it looked like. Is this something that will find its way into the game, or is this just a cinematic view thing to make it look prettier?
The Warden mounted ATRPG launcher. It is an ATRPG launcher that fires normal RPG shells? Wouldn't it just be an RPG launcher then? Or does it fire ATRPG shells instead?
Halftrack Carrier seats 4 players. Does this count the Tripod mounted gunner? Or is he another seat in the back?
Do bridges collapse on contact with a vehicle that's too large? Or does it collapse after the vehicle stays on the bridge for too long? Does this mean that faster vehicles can speed over bridges and cross the bridge before it collapses? (Speedboosting Outlaw for example)
Does Project Anvil have any direct relation with the future of Foxhole? Because that would be awesome.
> When the bridge was shaking as the Armored Cars crossed it. Does that mean only a limited amount of vehicles can pass over the bridge before it collapses? Or is that a visual indicator that "This is the heaviest vehicle that can cross the bridge?"
Most (not all) vehicles cause damage to the bridge as they cross. The heavier the vehicle, the more damage it deals.
> Is the new Warden Pistol their starting Pistol now? Do the Collies keep the Ferro? Are the stats any different?
The stats are the same.
> How does Copper work? You said Harvesters gather Copper. Do they gather it from Scrap Fields? Components? Do only Harvesters gather it? Does it drop like Techmats or does it just spawn into the Harvester?
It spawns like other tech materials. It just requires a harvester in order for the node to spawn.
> Cinematic view had a ton of visual improvements it looked like. Is this something that will find its way into the game, or is this just a cinematic view thing to make it look prettier?
Believe it or not, there are no visual improvements when switching to the cinematic camera. The game always looks this way, even when zoomed out.
> The Warden mounted ATRPG launcher. It is an ATRPG launcher that fires normal RPG shells? Wouldn't it just be an RPG launcher then? Or does it fire ATRPG shells instead?
This was a typo. It is not an ATRPG launcher. It is an RPG launcher.
> Halftrack Carrier seats 4 players. Does this count the Tripod mounted gunner? Or is he another seat in the back?
4 passengers, 1 gunner, 1 driver, 1 passenger seat (beside the driver)
> Do bridges collapse on contact with a vehicle that's too large? Or does it collapse after the vehicle stays on the bridge for too long? Does this mean that faster vehicles can speed over bridges and cross the bridge before it collapses? (Speedboosting Outlaw for example)
Faster vehicles might have greater success at crossing bridges, but it will be extremely risky either way. Even if you're able to get tanks across the river, they won't easily find a way back.
> Does Project Anvil have any direct relation with the future of Foxhole? Because that would be awesome.
Not at the moment. The R2 engine and Foxhole have always been two parallel projects. In order to bring Foxhole to the R2 Engine would require a nearly complete-rewrite of the game's code. So it has been said before: Foxhole will not be coming to the R2 engine.
Thanks for all the great questions
>Most (not all) vehicles cause damage to the bridge as they cross. The heavier the vehicle, the more damage it deals.
Does this imply that a field bridge will have to be repaired after an armored car crosses it and its health decreases relevant to a vehicles weight? So would an empty truck cause less damage than a full one?
I TOLD YOU THAT THEY WERE GOING TO MAKE LOGISTICS EVEN MORE PAINFUL
EDIT: I THOUGHT THEY MEANT ALREADY BUILT BRIDGES; I DID NOT KNOW ABOUT THE "player built bridges"
why would it be difficult, you could create short cuts
Surely being able to make rickety bridges is better than not making bridges at all, how is this making logi more painful?
Awesome thank you for replying. Some follow up questions
Metal Pontoon bridges can be repaired presumably? Can you outrepair the damage heavier vehicles do to it as they cross to keep it up?
Does the Harvester have to break the scrap for the Copper to Spawn? Are you worried this might cause problems between Sledgehammer and Harvester players where the Sledgehammer feels he can't contribute to scrapping because he might force Copper to not spawn?
As a follow up to Copper, Does the addition of Copper mean we might get rmat vehicle cost changes? For a long time the rmat cost of vehicles has been considered off when it comes to light/medium/heavy tanks. Are there steps to bring this into a more logical state where lighter/heavier vehicles cost less/more to produce?
If you line up multiple bridges across a gap, do vehicles distribute their damage equally between them? Or damage them both at the same maximum rate?
Any chance we might be getting improved server functionality that would allow more players on a single map to the point where a map size increase could be possible? Long shot question but I figure I'd throw it out there.
Any plans either for or before trains where we might get a way for our poor logistic boys to cross their supplies into a full hex without needing an existing player in the hex to truck swap them? Some sort of storage or transfer facility on hex borders that players could stockpile supplies in to send them across maybe?
