Foxhole - Update 59 - New Facility Buildings explained

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  • เผยแพร่เมื่อ 29 ธ.ค. 2024

ความคิดเห็น • 48

  • @RobertLovesGames
    @RobertLovesGames หลายเดือนก่อน +17

    Great info and summary! And nice work on those graphics! Might need to hire you to do some for my videos :D

  • @TarsonTalon
    @TarsonTalon หลายเดือนก่อน +13

    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.

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +4

      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.

    • @TheFlohRiDa
      @TheFlohRiDa หลายเดือนก่อน +1

      Real. Little callback to the Upart times where you upgraded towns with the respective factory categories​@@LegendaryZA

  • @jackarybones965
    @jackarybones965 หลายเดือนก่อน +12

    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.

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +3

      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!

  • @elpargo
    @elpargo หลายเดือนก่อน +2

    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.

  • @platoslittlesister5609
    @platoslittlesister5609 หลายเดือนก่อน +3

    Excelent explaination. I'm fairly new with only basic logi knowledge, but I able to follow. wp

  • @noaharaldsson703
    @noaharaldsson703 หลายเดือนก่อน

    Yay more truckin'
    As a transport person I fucking love the idea of disassembled crates.

  • @riseup3150
    @riseup3150 หลายเดือนก่อน +2

    It will be interesting to see how well this will be implemented in game sound amazing on paper

  • @Karakai117
    @Karakai117 หลายเดือนก่อน +2

    Simple explanation, thanks!

  • @William_Reader
    @William_Reader หลายเดือนก่อน +3

    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.

    • @djlumi4863
      @djlumi4863 หลายเดือนก่อน

      Honestly, none of the new weapons should be locked behind facilities

  • @davidj.2352
    @davidj.2352 หลายเดือนก่อน

    Ohh, hey
    Didnt knew that you have a yt channel ^^
    See you in Foxhole :D

  • @GoldenSax
    @GoldenSax หลายเดือนก่อน +1

    Those crate transfer stations will be very useful when making interim water drop off.

  • @Pasqualle77
    @Pasqualle77 หลายเดือนก่อน +4

    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.

  • @EG-0611
    @EG-0611 หลายเดือนก่อน +2

    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.

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      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.

  • @mattythefatty6442
    @mattythefatty6442 หลายเดือนก่อน

    Very nice explanation

  • @Pasqualle77
    @Pasqualle77 หลายเดือนก่อน +2

    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.

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน

      The CTS indiscriminately accepts any form of crates you give it.

  • @eventerminator1382
    @eventerminator1382 หลายเดือนก่อน +1

    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?

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      @@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

  • @Cheater0248
    @Cheater0248 หลายเดือนก่อน +1

    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

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +4

      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

    • @Cheater0248
      @Cheater0248 หลายเดือนก่อน +1

      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

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      @@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.

  • @Dumemes9
    @Dumemes9 หลายเดือนก่อน +2

    Can you make ignis from the IAF?

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน

      Yes. Mortars, Stickies, 20mm and Ignis are on the menu currently.

  • @syc1one
    @syc1one หลายเดือนก่อน +2

    Could a Bluefin allow the crating though?

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      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.

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      @syc1one I tested with a Bluefin today. You can indeed submit d.crates into the bluefin and it will convert them to regular crates,

  • @TheFlohRiDa
    @TheFlohRiDa หลายเดือนก่อน

    Crate transfer station seems bad for workflows

  • @MrHades974
    @MrHades974 หลายเดือนก่อน +1

    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.

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      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.

  • @SebastianA.W.
    @SebastianA.W. หลายเดือนก่อน +1

    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

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +2

      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. 🔥

  • @sodiboo
    @sodiboo หลายเดือนก่อน +16

    f-fo...foxhole??? 🥺🥺😳🥺

    • @DrownedLamp9
      @DrownedLamp9 หลายเดือนก่อน

      🦊🕳️

    • @loafofbread9400
      @loafofbread9400 หลายเดือนก่อน +2

      Your a warden player i take it?

    • @Nike-nm8jc
      @Nike-nm8jc หลายเดือนก่อน +1

      ​@@loafofbread9400 wardens are anime
      Colonials are furry.

    • @sodiboo
      @sodiboo หลายเดือนก่อน

      @@loafofbread9400 i don't know what warden means in this context.

    • @Markty07
      @Markty07 หลายเดือนก่อน

      ​@@Nike-nm8jc (wardens are femboys not weebs)

  • @PetMicrowave
    @PetMicrowave หลายเดือนก่อน

    So, suidafrika

    • @LegendaryZA
      @LegendaryZA  หลายเดือนก่อน +1

      ja ja, ek probeer om dit weg te steek haha, my naam het ook ZA innit :P

    • @marcelnienaber3524
      @marcelnienaber3524 หลายเดือนก่อน

      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

  • @drillboyjenkins5740
    @drillboyjenkins5740 หลายเดือนก่อน

    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.