As a vet that had to encounter a lot of issues with building myself thru trial and error, I can't stress enough how good is your presentation of "negative cases". Why I can't place a bunker piece? Who is obstructing? etc
Played the first time today. Saw some destroyed defences marked on the map and thought "that sounds simple, I can do that!" Well after 15mins I finally figured out how to repair simple trenches but still had alot of question marks over my head. This video cleared alot up, thanks alot.
I'm only a filthy casual but man I love this game. Mostly do infantry stuff, but I love the building system. Lately I find myself just defaulting to front line repairs or trench digging or w/e. Would love to sink my teeth into building one day. Awesome vid
My brother in Christ, these videos are great and cut out the part of Foxhole of a vet calling me stupid because I don't know how to build a BB. Please continue this so that I may at least have a crumb of an idea of what the veteran builders are trying to build when they need an able body to help them.
Thanks for this, I'm coming back to the game after a long hiatus. It has changed massively so I'm having to relearn everything. These guides are helping massively.
Appreciate your videos so much! I've only owned it for three days and I've gone from complete noob to someone who understands what people are doing/talking about thanks to your vids. I still have so much to learn at Freerk Academy.
ah man thank you so much for these.. Just bought the game few days ago and Im trying to learn :) So detailed and well explained videos to help out new players
You are very welcome. Just bear in mind that I do not deal in meta building or anything, this is just covering the mechanics. So not everything in here is considered best practice for a bunker base, but is considered the best way to explain (by me)
I dread the wave of Sgts that will start spamming modifications because of this vid lol jk, this is a good explanation vid. Explained building to a new player recently and oh boy this would have come in handy
Anybody explaining the game's components to new players is doing the Lord's work! Explaining facilities and bunkers I think are among the hardest things in Foxhole (not that anything is easy) because there are so many different interacting game mechanics that you always run the risk of overloading (new) players with information.
Why replacing modification? They not only are requirements for upgrades, but have their own benefits (give small chance to not consume shirts on respawn).
It's just showing that you can, not that you should. But generally people will swap in order to save space. A fully teched bunker would otherwise have 64 bunker pieces with modifications alone just to get both garrison (24) and command (40) fully teched
oh hey an update! 16:04 usually people just build engine with obs bunker as the same piece so others can easily refuel it instead of looking all over your base
Part of the reason I made a seperate engine room is to show the piping through bunker pieces and trenches. But yes, genereally people end up with a design as in the introduction, engine room and obs bunker budded up together
... last time i played foxhole was like ... 6ish or more years ago, Halftruck release or something. But i didn't touch even half back then. With all this systems and improvements over the years i fear to drown and become a real player. :D ... might see anybody of you guys here on the battlefield soon.
Not gonna lie. I miss the olden days. When the community was waaay smaller and more tight knit. Yes the new mechanics and improvements and scale make it an awesome game, but I'm missing the old "all 400 of us are hree in this weird niche game that nobody will ever know about"
I hope in future installments you talk about bunker tech sharing. I recently came back to my bunker base to a sign that a player had left saying they had made connector trenches to my fully teched bunker base to their bunker base. Since then I am curious if there is a limit to how far tech from a bunker base travels. If you could cover this in a future video I would greatly appreciate it. o7
Good (basics) guide, except for one glaring flaw: From 17:35 onwards, you mention that power splits up, but do not explain the problems resulting from that, and the graphic also mistakenly suggests that doing that kind of four-way split is fine... when it will in fact disable the observation tower because 750/1000 is not enough power. The very fact that Observation Bunkers require a different power level from garrisons, but that the power grid will always split power equally, means the rule of thumb for building bunker power grids is to specifically not have ObB and garrisons on the same grid, as you would end up needing many more engine rooms to reach 1000W for the ObB, whilst also 'wasting' 400W for each garrison. Which, scaled to a large bunker, is A LOT of engine rooms. So, you should advise new players to always put ObB on their 'own' grid, aka a small subsection of pipes that connects the ObB, a single engine room, and probably 2 nearby garrisons (since it's unlikely you'll be able to seperately grid 3 different ObB to a single engine, you'll need seperate grids for each individual ObB, in turn meaning you might as well put 2 garris on there to waste 800 instead of 2000W). Now add in that Engine rooms are extremely vulnerable (very low structural integrity multiplier, meaning you want to keep them as single pieces instead of parts of larger structures, which in turns means it's even easier to destroy the single engine room pieces), and the result is that you want absolutely no 'big grid' for bunkers, but a lot of separate single-engine-room-grids supplying 5 garrisons (or 1OoB+2Garris) each: Because if you have a big grid, and a single engine room is inevitably blown up by a few artillery rounds, *the entire grid* will drop below 600W-a-piece and essentially turn off all garri lighting. Having many separate grids ensures the power grid outage will only ever be local. I know you're not necessarily covering all advanced tactics and considerations with this guide, but whilst mine might be a bit wordy, "Don't make big grids" should be a straight forward essential advice attached to whenever you mention engine rooms in a guide. Beyond that, solid video.