I hope the dev branch makes the double rpg launcher worth anything then, because a more expensive Cutler but on a tripod sounds mind-blowingly useless.
it sounds like the double rpg is better for static defense, to kill a pillbox just use a cutler but if a vehicle is incoming, you can pump out 2 rpgs fast + on a halftrack would be deadly
2 RPGs would disable a light HT, AC, or a tankette. This makes the double cutler very deadly early game and on par with the ISG.
Assuming the range is any good
It's kinda useless if a collie with a rifle outranges it
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.
I appreciate that you guys want to make significant updates, but with logistics I think literally 1 thing today will beat 10 things tomorrow, so to say.
Logi guys have been begging for QoL updates for years and when we get them they're few and far between. So few and far between, that in the gaps between QoL updates for us, stuff just gets more complex, complicated and needlessly *draining*.
I'm not gonna be a doomsayer, but with all of the feedback you guys got about the increased map size I think now would be the time to start pushing out those little QoL updates. I've been a member of the community for a while and with my finger on the pulse of just a small cross-section of the Colonials, a lot of logi guys, myself included, are feeling disengaged from the game because of the absolutely ridiculous scale and how meaningless our individual efforts feel.
So, you know, if you guys have the stationary fuel tanks but are waiting to ship them with a larger train update - I'd say push the fuel tanks now. Give us *anything* to let us know you're paying attention.
with Anvil showing alot of horses
would it be possible to add horses and Swords to Foxhole aswell?
Cavalry could be really effective both early, mid and late game
charging through defensive positions in early
charging tanks and pushguns during mid and late game
it would be really frikking cool
It's possible but currently not in our future plans. If we ever did it (and I also think it would totally be awesome) it would be in a post 1.0 update.
OK awesome , thank you for the reply
One more thing, would you entertain the idea to add axes to cut down trees ( or use on the frontline) because the engineers would love to get rid of a single tree blocking their designs
Axes to cut down trees, you'll have to convince Matt (the level designer). Drawing an the axe would be my job XD.
I hope so at some point. Calvary for scouting, combat, and light logistics.
To follow up on this, is the addition of swords a real possibility in the game? or at least being able to equip a bayonet in your bare hands to use as a knife as close quarters or other close quarters weapon as trench fighting is becoming more relevant.
I also think swords will help create a colonial culture and identity, the wardens already create alot of media and praise callahan but I do not see much of the same with colonials even with a rich colonial lore, it is not paid much attention. Swords is a major part of colonial culture since all of our tanks are literally named after a bladed weapon.
1 : Will the Proto tanks just be 100 bmats only + the proto or will the 100 bmats be added to the base price. (making it so tanks not cost rmats will up the stealing of tech mats to a whole new lvl.)
2 : What event was meant with "sneaking a storm cannon" this point is a bit strange since now that the game is even more focused on getting ones own intel (with bino scouting / the spy kits.) Making storm cannons known to the other team where every they may be will show where clan bases are build / will make the who has storm cannons first even more one sided then it was already.
3 : Will the warden Handgun just be a reskin or will it have different stats.
4 : how far where the new trenches tested with tanks driving over them. even RN with the destroyed trenches there are still a lot of times where tanks can get stuck, won't making them deeper in there destroyed status make this happen more often.
Love from Tech maid Mother Cymo.
> Will the Proto tanks just be 100 bmats only + the proto or will the 100 bmats be added to the base price. (making it so tanks not cost rmats will up the stealing of tech mats to a whole new lvl.)
Prototypes no longer cost Rmats. Just Bmats. Our reasoning is that the time it takes to acquire the tech mats will represent the lions share of the cost of producing a prototype anyway. Asking players to also gather Rmats on top of that seemed unnecessary.
> What event was meant with "sneaking a storm cannon" this point is a bit strange since now that the game is even more focused on getting ones own intel (with bino scouting / the spy kits.) Making storm cannons known to the other team where every they may be will show where clan bases are build / will make the who has storm cannons first even more one sided then it was already.
We're open to more discussion on changing the "Stormcannon meta". This is a multi-faceted issue with a lot of potential solutions. Our effort right now is to move forward with at least one and hope it moves the needle.
> Will the warden Handgun just be a reskin or will it have different stats.
Reskin. It will otherwise function exactly the same as the old pistol.
> how far where the new trenches tested with tanks driving over them. even RN with the destroyed trenches there are still a lot of times where tanks can get stuck, won't making them deeper in there destroyed status make this happen more often.
We're committed to fixing issues with tanks driving over trenches. If this brings more issues to light, we'll need to address them separately.
Hey Max ! Where would be the best place to discuss ideas about the SC meta?
Will the new pistol have new sounds as well?
I have some ideas about the Stormcannon meta.
We thought about the fact that spam is a very important problem. And a "SC" rush to be offensive is a corner flip, either it goes very well or it's a failure not necessarily very costly.
