Movie is Snatch (2000) This is for laughing purposes only All characters and stuff they do are imaginary Devs are cooler than how they are pictured here
Foxhole devs years ago: Warden arty gets slight boost in range, collie arty gets to be completely mobile and compact. There, asymmetrical warfare balancing at its finest. Years later:
One thing I'm looking forward to is using the bonelaw, yet I don't think it'll be viable in terms of durability against Collie armor which have been buffed even further lol.
I still believe they needed to make the tanks much more expensive to curb tank lines and easier to track and slow them down for the infantry Anti tank weaponry to be more useful rather than destroying armor with cheap 20 mm which would hurt the warden tank line especially, as their design philosophy relies on its higher armor to keep them alive. The other changes except for the flask grenade Nerf was needed as I think the tanks were far too accurate especially on the move, but I’ll never really get how the warden got their only close anti tank weapon nerfed when it’s probably the riskiest of all of At weaponry to use as you have to literally be right next to your target, especially when their supporting infantry will likely deal with you quickly, so I think it should have a very high chance of disabling as you can’t shoot this from across the battlefield you have to get up in their face(and if they are destroying your tanks with this method that is your infantry’s fault for not being more vigilant of at grenade rushing). What’s surprises me though the most is that especially with the Melee options they added in this update and the trench husks they have added, they never really touched on the armor uniforms and grenade inventory for non-grenade uniforms. For the armor uniforms they should’ve touched on how it should work as a close combat and bullet resistant uniform for shock troops, in which I would design it that the armor uniforms would have armor similar to tanks, in which they would be able to Either bounce bullets or the bullet would stop in the armor taking a point of armor percentage off of the uniform or going through, but having the damage be mitigated by 30% and would be unable to be one shot by heavy rifles. I would have said heavy rifles have their encumbrance restriction removed on the armor uniform as I believe, they are more useful in their hands than the average soldier, as they would need that one shot capability to truly make an impact in even the most crowded trench. I would have the buckshot and SMG To be able to stack on the uniform to make them more useful as they are close quarters weapons with a reputation for being very effective in trench clearing operations. The warden army uniform would have that 75% reduction in melee damage kept as these suits were originally designed as knight armor, but later being reinforced to stop higher velocity projectiles, so I believe it should be able to protect its wearer better in melee than the flak vest the colonials use. I would also increase the equipment slots to four so that the uniform can be used in new load outs, like a warden Grenadier using an osprey and grenades to help clear trenches and bunkers for example. And first of grenades, I feel like especially for the wardens. You don’t really see as much osprey usage because it’s just not really useful to carry one, especially when you’re likely to be killed before you can truly use it, Particularly when you can only carry perhaps two grenades without being truly wasteful on your logistics, so I would also think that for all uniforms the grenades would be able to stack to two in each slot but the grenadier uniform will be able to stack three grenades in a slot(this change is focused on the warden infantry so their launcher isn’t so hard to use).
@@commissar_viktor yes, by 20% static turn rate reduced. Also some bug fixes like wall bucketing and wrenching, which are fine. Nakki is still a great weapon to use against big ships and it's certainly needed. The colonial sub Trident got many buffs and it's expected to be used more by collies as well.
@@Hapee_v The common atr rifles are ammo stripping now and, you know htd is all armor. It only has 2.2k hp. Also there's a fuel nerf just crippling the movement around hexes for htd.
@@Hapee_v I mean I'm optimistic that it should be fine because hv 68 mm is the strong side of HTD. But with the colonial tanks keep getting better every update and with the Wardens' AT options eliminated, it will be an even more hardcore mode challenge for Wardens once again lol.
I've been told the fuel nerf and new ATRs easily stripping armor killed the htd gaming. Like I think it still works but htd without armor is just 2,2k hp tank and it cannot compete with collie arsenal
@@real_sanguine Oooooof. I expected the fuel nerf to be a thing but figured it just made the MPF the main way to deliver them en masse. But i'd not thought about the new armor stripping mechanic of 20mm AT ALL. I'm not much of a tanker anyways since most of my tanking buddies don't play anymore but dear god if infantry players realize the potential of 20mm as viable AT the next 3-5 wars are going to be hell for those poor bastards
@@QuantumImperfections I don't do much tanking eighter. But yea armors are less viable after the update and warden tanks rely on armor more than high hp colonial tanks. I mean it's a matter of balance. We're going to see more collie tank spam in the next wars and that's very detrimental to average, or new infantry players. "Infantry update" lol. I'm still hopeful about tanks' aim getting reworked in a less accurate manner. Slight chance we might have some good stuff going on in that aspect of game
I don't speak russian but, this is google translate: Мне сказали, что увеличение расхода топлива и новый 20-мм «ATR», который легко сдирает броню, убили «HTD». Полагаю, он все еще работает, но HTD без брони - это всего лишь танк с 2,2 хп и больше не может конкурировать с зеленая сторона арсеналом.
новые пт ружья, винтовки очень сильно режут броню, а у вдовы главная выживач фишка - это броня, которую теперь можно легко снять. Получается вдова - машинка с здоровьем как у легкого танка
@@manofisle5708 Outlaw is not better than spatha, has less dps less health slower reload speed and is a lot more expensive. Check the stats first before commenting. Colonials got introduced a bardiche buff and nemesis on top of this.