The images of the four way split (and the others) are purely as illustration. In hindsight I agree that using an observation bunker for that is a confusing choice. Though at 17:24 I do point out that a observation bunker draws 1000W (or more to the point, how you can see the amount of power provided and the amount needed for a particular piece) As far as I see these tutorials I try to leave as much room as possible for ones own creativity and exploration beyond my explanation of the core mechanics, which might also include making some mistakes along the way. I will for instance not necessarily advise new players against making their own tank and either soloing it or running it with an unexperienced friend (variant) even though they probably lose it within 5 minutes. That lesson is more valuable than me telling them to not do that. In the end, the tension I'm running into with any of my guides is giving enough pointers to get people on the way, without drawing the route they should take on the map
Like Sub. As a new player, a walkover of metadesigns would be great. Also connection of the bunker parts is unclear, is there a cap of parts, or a range? What will happen if a tench or bunker part is destroyed, how does decay work at all? What are Mmats?
Most of your questions will be answered in part 2, which unfortuntaely isn't reay yet since these video take time, a lot of it. As far as the connection of bunker parts; there is no limit for parts. However there is a limit on how far your unlocked tech will travel: 40 pieces. So if you have unlocked rifle garrisons, and you build 41 bunker pieces away from the core, that last bunker piece will not have the option for a rifle garrison (the others will) If a connecting trench is destroyed you will lose access to the tech of the core, but pieces that allready have, for instance, a rifle garrison will keep their garrison. AI is diffreent, once you unlock AI for your Bunker Base (Small Garrison) every structure within a 80m radius will have AI unlocked. Decay works the same as any other structure. One decay tick per bunker piece per hour that can be countered by msups. You can deposit these in the base (no control) or in a tunnel (control)
I say this as a builder. VINDICATION!!! Also don’t forget to mention how a lot of the late game tech like howis spawn point and conc take 3-7 days to tech with it taking 3 days to tech conc 5 days for howi and 5-6 ish days for spawn point which by the way is all relative due to garrison activity and how you run your tech also I have a easy ish 360 degree base design I can give you that’s easy ish enough for people to build built to be meta and concrete
I won't really get into how much time it takes to unlock the diffrent techs because, as you mention, that is dependend on diffrent factors that are not necessarily in your control. I would highly suggest submitting easy bunker base designs to the foxholeplanner library thingy.
I HAVE BECOME ENLIGHTENED ON A BUILDING SYSTEM I NEVER BOTHERED TO LEARN!
I suffer so you don't have to ;)
"Terrain unsuitable for building" on completely flat grass is iconic Foxhole.
As a vet that had to encounter a lot of issues with building myself thru trial and error, I can't stress enough how good is your presentation of "negative cases". Why I can't place a bunker piece? Who is obstructing? etc
Perfect timing, earlier today I was thinking it would be nice to learn about this
Idk what we would do without you Freerk. Ty so much!
Probably be forced to help and interact with eachother. Brrrrrr, the horror!
:D
@@FreerkHoltes That's why I don't actually plan out bunker bases. I am just the hammer monkey.
Played the first time today. Saw some destroyed defences marked on the map and thought "that sounds simple, I can do that!"
Well after 15mins I finally figured out how to repair simple trenches but still had alot of question marks over my head.
This video cleared alot up, thanks alot.
Glad to hear it helped you out. Always feel free to ask around in game as well, there's usually helpful people around willing to answer questions
I'm only a filthy casual but man I love this game. Mostly do infantry stuff, but I love the building system. Lately I find myself just defaulting to front line repairs or trench digging or w/e. Would love to sink my teeth into building one day. Awesome vid
My brother in Christ, these videos are great and cut out the part of Foxhole of a vet calling me stupid because I don't know how to build a BB. Please continue this so that I may at least have a crumb of an idea of what the veteran builders are trying to build when they need an able body to help them.