You could make the SC (the cannon) a bunker base tech, but in order to place the cannon the player must create the item. Let me explain. I consider that the cannon has three different parts, the ring (rail), the rotation part of the cannon, and the cannon itself. We could also imagine the control centre at the bottom floor. The player should therefore craft 3 items in MPF and only in MPF. Transportable only by flatbed of course and overtakeable on the bunker with a crane. You leave the idea of time before use of the cannon, it would not be drying anymore but we could that it is the time of assembly on the platform. Or after putting the first structure the player gets an item to craft the second part and so on, until the last piece.
In conclusion the crafting time can be long for three parts and can be spread over different crafting weapons, the engine that allows the rotation in the vehicles the ring (rail) in shipping category, etc.. This could cost Rmat / Bmat and other to you see. For me it is the nerf that could please you, because there is an impact on the logistics what involves a slowdown of other craft. This reduces the number of craft on the whole map.
There are a lot of details not covered here that I would be willing to discuss further. But here is the idea. You could even imagine a bigger truck for the cannon but I don't think you'd go in that direction.
If I can suggest a list of potential balance changes to SCs:
1. Make it impossible to extend range by wind (only reduce? or in general reduce the effect wind has on SC)
2. Increase reload speed to say like 1 shot per 3-5 secs rather than the current machine gun fire
3. Increase energy use per shot so that they are not used on their own, but rather in conjunction with a conventional attack
4. Reduce their damage against concrete?
These are just ideas, not necessarily all need to be implemented, but some (like the wind range extension being removed) definitely should. Wind range is a *massive* part of why SC gameplay is so absolutely horrible, it is part of the meta to build at the absolute edge of wind range so that the bigger tryhard who can wait out the wind wins, and since wind is different on different hexes and most of the time SC races are across hexes it is entirely possible for one side to have far more favourable wind due to rng. It's pretty bad gameplay to sit for 6 hours while staring at a flag IMO. Rather than the range circle moving with wind, there should be a maximum range that cuts off part of the range circle to avoid maximum range extensions by particularly strong wind.
The other part of SC awfulness is how they are used on their own to end bunkers, they should never be able to end enemy bunkers on their own but just be a support weapon for an actual invasion. Hence the damage reduction and reload speed increase suggestions.
\-Will destroying half tracks drop the mounted weapon on it or will the weapon be destroyed?
\-Can uniform pulling speed be increased, its way too slow considering its a uniform and not a heavy weapon?
\-will people die when trenches are destroyed?
\-can the max queue for factories increase, as later the wars the amount of items needed drastically increases
\-Can a dinghy destroy the field bridges or does it have to be something like a barge, apc, etc
Is there any possibility of letting 20mm AT ammo cause damage to tier 1 structures? The fact that its a higher caliber than 12.7mm is kind of inconsistent.
Great patch btw keep it up!
So are there any plans to give the Colonial Legion a 40mm option before tanks or are we just stuck with RPG vehicles as our PvE options?
\-Same question applies for something along the lines of an HE ignifist or other handheld PvE weapon.
\-Also are the southern regions going to be getting natural defenses now? Because player-made bridges mean that the river line is no longer a defensible position, and Colonials kind of depend on that river line not being breached because there's no way to adequately hold anything north of the Bulwark if that happens due to the flat terrain there.
RPG does similar damage to 40mm. Only 50 less damage than it, it's hardly noticeable.
Worst thing is the range I suppose, but the new armored car will have a lot of dps to make up for it
The RPGAC is pretty clearly the Colonial equivalent of the HAC. I'm asking for a 40mm push gun or something similar.
I'm thinking the ISG + HT will kinda close the gap, except being visible at night. I do agree FC should be a neutral tech, however.
Just a short question. How will something like the Tankette handle on the field bridges, since it is classed as an armored car but has tank armor.
As of now, Tankettes can cross Field Bridges. Keep in mind this may change as we adjust balance during Dev Branch.
Are there plans in the works for adding lategame light vehicles and armoured cars to increase battlefield variety
Are there plans to add gameplay weather effects on bunkers and trenches?
There are plans to make lighter vehicle more viable in late game. I can't say much but its more then a stat balance. There are also many more vehicles on our big old asset list.
The weather effects will be updated from time to time if/ when we missed something displaying them correctly. I am not the one that does it so I am not up to date on what is missing them.
Is there a set date that we can look for a few things?
-Battle Tanks returning.
-Stationary Fuel Tanks
-Faction Specific Bayonets
-HB.. please. I want to see HB.
There are no current set dates to give sorry.
HB is seen only when he wants to be seen!
This is so sad. Tell HB I miss him please.
What's HB sorry?
One of the devs.
* Will ACs recieve a rework?
* How big will the 1.0 update be?
* Will more tripods be added in the future?
* Will logi be improved in the next update?
* Will there be minor updates after 1.0 or just the big updates?
* Will more Scout Tank Variants ever be added?
Yes, but it might not be what you are expecting after this halftrack update.
