Gameplay wise, the MPF upgrade allows people to have a pleasant mix of logistics and combat, since obviously the Infantry Arms Factory is going to draw partisans. It will also make it easier to to gather and use resources in midline regions that people don't typically like getting due to the long distance and the threat of partisans. I also think it gives solo VETERAN logistics players far more ability to contribute more meaningfully to the front, not having to drive all the way from the backlines to deliver goods, and be an easier ask for people playing in frontline regions to obtain logistics themselves if there currently aren't enough logistics personal, as there will now be more crates in the midregion warehouses than ever before.
The Mini-MPF definitely gives solo facility players more freedom, I think typically underused mid line towns like the Foundry will see some much needed revival for logistics because of these buildings.
This was a really really good explanation! I especially liked your inclusions with how it could be useful midline because that was one of my first questions about it right after devstream.
In a typical NvS war, I foresee a lot of the Small Arms Workshop near towns like Foxcatcher or Foundry because they normally have a refinery but no town factories, so this will be a way to make mortars and anti-tank crates. Exciting!
Thanks for cleaning this. I was very confused with the dcrates and realized it was some restriction but I haven't realized it was to not it make them at the front. I'm quite interested in the mini mpf at the Frontline refineries it will make them way more useful than just bmats printers. In certain we'll have a public one in every front hex. Which also means way more AT and reduce the dependance on trains and transport all the way from the back.
I don't think melee weapons should be locked behind facilities. They are incredibly basic items in design, so it just doesn't logically make sense for it to be locked behind advanced crafting, it'll also make them quite rare and difficult to supply to frontlines.
The disassembled crate mechanics is so bad. It adds unnecessary complexity and confusion. So, you create a ton of disassembled crates, mostly public. Move them to the storage depot, then retrieve them from the storage depot. Yeah, retrieve a ton of public crates from the storage depot. I guess the devs don't want to see facility factories on the front line, but this solution is not good. The disassembled creates should be removed before the update war, or else.
A beautiful explanation. Thank you so much. My questions are: What is the output storage capacity of IAF? For example how many Disassembled crates can be stored in inventory of IAF? I wonder if CTS would be necessary or not. Second question: For example I put a personal queue of sticky bomb. Once it is over, can I put a new queue of sticky bombs and eventually I will have 20 crates of disassembled sticky bombs? OR just like MPF, do I have to pull first order to put a new order of sticky bombs? This might also explains why there is CTS.
1. Not sure what the max capacity of the IAF is atm, I think it will probably be 100 or 200? I will test and let you know. CTS mightnot be fully needed, but certainly allows for some level of hoarding stuff before going into the actual depot. 3.2x Shipping Containers worth of stuff that is fully interactable with vehicles and cranes is pretty good for a 35 cmats-only building. 2. If you set the Small Arms Workshop into "Private" mode you will to remove all the completed crated before you can change recipes, otherwise it works exactly the same way as before, i.e. will keep going until you run out of resources on the recipe. In "Public" Mode it will keeping making public DCrates until the building stockpile is empty.
Can the IAF only make mortars and mortar rounds or can it make things like rifles as well? I’m a little confused. Also, why do we have to put crates from the IAF to the crate transfer building? Can’t we deliver crates from an IAF directly to a storage depot or seaport instead?
@@eventerminator1382 the basic IAF Structure can only make them new Melee weapon. The small arms workshop can make mortars, 20mm, stickies and flasks/ignis. No basic weapons or ammo yet. You can go directly from IAF to Seaport
Could you post a screenshot or a list of all things that can be produced at the new Infantry Arms Factory together with the needed materials? I couldnt find an overview online on the first look, but maybe im just blind :D
Wow, thanks for the quick response!!! I havent played for 9 months, were there any big changes to facilitys during that time? I may be playing again during the update war
@@Cheater0248 The biggest change is facility buildings can run 5 production queues at the same time. So a Material factory can produce (2 Salvage → 1 cmat) fives times if you have five players to each set a queue. This also applies to oil pumps, salvage harvestors, coal harvestors etc. This means as long as you have 4 friends to help you, you only need one of every building, instead of making 3-4 of the same buildings to increase your yield. Power is changed too, so you can now run low power without the buildings turning off (they just run slower), and your power consumption is proportional to usage. No buildings using power = no resources consumed.