They will still call you stupid even if you know what you're doing ;)
@@FreerkHoltes bunker in the video is not meta enough, flagged + demolished + downvoted + text & voice muted + mass reported
@@redsun4187 Yeah, doing this in devbranch is taking away the true suffering of this experience ;)
Thanks for this, I'm coming back to the game after a long hiatus. It has changed massively so I'm having to relearn everything. These guides are helping massively.
Appreciate your videos so much! I've only owned it for three days and I've gone from complete noob to someone who understands what people are doing/talking about thanks to your vids. I still have so much to learn at Freerk Academy.
Your videos are just the best and most informative! Thank you for all you do for Foxhole and it's players :)
ah man thank you so much for these.. Just bought the game few days ago and Im trying to learn :) So detailed and well explained videos to help out new players
You are very welcome.
Just bear in mind that I do not deal in meta building or anything, this is just covering the mechanics. So not everything in here is considered best practice for a bunker base, but is considered the best way to explain (by me)
This is a gold mine, thank you so much sir!
You are very welcome!
I dread the wave of Sgts that will start spamming modifications because of this vid lol
jk, this is a good explanation vid. Explained building to a new player recently and oh boy this would have come in handy
Anybody explaining the game's components to new players is doing the Lord's work!
Explaining facilities and bunkers I think are among the hardest things in Foxhole (not that anything is easy) because there are so many different interacting game mechanics that you always run the risk of overloading (new) players with information.
Why replacing modification? They not only are requirements for upgrades, but have their own benefits (give small chance to not consume shirts on respawn).
It's just showing that you can, not that you should. But generally people will swap in order to save space. A fully teched bunker would otherwise have 64 bunker pieces with modifications alone just to get both garrison (24) and command (40) fully teched
Thx again for another great info vid
when terrain being unsuitable or your cv blocks you, is it necessary to shout GVD at your computer?
Yes. Any minor inconvenience requires a healthy dose of GVD
Great Varden Dam? Nah, G*dverdomme!
I thought all the structures were already placed. I had no idea that literally everything is player made. God this game is so amazing
Not literally everything, but yeah, almost all things you will come across will be player made; whether that's weapons, bases, facilities or vehicles
oh hey an update!
16:04 usually people just build engine with obs bunker as the same piece so others can easily refuel it instead of looking all over your base
Part of the reason I made a seperate engine room is to show the piping through bunker pieces and trenches. But yes, genereally people end up with a design as in the introduction, engine room and obs bunker budded up together
... last time i played foxhole was like ... 6ish or more years ago, Halftruck release or something. But i didn't touch even half back then.
With all this systems and improvements over the years i fear to drown and become a real player. :D
... might see anybody of you guys here on the battlefield soon.
Not gonna lie. I miss the olden days. When the community was waaay smaller and more tight knit.
Yes the new mechanics and improvements and scale make it an awesome game, but I'm missing the old "all 400 of us are hree in this weird niche game that nobody will ever know about"
Дякую тобі!❤
Нема за що!
(In case translate screwed up: you're welcome!)
I hope in future installments you talk about bunker tech sharing.
I recently came back to my bunker base to a sign that a player had left saying they had made connector trenches to my fully teched bunker base to their bunker base.
Since then I am curious if there is a limit to how far tech from a bunker base travels. If you could cover this in a future video I would greatly appreciate it. o7
Bunkertech travels a maximum of 40 pieces. So the 41st piece away from the core (shortest route ) will not have access to the tech
Now see them update the buildings system in a month! 🤣🤣
Can't wait ;)
But what might they change?
@@QuinncunxXIV Maybe something to do with the techtree unlocks, maybe rules for placement of garrisons. Who knows?
Good (basics) guide, except for one glaring flaw: From 17:35 onwards, you mention that power splits up, but do not explain the problems resulting from that, and the graphic also mistakenly suggests that doing that kind of four-way split is fine... when it will in fact disable the observation tower because 750/1000 is not enough power.
The very fact that Observation Bunkers require a different power level from garrisons, but that the power grid will always split power equally, means
the rule of thumb for building bunker power grids is to specifically not have ObB and garrisons on the same grid, as you would end up needing many more engine rooms to reach 1000W for the ObB, whilst also 'wasting' 400W for each garrison. Which, scaled to a large bunker, is A LOT of engine rooms.