I am not sure but I do not plan that sorry.
Mark has said it will be business as usual but things will be themed more.
Might I ask what these Scout Tanks will be like or what they will be?
You can ask but I cannot answer, they're still top secret XD
I just have 1 more question. Will there be a concept art dev blog for this update?
This will probably get wrapped into the big concept art devblog with our next giant update. Or after a few more of these 'smaller' ones.
If there are going to be more minor updates does that mean that the 1.0 update won't be early next year?
Hello, since now trench modifications use barewires and sandbags, if I want to remove a sandbags modification from a trench do I need to bring more sandbags like how previously we used bmat to remove modifications?
Hello Mark! I have one question, after seeing the new system for the halftracks (which looks amazing) is there any plan to implement this same system for the RPG/MG LUVs? I really like the idea of adaptable/interchangeable weapons systems. o7
Currently no, but we are going to see how it plays out with halftracks first. It might and probably will be total chaos. It might also be something so good we do expand it to LUVs. We want you guys to mess around with the halftracks first.
Awesome! Can't wait to see how the halftracks work. Thanks for the reply Julian! o7
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)
We currently do not have plans for modular tanks. The idea for the halftrack is its a very simple mount for infantry to swap and change the guns. This is also intended to make the halftracks 'role' the 'swiss army knife' vehicle.
>Can we add an option to swap
> 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.
wrong copy paste?
Would love the ability to swap barrels/variants of tanks/vehicles at a garage for a cost.
**Can a CV cross a combat bridge?!?!?!?!**
What is the speed of Logi trucks/ Armored cars when they go over Combat bridges?
Will Combat bridges be able to be killed by Small arms or heavy kinetic, or do we need HE to kill them?
Will 30mm or RPGs stack in Halftracks that have an ISG or double Cutler on them?
> Can a CV cross a combat bridge?!?!?!?!
> What is the speed of Logi trucks/ Armored cars when they go over Combat bridges?
> Will Combat bridges be able to be killed by Small arms or heavy kinetic, or do we need HE to kill them?
Test this out in devbranch. It is better for our feedback that players test these values out before we talk about them.
> Will 30mm or RPGs stack in Halftracks that have an ISG or double Cutler on them?
Many values, such as inventory size, has been changed. Please give it a try during dev branch and let us know if it is sufficient in the feedback channel.
Will do, thank you for the responses!
Do add on: What about Flatbeds?
Do new tripod, HT and AC stack ammo/shell to 100 or there is a limit?
Are there any plans to improve the FOB bases? They lack far behinde bunker bases and seem in need of change.
Seconding this, FOB need more buildings besides just pillboxes and field hospital (or just allowing use BB defenses with FOB, not as effective like full BB, but some AT/AP defenses would be nice)
With iron and copper being individual resources, will there be individual trees for iron and copper? If so, will iron techs and copper techs be progressed individually from each other?
No the vehicles remain on the same tree.
It is worth noting that there are other tech changes as well to support this that were not discussed on stream.
Having copper in its own tree would let iron loop before the end of the war giving weaker vehicles a chance to shine as T2s and 3s before become obsolete against heavy tanks
Exactly what i thought!!!
Ah, alright. Excited to check all the changes out, thanks for answering!
Will we see other vehicles being able to mount tripod weapons in the future? Is this going to be the HTs niche, or is it possible/likely we'll see other vehicles able to mount them like Jeeps, Tankettes, or Scout Tanks.
Also, any thoughts on wardens eventually getting Tankettes, or colonials getting Scout Tanks?
We have plans for other vehicles to get tripod mounts too but it wont be what you expect mwahaha. The idea for now is that it's the Halftracks niche.
There are currently no plans for a warden tankette or a colonial scout tank.
That makes me think either train carriages with mounts, LUVs, or some kind of small speedboat a little larger than the current one.
Train carriages make sense in some ways, especially with being closed mouth about it, but without knowing anything about how trains are being implemented it's pure speculation.
LUVs would cross over hard with the Halftrack's niche, but possibly be *very* powerful, considering the new RPG on a jeep would be an Icarus on steroids, or the tank harrassing capability of ATR with LUV offroad speed. Also, perhaps a little obvious.
Adding them to boats would make for a very cool way of increasing naval options, and would create an utter terror for water logi, but be somewhat limited for anything else beyond shore raiding. Also, it would probably be WAY too easy to accidentally drop the gun in the water.
APCs is another option now I think about it, considering they have a related-but-slightly-different niche to Halftracks. And the comments about boats fit here too.
It's not likely to be tanks, unless battletanks make a comeback and these are options to mount on a secondary turret. Anything smaller would be too small for something like that, and current in game tanks are kinda "complete" weapon systems. Armoured cars fill similar niches to Halftracks, and so would be kinda redundant. That WOULD make for an interesting way to bring BTs back though...