@@real_sanguine More range. 20% HV. Be a skilled Tanker and you will win in an Outlaw. 5 more range does so much. Pretty much every single Colonial tank has less range than the warden equivalent. Dont get me started on the HTD
@@manofisle5708 lol keep gaslighting yourself into thinking your tanks are bad. That'll win us the war. You can check my videos, I have 2 with bardiche gaming simply swooping collies, and they're before the buff. Big words for easy mode gamers bruh
@GutsOfRivia thinking that ignifist sounds like a skill issue. A cheap and lightweight RPG rocket with AP damage, longer range compared to a grenade and faster projectile speed. Its only downside is literally that collies don’t use them enough. If every third or fourth infantryman had it, warden tanks would become wreckages in no time.
@@AlexandroneF An unbelivably bad weapon that isnt worth wasting an inventory slot on, which get beaten by a sticky as an AT weapon despite the range advantage. The fact that someone is still making them is a wonder in of itself. Any AT weapon that collies have is better then ignifist.
I use ignifist perfectly fine whenever I loot it. The thing is Wardens have been relying heavily on flasks against late game high hp Colonial tanks. Meanwhile Colonial infantry have long range AP RPG options like Bane and Venom to use against lower hp Warden armor. It's never been a flask vs igni issue, more like Warden AT against Collie tanks and Collie AT against Warden tanks. I can confidently state that the Colonial side is heavily favored in terms of this comparison.
Movie is Snatch (2000)
This is for laughing purposes only
All characters and stuff they do are imaginary
Devs are cooler than how they are pictured here
Foxhole devs years ago:
Warden arty gets slight boost in range, collie arty gets to be completely mobile and compact. There, asymmetrical warfare balancing at its finest.
Years later:
All i can see is warden arty being better and colonial arty becoming warden arty after 10 minutes
This is too real lol
and bardiche now have 2 rounds in the chamber than can be fired sucessively in less than 1 second
only thing collie tanks are competing is other collie tanks lol
Give it upgradable 50m range, twin 12.7mm, quad 98mm barrel and call it a day
And the funniest thing is that they continue to lose this war and cry. Now the colonists demand to nerf our fleet.
Collies cry when they lose, collies cry when they win.
Warden complaining about crying when they review bombed the game until the devs buffed them
bro what? Its the other way 😂
@@tederikon8960 Yeah, colonials review bombed the game the war they won, and didnt completetly get gutted while warden got buffed for the next 10 wars
Wardens just cry
You have no life and need to stop taking the game so seriously.
The at tool that teched day one is now one of the best warden at tools …. At least the bonelaw is cheaper now
One thing I'm looking forward to is using the bonelaw, yet I don't think it'll be viable in terms of durability against Collie armor which have been buffed even further lol.
I still believe they needed to make the tanks much more expensive to curb tank lines and easier to track and slow them down for the infantry Anti tank weaponry to be more useful rather than destroying armor with cheap 20 mm which would hurt the warden tank line especially, as their design philosophy relies on its higher armor to keep them alive. The other changes except for the flask grenade Nerf was needed as I think the tanks were far too accurate especially on the move, but I’ll never really get how the warden got their only close anti tank weapon nerfed when it’s probably the riskiest of all of At weaponry to use as you have to literally be right next to your target, especially when their supporting infantry will likely deal with you quickly, so I think it should have a very high chance of disabling as you can’t shoot this from across the battlefield you have to get up in their face(and if they are destroying your tanks with this method that is your infantry’s fault for not being more vigilant of at grenade rushing). What’s surprises me though the most is that especially with the Melee options they added in this update and the trench husks they have added, they never really touched on the armor uniforms and grenade inventory for non-grenade uniforms. For the armor uniforms they should’ve touched on how it should work as a close combat and bullet resistant uniform for shock troops, in which I would design it that the armor uniforms would have armor similar to tanks, in which they would be able to Either bounce bullets or the bullet would stop in the armor taking a point of armor percentage off of the uniform or going through, but having the damage be mitigated by 30% and would be unable to be one shot by heavy rifles. I would have said heavy rifles have their encumbrance restriction removed on the armor uniform as I believe, they are more useful in their hands than the average soldier, as they would need that one shot capability to truly make an impact in even the most crowded trench. I would have the buckshot and SMG To be able to stack on the uniform to make them more useful as they are close quarters weapons with a reputation for being very effective in trench clearing operations. The warden army uniform would have that 75% reduction in melee damage kept as these suits were originally designed as knight armor, but later being reinforced to stop higher velocity projectiles, so I believe it should be able to protect its wearer better in melee than the flak vest the colonials use. I would also increase the equipment slots to four so that the uniform can be used in new load outs, like a warden Grenadier using an osprey and grenades to help clear trenches and bunkers for example. And first of grenades, I feel like especially for the wardens. You don’t really see as much osprey usage because it’s just not really useful to carry one, especially when you’re likely to be killed before you can truly use it, Particularly when you can only carry perhaps two grenades without being truly wasteful on your logistics, so I would also think that for all uniforms the grenades would be able to stack to two in each slot but the grenadier uniform will be able to stack three grenades in a slot(this change is focused on the warden infantry so their launcher isn’t so hard to use).