So, you should advise new players to always put ObB on their 'own' grid, aka a small subsection of pipes that connects the ObB, a single engine room, and probably 2 nearby garrisons (since it's unlikely you'll be able to seperately grid 3 different ObB to a single engine, you'll need seperate grids for each individual ObB, in turn meaning you might as well put 2 garris on there to waste 800 instead of 2000W).
Now add in that Engine rooms are extremely vulnerable (very low structural integrity multiplier, meaning you want to keep them as single pieces instead of parts of larger structures, which in turns means it's even easier to destroy the single engine room pieces), and the result is that you want absolutely no 'big grid' for bunkers, but a lot of separate single-engine-room-grids supplying 5 garrisons (or 1OoB+2Garris) each: Because if you have a big grid, and a single engine room is inevitably blown up by a few artillery rounds, *the entire grid* will drop below 600W-a-piece and essentially turn off all garri lighting. Having many separate grids ensures the power grid outage will only ever be local.
I know you're not necessarily covering all advanced tactics and considerations with this guide,
but whilst mine might be a bit wordy, "Don't make big grids" should be a straight forward essential advice attached to whenever you mention engine rooms in a guide.
Beyond that, solid video.
The images of the four way split (and the others) are purely as illustration. In hindsight I agree that using an observation bunker for that is a confusing choice.
Though at 17:24 I do point out that a observation bunker draws 1000W (or more to the point, how you can see the amount of power provided and the amount needed for a particular piece)
As far as I see these tutorials I try to leave as much room as possible for ones own creativity and exploration beyond my explanation of the core mechanics, which might also include making some mistakes along the way.
I will for instance not necessarily advise new players against making their own tank and either soloing it or running it with an unexperienced friend (variant) even though they probably lose it within 5 minutes. That lesson is more valuable than me telling them to not do that.
In the end, the tension I'm running into with any of my guides is giving enough pointers to get people on the way, without drawing the route they should take on the map
Like Sub. As a new player, a walkover of metadesigns would be great. Also connection of the bunker parts is unclear, is there a cap of parts, or a range? What will happen if a tench or bunker part is destroyed, how does decay work at all? What are Mmats?
Most of your questions will be answered in part 2, which unfortuntaely isn't reay yet since these video take time, a lot of it.
As far as the connection of bunker parts; there is no limit for parts. However there is a limit on how far your unlocked tech will travel: 40 pieces. So if you have unlocked rifle garrisons, and you build 41 bunker pieces away from the core, that last bunker piece will not have the option for a rifle garrison (the others will)
If a connecting trench is destroyed you will lose access to the tech of the core, but pieces that allready have, for instance, a rifle garrison will keep their garrison.
AI is diffreent, once you unlock AI for your Bunker Base (Small Garrison) every structure within a 80m radius will have AI unlocked.
Decay works the same as any other structure. One decay tick per bunker piece per hour that can be countered by msups. You can deposit these in the base (no control) or in a tunnel (control)
@@FreerkHoltes Thank you for the comprehensive answers!
@@johndoe-is2fw You're welcome!
Anyone know if there is a way to fill in a tier 3 trench?
There is no way beyond either fully destroying it (inlcuding the husk) or letting it decay fully, as far as I know
Is there any other way to increase structural integrity
Besides upgrading your pieces? No.
@ thank you just dipping my toes into building.
Immediately curious why the sideways egg is listed as 'noob-proof' xD
Because it only has croner pieces you can not accidentily turn one of the pieces into an engine room which will tank your structural integrity
Bro, yes
- Finch
I say this as a builder. VINDICATION!!! Also don’t forget to mention how a lot of the late game tech like howis spawn point and conc take 3-7 days to tech with it taking 3 days to tech conc 5 days for howi and 5-6 ish days for spawn point which by the way is all relative due to garrison activity and how you run your tech also I have a easy ish 360 degree base design I can give you that’s easy ish enough for people to build built to be meta and concrete
I won't really get into how much time it takes to unlock the diffrent techs because, as you mention, that is dependend on diffrent factors that are not necessarily in your control.
I would highly suggest submitting easy bunker base designs to the foxholeplanner library thingy.
Second
THERE ARE STAIRS???????
There are also interior firing ports (not talking about the firing ports in the bunker walls)
Ah yes. Not complicated at all.
Very easy, barely an inconvenience
Unfortunately, already outdated
Not yet. Still relevant till november the 18th
Those changes were rescinded so this is still relevant.
@@Chicky_Lumps Yeah I was pretty happy (in that regard) when they announced they turned back almost all bunker chnages
First