Whats going to stop both factions from just bridge spamming everywhere and converting rivers into plains of metal beams and tears???
We share this concern as well. Several mechanics have been implemented to help address it. Once it releases to devbranch you'll be able to test all your theories on how it might be abused and we can address those problems as they arise.
You can destroy them by ramming them with a boat.
As the old trenchs with vehicles!
Same answer to any spammable buildings; decay and GSups.
As a QoL feature, would ammo from the inventory be able to be loaded from the smallest stack first?
For example, currently when loading ammo from inventory that is in a stack of 3 and another inventory slot stack of 1, the ammo will become a stack of 2 and 1, still taking up two inventory slots in total.
Having this change to the single ammo stack, so a single inventory slot of 3 ammo remains would be amazing.
In addition to this, can click-dragging ammo onto each other in the inventory be possible to allow for some backpack inventory slot management to consolidate ammo stacks?
Field Bridges are very cool and not only have a combat component but also a logi advantage, being able to create short cuts for trucks and haulers. I wanted to ask if flat beds, cranes, construction vehicles and harvesters can go on them?
As of now, most logistics vehicles can go over Field Bridges. Keep in mind things can change as we balance throughout Dev Branch.
Edit: Cranes and CVs will have a hard time crossing right now, but again this balance may change
You can test them out tomorrow in the devbranch and see which vehicles break the bridge.
Will the Foebreaker get retaliated by AT Garrison like with the ISG?
AFAIK all tripod weapons trigger AT garrisons
Source: the Mounted bonesaw i lost to a AT garrison from a misfired shot.
Will the next uptade involve BTs or naval stuff(48th uptade)
We have said a number of times that Naval stuff will be a big post 1.0 update in itself. We are all excited for it. BTs we have been very quiet about.... suspiciously quiet even.. Sorry I can't talk more about them.
Can vehicles (other than tanks) still cross destroyed trenches?
Can you allow craters spawn on city streets again? It was a thing for a bit, then you disabled it because it was blocking off town halls and stuff. Now that we can fill craters in, its a non-issue right?
I wondered about someting during the stream:
When speaking about factories scaling trough population does it mean more people = less time to craft things ?
Also does the scrapper still collect iron and alu on fields or you need to use a sledgehammer to collect it ?
More people = more time to craft things is my assumption.
There is a distinct problem of every base in the game being massively oversupplied because the production queues are too short and supplies basically don't matter anymore except for massively stockpiling backup supplies.
The major concern killing point for logistics isn't the production (except for Gsupps) but the travel time. Which eventually trains are coming to fix.
With a modular system like this, less people means that supplies can be produced faster as there will be less people attempting to supply bases, and more people will mean supplies are produced slower as more people will be producing more supplies to begin with.
It's an intended zero sum balancing system for a modulating population to keep logistics meaningful without strangling it to death.
>There is a distinct problem of every base in the game being massively oversupplied because the production queues are too short and supplies basically don't matter anymore except for massively stockpiling backup supplies.
Which is weird because logi mains are repeatedly insisting that logi is increasingly impossible. I've also noticed that most bases I visit are quite well stocked on basic supplies (although luxuries like artillery shells are another matter).
I don't really have questions, but I do have some things I'd like to see:
* Tripod Pillboxes. Would be cool to build our own defenses with pillboxes and tripods. Mount the tripod weapon in the pillbox and AI takes over
* Tripod Sidecars for Motorcycles. Would be goofy as fuck and if people could pull off rocket motorcycles that would be very funny.
* Longer pickup times on factories and larger max queue size for refinery queues. It's frustrating to move a bunch of scrap boxes and have to wait for the refinery.
* Something needs to be done about crate overfills at seaports. Right now we just shoot them. Maybe let us pack them back in public stockpiles or something.
Great to see you are looking at improving past features
Will you be looking at suppression at all as both the mechanics and numbers relating to it are confusing to most players ending with the majority if not all players refusing to suppress without a machine gun even though a handful of rifles or SMGs could do the same job at any point in the war
I would like a way for players to roughly tell how much suppression they are applying to a target and how close a target is to being suppressed so players can make informed decisions in contributing to suppression rather then hoping for the best or ignoring the mechanic completely
Yes. We hope to revisit stamina in a near future update to give it more relevance.
Can Motorboat's travel under the new bridges?
I just rewatched the stream, i am gonna go with NO, as the bridges are really low to the water line.
Something like an RPG or a grenade type weapon? Not in the immediate future, but that isn't a no. We still have much of our big asset list to go through for the game.
We have plans within plans XD Eventually both sides will be more fully fleshed out. I can't promise an exact future update though.
Can you at least focus on giving Colonials an early game handheld weapon, even if you can’t guarantee one within the next update?