I havent tested with a Bluefin yet because dev branch doesnt have magic boxes. As soon as it does then I will reply to this comment; but my initial suspicion is no, because if you try and submit a D.Crate in any other inventory in the game right now you get an error that says "Must be submitted to Storage Depot or Seaport". I will definitely follow up after I make a bluefin next week.
I dont think the new facility upgrade about new weapon need to be in a mpf hex (it can but or doesnt need to be there). As long you got Factory and access to mat (ex coal Field) in another hex, if the facility in mpf hex is busy lot of the Time, I thk the facility Should be in this hex (not mpf hex). Maybe I Talk to early, we will see. On the upgrade about Mortar stuff I completly agree.
The "Crate Variant" Factory is very difficult to use without the base crates, and one thing the devs changed was the cost of Booker and other "base atr" weapons: they now cost Rmats. So normally Rmat weapons are MPF-d to save on costs, and having a front/mid line hex with Component Fields & a refinery & a factory will be very very rare. Yes you can build the facility near the front but the chance it will actually be used will be very low. There is ONE exception to this: Fire Mortars. So Fire Mortars crates are made from Shrapnel Mortar crates. This allows you to do this: build a Mini-MPF to produce Shrapnel Mortars dcrates and then use the Crate Variant facility to upgrade them into Fire Mortars.
soo.. let me get this stright... if i have 2 of those facilities, one pumps out regular ass normal crates of the cheapest stuff, and the other eats that and outputs special issue weapons? NEAT-O
Correct! Also there is one special interaction you can do if you have both: The one can mass produce Shrapnel Mortars, and the other can upgrade Shrapnel into Fire mortars. 🔥
For me, it was the accent that gave it away. Maar goeie video bud, eerste een van jou vids wat ek kyk. Bly om nog ń een van ons malletjies in foxhole te sien 😂@LegendaryZA
Devman bad episode #1001 This crapshow of logistic movement rituals makes no sense, creates a brickwall of knowledge for new players and overloads seaports and depots, already screwed by train and ship loading. Let's say we have a midline hex with a dcrate factory. But then it gets pushed, and the local storage depot is destroyed. We end up with a factory that we: - Can't save or relocate the equipment of (devman skill issue, no such mechanic ingame) - Can't yield the explosives directly to frontline, having to run back to "register" the goods at an intact depot behind, potentially crossing a partisan'd road and a queued border (yaaay yet another game mechanic fucking implodes because of hex limitations). The brainfart who came up with that deserves being forced to bring back the meals they cook at home to the nearest shop before eating them. NO YOU FUCKING CANT EAT YOUR DMEALS FROM THAT DPLATE, YOU MUST FIRST UN-D IT AT ANY SHOP AVAILABLE.
Great info and summary! And nice work on those graphics! Might need to hire you to do some for my videos :D
Gameplay wise, the MPF upgrade allows people to have a pleasant mix of logistics and combat, since obviously the Infantry Arms Factory is going to draw partisans. It will also make it easier to to gather and use resources in midline regions that people don't typically like getting due to the long distance and the threat of partisans. I also think it gives solo VETERAN logistics players far more ability to contribute more meaningfully to the front, not having to drive all the way from the backlines to deliver goods, and be an easier ask for people playing in frontline regions to obtain logistics themselves if there currently aren't enough logistics personal, as there will now be more crates in the midregion warehouses than ever before.
The Mini-MPF definitely gives solo facility players more freedom, I think typically underused mid line towns like the Foundry will see some much needed revival for logistics because of these buildings.
Real. Little callback to the Upart times where you upgraded towns with the respective factory categories@@LegendaryZA
This was a really really good explanation! I especially liked your inclusions with how it could be useful midline because that was one of my first questions about it right after devstream.
In a typical NvS war, I foresee a lot of the Small Arms Workshop near towns like Foxcatcher or Foundry because they normally have a refinery but no town factories, so this will be a way to make mortars and anti-tank crates. Exciting!
Thanks for cleaning this. I was very confused with the dcrates and realized it was some restriction but I haven't realized it was to not it make them at the front.