Lol. Lmao.
Seems to be a big population difference with wardens having far more men on able shard
+1 internet
how you been bro. Hope life treating you well
@@real_sanguinecant say it has :P
nakki nerfed too
I forgot about that lol.
Yes we can include the nakki nerf in the picture as well
@Kalimnos23 what did they do to it?
@@AlexandroneF 20% turn speed nerf if i know the nerf right?
@@commissar_viktor yes, by 20% static turn rate reduced. Also some bug fixes like wall bucketing and wrenching, which are fine.
Nakki is still a great weapon to use against big ships and it's certainly needed. The colonial sub Trident got many buffs and it's expected to be used more by collies as well.
All this and yet the isg still hard counters what is supposed to be the hard counter to it…
Did the Widow get nerfed?
@@Hapee_v The common atr rifles are ammo stripping now and, you know htd is all armor. It only has 2.2k hp.
Also there's a fuel nerf just crippling the movement around hexes for htd.
@ oh shoot HTD gaming is gonna be rough…
@@Hapee_v I mean I'm optimistic that it should be fine because hv 68 mm is the strong side of HTD.
But with the colonial tanks keep getting better every update and with the Wardens' AT options eliminated, it will be an even more hardcore mode challenge for Wardens once again lol.
Wait - wtf happened to the Widow???
I've been told the fuel nerf and new ATRs easily stripping armor killed the htd gaming.
Like I think it still works but htd without armor is just 2,2k hp tank and it cannot compete with collie arsenal
@@real_sanguine Oooooof. I expected the fuel nerf to be a thing but figured it just made the MPF the main way to deliver them en masse. But i'd not thought about the new armor stripping mechanic of 20mm AT ALL. I'm not much of a tanker anyways since most of my tanking buddies don't play anymore but dear god if infantry players realize the potential of 20mm as viable AT the next 3-5 wars are going to be hell for those poor bastards
@@QuantumImperfections I don't do much tanking eighter. But yea armors are less viable after the update and warden tanks rely on armor more than high hp colonial tanks. I mean it's a matter of balance. We're going to see more collie tank spam in the next wars and that's very detrimental to average, or new infantry players. "Infantry update" lol.
I'm still hopeful about tanks' aim getting reworked in a less accurate manner. Slight chance we might have some good stuff going on in that aspect of game
Excellent anti Colonial propaganda!
Вдову же вроде не нёрфили
I don't speak russian but, this is google translate:
Мне сказали, что увеличение расхода топлива и новый 20-мм «ATR», который легко сдирает броню, убили «HTD».
Полагаю, он все еще работает, но HTD без брони - это всего лишь танк с 2,2 хп и больше не может конкурировать с зеленая сторона арсеналом.
новые пт ружья, винтовки очень сильно режут броню, а у вдовы главная выживач фишка - это броня, которую теперь можно легко снять. Получается вдова - машинка с здоровьем как у легкого танка
Outlaw is better than the Spatha now.... Cant count this patch as warden nerf. All the things Wardens got nerfed on so did the colonials.
@@manofisle5708 Outlaw is not better than spatha, has less dps less health slower reload speed and is a lot more expensive. Check the stats first before commenting.
Colonials got introduced a bardiche buff and nemesis on top of this.
@@real_sanguine More range. 20% HV. Be a skilled Tanker and you will win in an Outlaw. 5 more range does so much. Pretty much every single Colonial tank has less range than the warden equivalent. Dont get me started on the HTD
@@manofisle5708 lol keep gaslighting yourself into thinking your tanks are bad. That'll win us the war.
You can check my videos, I have 2 with bardiche gaming simply swooping collies, and they're before the buff. Big words for easy mode gamers bruh
Oh no the flask is now equally as bad as the igni what will the wardens do?
@GutsOfRivia thinking that ignifist sounds like a skill issue. A cheap and lightweight RPG rocket with AP damage, longer range compared to a grenade and faster projectile speed. Its only downside is literally that collies don’t use them enough. If every third or fourth infantryman had it, warden tanks would become wreckages in no time.
@@AlexandroneF An unbelivably bad weapon that isnt worth wasting an inventory slot on, which get beaten by a sticky as an AT weapon despite the range advantage. The fact that someone is still making them is a wonder in of itself. Any AT weapon that collies have is better then ignifist.
@AlexandroneF sounds you ethier never used it in an real capacity or the faction loyalty brain rot has just eaten everything in there.
I use ignifist perfectly fine whenever I loot it. The thing is Wardens have been relying heavily on flasks against late game high hp Colonial tanks.
Meanwhile Colonial infantry have long range AP RPG options like Bane and Venom to use against lower hp Warden armor.
It's never been a flask vs igni issue, more like Warden AT against Collie tanks and Collie AT against Warden tanks. I can confidently state that the Colonial side is heavily favored in terms of this comparison.
we dont have lot of others options that just live with it and still use it, or maybe use sticky instead