While the lack of early-game 40mm and 250mm sucks, it’s manageable, especially with the new vehicles (thank you!). But what’s especially killing us though is the lack of infantry anti-structure, because it permeates throughout the entire war and significantly reduces the capacity of Colonial Infantry to help towards pushing. It actively makes playing Colonial unfun and frustrating, and I personally know more than one long-term Colonial player who left the faction exclusively because infantry is unable to assist the front in any manner whatsoever throughout a war.
While unsavory to your vision, have you considering making the Culter HERPG faction neutral and sharing it with the Colonials until they can gain their counterpart? Or other similar bandaid attempts like the Colonial-Exclusive AP mortars rounds?
Hey, for the Cutler You would have to convince Mark or Max but it will be a hard sell. I can't say much with out spoiling future updates but there will be things you like in them XD.
'future' is nice and all, but flipping the Cutler to a neutral weapon in the present would immediately fix some pretty glaring issues with the game that are visible to anyone who actually plays it, and how would it be a hard sell when it can be set straight back again once the 'future solution' eventually comes around? It would take some enormous leaps of bad logic to think this is a bad idea.
Does the Mounted RPG cost Rmats or only Bmats like the other Tripod weapons?
All tripod weapons currently, both the AT rocket launcher and 30mm cannon, cost bmats.
I see no reason why any other tripod weapon would cost rmats
I'm no dev but I imagine it's because they're so fragile! When blown up, they die forever! And they also decay!
Is there any hope for foxhole getting larger population servers / cross faction voice chat?
With the team developing a new game, will less resources be directed towards foxhole? Once Anvil releases, will foxhole be considered "Finished", with no more major updates?
As the concept artist I can't answer the first question but Foxhole will have several large updates after 1.0. The first one we have been vocal about will be a naval themed update. Anvil has a dedicated and much smaller team working on it. They have been chipping away at anvil for a while and our dedication to foxhole has only grown.
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.
When will we see more outfits brought in I’d like to see officers have some of uniform no I don’t my rank seriously i just want it for the hell of it
More uniforms are on their way. I cannot say exactly when be we have only just started with uniforms.
So you want a "shoot me first" uniform?
Thats medics tho
Nah, I'd shoot an officer, then medic.
A bit of a late question as I only just saw the devstream. Are there any plans to change logi in a way that adds more content? Doing logi feels lacking in depth of content compared to the other aspects of modern foxhole, especially scrapping.
Are there any plans to add more meele options in the game? (Shovel Meele, Rifle Buttstock Meele, Trench raiding club, etc.)
Can cranes go on these new bridges?
Rip potential new player ports :/
Hi I have multiple comments.
1. Regarding the new SC mechanic. I don't feel it will be that helpfull considering with scouting you can already see where an SC will go up but that information does not matter much considering both sides have no adequate tools at the Time to do something about it. Especially without smokes and the new strength of defenses.
Imho it also lessens the reward of the scout playstyle because you get the intel for free even if you don't scout anything.
I think a mechanic which makes aiming and firing an SC could introduce a nice balance and counterplay element. SC's are similar targeted like nukes and fire barrages. The first five minutes of targeting will determine the amount of shells fired and then an additional five minutes could determine the spread the longer targeted the tighter it will be. Killing the spotter will end the effort and nothing will be fired but the spotter can also abort and the SC fires with the then reached accuracy/amount.
2. The HT additions for the colonials feel a little bit underwhelming considering we already got the 30mm tankette and the ATAC fulfilling very similar roles. And at first glance the AC variant feels like an alternative to the RPGJeep. While a mobile mounted Bonesaw feels very powerful on the HT and the new warden AC while also fullfilling a new role in the warden toolkit. Regarding the double launcher we will need to see how it plays out but it depending on whether it is AT or normal RPG it feels similar to the new colonial AC/ISG.
3. Colonials are still lacking any early game 40mm or 250mm options in our toolkit making the doubling down on 30mm and RPG vehicles that much more painful. We would also love a non vehicle based way to deliver our RPG's/30mm to not trigger AT immediately. For a long time early game Colonials only will have Mammon's to get rid of AT until stronger tanks who can tank AT unlock or we get satchels.
Thanks for the devstream today! Definitely looking forward to the next update, but I do have two main questions.
With the introduction of tripod mountable Halftracks and the Colonial Armored Car variant “Gemini,” you have massively buffed the viability of Colonial Early Game. Along with some other vehicles and weapons added, you seem keen on filling missing early-game niches both factions have. However I couldn’t help but notice that although the Wardens now have a solution to their missing ISG counterpart, the Culter Foebreaker, the Colonials seem to be missing their Culter / HERPG variant. Even though the Colonials have gotten a lot more anti-structure tools with this update, the lack of a handheld anti-structure capabilities will still make early game frustrating for the Colonials. When can we expect a Colonial, faction specific version of the Culter?
Second question, with the introduction of inventories for tripod weapons, will you be able to set down a tripod weapon that is already loaded with ammo or will you still need to bring ammo with you?