I'm quite interested in the mini mpf at the Frontline refineries it will make them way more useful than just bmats printers. In certain we'll have a public one in every front hex. Which also means way more AT and reduce the dependance on trains and transport all the way from the back.
Excelent explaination. I'm fairly new with only basic logi knowledge, but I able to follow. wp
Yay more truckin'
As a transport person I fucking love the idea of disassembled crates.
It will be interesting to see how well this will be implemented in game sound amazing on paper
Simple explanation, thanks!
I don't think melee weapons should be locked behind facilities.
They are incredibly basic items in design, so it just doesn't logically make sense for it to be locked behind advanced crafting, it'll also make them quite rare and difficult to supply to frontlines.
Honestly, none of the new weapons should be locked behind facilities
Ohh, hey
Didnt knew that you have a yt channel ^^
See you in Foxhole :D
Those crate transfer stations will be very useful when making interim water drop off.
The disassembled crate mechanics is so bad. It adds unnecessary complexity and confusion.
So, you create a ton of disassembled crates, mostly public. Move them to the storage depot, then retrieve them from the storage depot. Yeah, retrieve a ton of public crates from the storage depot.
I guess the devs don't want to see facility factories on the front line, but this solution is not good. The disassembled creates should be removed before the update war, or else.
A beautiful explanation. Thank you so much.
My questions are: What is the output storage capacity of IAF? For example how many Disassembled crates can be stored in inventory of IAF? I wonder if CTS would be necessary or not.
Second question: For example I put a personal queue of sticky bomb. Once it is over, can I put a new queue of sticky bombs and eventually I will have 20 crates of disassembled sticky bombs? OR just like MPF, do I have to pull first order to put a new order of sticky bombs? This might also explains why there is CTS.
1. Not sure what the max capacity of the IAF is atm, I think it will probably be 100 or 200? I will test and let you know. CTS mightnot be fully needed, but certainly allows for some level of hoarding stuff before going into the actual depot. 3.2x Shipping Containers worth of stuff that is fully interactable with vehicles and cranes is pretty good for a 35 cmats-only building.
2. If you set the Small Arms Workshop into "Private" mode you will to remove all the completed crated before you can change recipes, otherwise it works exactly the same way as before, i.e. will keep going until you run out of resources on the recipe. In "Public" Mode it will keeping making public DCrates until the building stockpile is empty.
Very nice explanation
Can you explain why a create of fuel can be submitted to the crate transfer station? I really hope devs can remove fuel crates from the game.
The CTS indiscriminately accepts any form of crates you give it.
Can the IAF only make mortars and mortar rounds or can it make things like rifles as well? I’m a little confused.
Also, why do we have to put crates from the IAF to the crate transfer building? Can’t we deliver crates from an IAF directly to a storage depot or seaport instead?
@@eventerminator1382 the basic IAF Structure can only make them new Melee weapon. The small arms workshop can make mortars, 20mm, stickies and flasks/ignis. No basic weapons or ammo yet.
You can go directly from IAF to Seaport
Could you post a screenshot or a list of all things that can be produced at the new Infantry Arms Factory together with the needed materials? I couldnt find an overview online on the first look, but maybe im just blind :D
Here are the current dev branch numbers (Warden):
Base Infantry Arms Factory:
5 Cmats + 2 Asm1 = 1 DCrate of 10 Raiding Clubs
Special Issue Fire-arms: (Short cook times, less than 5 mins each)
1 Crate of Bookers + 3 P.Cons + 5 Asm2 = 1 DCrate of 3 Greyhounds
1 Crate of Neville20 + 5 Cmats + 5 Asm2 = 1 DCrate of 3 Statterly's
1 Crate of Shrapnel Mortars + 5 Cmats + 1 Flame Amm0 = 1 DCrate of 10 Fire Mortars
Small Arms Factory: (Long cook times, around 2 hours each)
110 Emats + 65 Cmats = 10 Dcrates of Shrapnel Mortar
80 Emats + 65 Cmats = 10 Dcrates of Flare Mortars
385 Emats + 65 Cmats = 10 Dcrates of HE Mortars
440 Emats + 110 Cmats = 10 Dcrates of Flasks
550 Emats + 55 Cmats = 10 Dcrates of Stickies
110 Cmats = 10 Dcrates of 20mm Ammo
Wow, thanks for the quick response!!!