Once again, thanks for the Devstream and I look forward to the devbranch tomorrow!
What's the speed on the Field Bridge?
Will it be faster than offroad?
When you convince Mark to add them.
How is the ammo going to work for the half-tracks with dynamic weapon mount?
Currently, it is very awkward to see whether or not an ammo type will stack, like tank shells don't stack even on trucks but they stack on the tank itself, will half-tracks see an increase in inventory space?
Another problem will be the RPG ammo, if you mount the RPG double-barrel on the half-track you need a larger inventory, but that will affect every ammo because RPGs traditionally don't stack, not even on the LUV
Now that I think about it, the entire live ammo logistics needs an overhaul for the sake of clarity
RPG shells will almost certainly stack in the HT and probably AC, the previous multi-rpg vehicle was able to stack shells.
Hey, with the current need of sandbags/wire for trenches to be properly deffended would it be logical to make pallets of sandbags/wire buildable at THs/Relic bases like cvs/cranes?
If not its a giant logi issue because constuction yards can be 2 to 3 regions away.
Atleast increase the amount of stuff per pallet (double it or tripple it).
Please rethink giving the vehicle drivers the new tactical camera (legacy one is so claustrophobic and with 28m FOV you cant even back out from a sticky rush).
Can we put listening kits on the Halftracks in the future?
Can we make prototypes of vehicles earlier than the current tier?
And is the Bonesaw on the Gravekeeper the short or long range variant?
Is there a plan to port the new modular HT system to other armored vehicles? For example, the tankettes, arguably scout tanks, and, even more arguably, LTs could be fitted with some of those weapons, and basically have a new lease of life on the frontlines even at point in the war where, in the current state of the game, they are completely and utterly useless/obsolete. The idea of modularity for these things is definitely interesting.
Apart from that, can we expect any small changes to benefit us logi people this update?
This update makes me not want to logi anymore if basic trenches now need more items shipped around + Tmat rotation now includes an additional resource, potentially slowing tech down.
When can we deconstruct or destroy structures/ blueprints without getting weapon locked repeatedly?
Any plans to allow us to re-crate items? would allow more flexible logi as the max stacks of ships and containers would be able to move more freely.
Any hope for more heating options? Or is the current stop gap to thaw ships is to wait for update, build several bridges and Place a paper bonfire to free frozen ships?
Any plans to make server pop stats transparent and available to players?
Can we get some indicators in terms of suppression? Like a visual bar letting us know how many more bullets are required to suppress a defensive structure. As of now, it's just a shot in the dark (pun intended) when trying to figure out how many shots are required to suppress a structure and how many shots are required to keep it suppressed once the deed is done.
Will we ever see bunker elements for logistics, such as a container unloading/loading area on top of like a concrete bunker, or a stationary crane on a bunker block?
At the moment the meta is to store any scrap not fitting in another container or truck in a camp next to the scrap fields, but due to the need to unload and load the containers by hand the flatbeds can't efficiently retrieve scrap from camps. Could either a bunker element be added to facilitate the quicker loading/unloading of containers or a unload/load node similar to how stationary mines have a spot in front of them for unloading/loading resources be added to camps and bunkers?
This would also help logistics where a container could be unloaded at a forward base instead of having it be repackaged in to logistics trucks or having to use the small container to retrieve and dump.
1. Where train?
2. Border camping when fix?
Can jeeps and other small-ish vehicles drive on the player-made bridges without them collapsing?
Also, now that player-made bridges are a thing, will small, one lane roads ever be a thing that players can build?
Did you even watch the stream? Everything up to an armored cars can drive on the bridge.
They already tried roads, it broke the game
Yeah also curious about this, would a Spitfire be able to go over?
The 30mm Gallant Scout tank...
Are there plans for any modifications/tweaking for it? It is currently placed on an awkward spot in the tech tree, and if the Wardens don't tech it, we literally will never touch 30mm rounds other than using stolen ISG/Tankettes for it, or significantly later in the war once the tech loops.
Add that with Halftracks now able to equip modular mounted weapons (ISG, Bonesaws), there is even less incentive to tech this beauty in action. Do you have any plans in mind to address the issues on the poor Gallant?
Why didn't you give colonials a new pistol?
It's really frustrating that wardens get two very stylish pistols, both in 8mm, while we're left with the default import and a revolver that there is never ammo or guns for.
the new pistol just a reskin (so abit of retcon to lore so now it just the collies who import their handgun)
It is, and that's why I'm complaining. Asymmetry would excuse having different pistol stats, but it wouldn't excuse neglecting colonial style.
When are colonials getting pre tank PVE tools-which Clapfoot has already admitted are lacking? Is there any plans to introduce them any time soon? The ACRPG whilst cool, it simply doesn't add much to the colonial roster in terms of capability.
Frankly our PVE arsenal is inferior to wardens in both fun and effectiveness at every stage of the war(the new breed of tanks post80 made this worse), and after this update even more. Currently we have no early/mid 40mm, or pretank 250mm, additionally we have no colonial only tool to deal with ATBunkers. I don't want buffs or reworks to our tools, I want more tools.
Hello, great dev stream however I do have some concerns/regards to the planned and would just like opinions on these matters.
-1: Indirect ATRPG ammo should not be faction exclusive anymore.
The amount of equipment/vehicles that consist or can consist of bonesaws (regarding modular halftracks) is huge, 4 not counting variants of the half tracks. Mounted, Handheld, Halftracked and Armoured Car with Bonesaw. As a Colonial one can steal these vehicles but they're practically useless as we can't get the ammo reliably. While wardens have already had production for every type of ammo we use (ATR ammo, 30mm, 12.7mm). While our ATRPG counterpart equipment is just one, the bane (Venom too sure but one is just better than the other). Just like Wardens soon got an option to craft 30mm because they could steal ISGs we should now be able to craft indirect ATRPG. I would like dev opinion on this.
-2: Power Creep
While I am a fan of the new vehicles and possibilities I am worried that they might overshadow existing vehicles. Such as the Tankettes, regular ACs. My suggestion is that atleast regular ACs should be permanently made Auto Tech or Side Tech that unlocks with whatever is picked at a tech tier. Also things like the Icarus RPG jeep now that we have RPG AC, maybe improve Icarus offroad capability?
Why is the sound when you are properly hitting a player in cover/suppressing them so quiet you can barely ever hear it and most players don't even know it exists?
Give us a symbol that pops up somewhere in the bottom middle like the shield, I know this is less of a question and more of a suggestion. (Or at the least make it louder)
Oh also I feel as if more in-game information regarding infantry/shooting mechanics is 100% required as I fucking swear this is the biggest gap in knowledge/skill discrepancy you will ever see between players.
Over and over again I'm finding it nearly impossible to simply explain to someone how to properly shoot because its like a dozen or so different things, like people really don't know what weapons do what/playstyles and proper utilization of different weapons.
Just tons of new players everywhere sprinting around full autoing/running in circles shooting. Tons of people think so many of the guns are trash and then overvalue something like the god damn starter pistol GAH! I am so sorry for my rant but its crazy how large of a percentage of the player base actively complains/suggests things that make absolutely no sense because they simply don't understand how the shooting works.
I've been wondering about the player dots on the map "ghosting" after a player is killed (The dot of a dead player lingering on the map for quite a bit). Is this a bug or intentional?
Oh, oh! And will the "click" chat sound ever be brought back to the game? Maybe as an optional feature??
Why have the colonials received a new anti-structure vehicle when the wardens still don't have any counterpart to the colonial ISG? We have virtually no early-game anti-structure options available to us other than HE grenades. This needs to be addressed
They received the Cutler Foebreaker as a tripod-mounted weapon.
You have the Cutler, the Field 40mm, The Heavy Armored Car for reasonable PvE utility before the Collies get anything that can deal with structures.
Collies have just the ISG until the 30mm Tankette. The ISG, while good at first, quickly becomes unusable in it's current state and the Tankette often comes so late that it is invalidated nearly instantly by Light Tanks making it effectively useless.
The Collies needed a mobile PvE weapon. Similarly the Wardens don't have good Anti-vehicle weapons before the ATR, The Collies have the Ignifist and gain access to the Venom fairly early in many cases. So the Wardens got a mobile dedicated AT Vehicle.
They're both good additions for the holes in the faction.
Colonials unlock the ISG generally days before we get any of the options that you've mentioned
ISG and Cutler are usually at the same tech level.
Don't be blinded by faction bias. The ISG and the Cutler are sidegrades to each other for PvE (The Cutler is stronger, more mobile, faster, and manned by a single person but expensive and has slightly shorter range, The ISG is immobile, weaker, easy to lose, and requires a team of 3+ but is cheaper and has slightly longer range).
The Wardens get a ton of tools after the Cutler begins to lose relevance to keep their PvE ability up while the Collies don't have anything other than the ISG which if you've played both factions, is a glaring issue in the Collie roster.
The cutler is AP, not anti-structure. Its damage to bunker bases is not comparable to the ISG
No it isn't. The Cutler is an RPG launcher. the RPG round is anti-structure and anti-vehicle. The Cutler does more damage to structures than the ISG on a per round and on a strict dps basis when factoring in reloading as well. The A.T.R.P.G round is the purely anti-vehicle munition which is fired by the Venom/Bane/Bonesaw.
The Cutler is very strong at what it does. That is why it costs rmats.
Pretty positive the cutler is anti structure... It does explosive damage.
30mm and RPG shells do the same damage type. Explosive. Maybe you're thinking of the bonesaw?
Stop trolling in this thread please.