I havent played for 9 months, were there any big changes to facilitys during that time? I may be playing again during the update war
@@Cheater0248 The biggest change is facility buildings can run 5 production queues at the same time. So a Material factory can produce (2 Salvage → 1 cmat) fives times if you have five players to each set a queue. This also applies to oil pumps, salvage harvestors, coal harvestors etc.
This means as long as you have 4 friends to help you, you only need one of every building, instead of making 3-4 of the same buildings to increase your yield.
Power is changed too, so you can now run low power without the buildings turning off (they just run slower), and your power consumption is proportional to usage. No buildings using power = no resources consumed.
Can you make ignis from the IAF?
Yes. Mortars, Stickies, 20mm and Ignis are on the menu currently.
Could a Bluefin allow the crating though?
I havent tested with a Bluefin yet because dev branch doesnt have magic boxes. As soon as it does then I will reply to this comment; but my initial suspicion is no, because if you try and submit a D.Crate in any other inventory in the game right now you get an error that says "Must be submitted to Storage Depot or Seaport".
I will definitely follow up after I make a bluefin next week.
@syc1one I tested with a Bluefin today. You can indeed submit d.crates into the bluefin and it will convert them to regular crates,
Crate transfer station seems bad for workflows
I dont think the new facility upgrade about new weapon need to be in a mpf hex (it can but or doesnt need to be there). As long you got Factory and access to mat (ex coal Field) in another hex, if the facility in mpf hex is busy lot of the Time, I thk the facility Should be in this hex (not mpf hex). Maybe I Talk to early, we will see.
On the upgrade about Mortar stuff I completly agree.
The "Crate Variant" Factory is very difficult to use without the base crates, and one thing the devs changed was the cost of Booker and other "base atr" weapons: they now cost Rmats. So normally Rmat weapons are MPF-d to save on costs, and having a front/mid line hex with Component Fields & a refinery & a factory will be very very rare. Yes you can build the facility near the front but the chance it will actually be used will be very low.
There is ONE exception to this: Fire Mortars. So Fire Mortars crates are made from Shrapnel Mortar crates. This allows you to do this: build a Mini-MPF to produce Shrapnel Mortars dcrates and then use the Crate Variant facility to upgrade them into Fire Mortars.
soo.. let me get this stright...
if i have 2 of those facilities, one pumps out regular ass normal crates of the cheapest stuff, and the other eats that and outputs special issue weapons?
NEAT-O
Correct! Also there is one special interaction you can do if you have both: The one can mass produce Shrapnel Mortars, and the other can upgrade Shrapnel into Fire mortars. 🔥
f-fo...foxhole??? 🥺🥺😳🥺
🦊🕳️
Your a warden player i take it?
@@loafofbread9400 wardens are anime
Colonials are furry.
@@loafofbread9400 i don't know what warden means in this context.
@@Nike-nm8jc (wardens are femboys not weebs)
So, suidafrika
ja ja, ek probeer om dit weg te steek haha, my naam het ook ZA innit :P
For me, it was the accent that gave it away. Maar goeie video bud, eerste een van jou vids wat ek kyk. Bly om nog ń een van ons malletjies in foxhole te sien 😂@LegendaryZA
Devman bad episode #1001
This crapshow of logistic movement rituals makes no sense, creates a brickwall of knowledge for new players and overloads seaports and depots, already screwed by train and ship loading.
Let's say we have a midline hex with a dcrate factory. But then it gets pushed, and the local storage depot is destroyed. We end up with a factory that we:
- Can't save or relocate the equipment of (devman skill issue, no such mechanic ingame)
- Can't yield the explosives directly to frontline, having to run back to "register" the goods at an intact depot behind, potentially crossing a partisan'd road and a queued border (yaaay yet another game mechanic fucking implodes because of hex limitations).
The brainfart who came up with that deserves being forced to bring back the meals they cook at home to the nearest shop before eating them. NO YOU FUCKING CANT EAT YOUR DMEALS FROM THAT DPLATE, YOU MUST FIRST UN-D IT AT ANY SHOP AVAILABLE.