Ah, the foxhole tank player cycle: The front is being pushed by enemy tanks > Infantry lay mines and tank traps > tankers yell at them and remove the defences > tankers lose > GoTo1.
Find an enemy mine field, remove a couple of mines, replace those mines with friendly mines, enjoy enemy tankers pathing throught the minefield thinking there's gaps
At some point in a battle there is a checkerboard of mines and noone can safely go trough. Just like in the good ol' days when mines were faction neutral.
@@varvarith3090 Mines arent faction neutral anymore?! when did this happen. I havent played much since inferno dropped, but I remember even back then people got upset about using mines anywhere, even while the enemy is doing an armoured rush and you have no other AT. Like most players would rather lose the region than place mines
Mines still deal full damage to both sides, they just are visible from inside the vehicle and from standing position to friendlies. @@christophernoneya4635
@@christophernoneya4635i dont think mines have been changed as far as I know... Only difference is that friendly landmines will still be visible from inside a vehicle when placed off-road. Otherwise landmines will damage you regardless of your faction, if that actually was your concern
I didn't truly know why my 107 war on collie side was a constant state of suffering. It was not warden tanks, logi disruption nor encirclements. It was Sgt ICE all along!!!!
Problem is, they are too easy to disable, so actually they should be 25m away specifically for enemy anti-building, so that defenders can watch them. Point is, mines need a rework.
@@TarsonTalon Mines need to last forever, and can be demined by explosives or small chance with artilleries. Mines disappearing after... 24h? 48h? Is lame as fuck and beat the whole purpose of mining a location
@@niconilo97 Problem is exactly that. They are annoying to remove with a wrench, but doesnt do much outside being annoyance. A minefield should serve as a deterrence to unprepared push, or safeguard a flank from unprepared tank rush. What it means is just that a tank convoy cant just yolo and just travel 3 hexes and just attack backlines or hit bases behind front lines. When a base is in active fight, the natural artilleries and explosions will demine for emergent tank attack vectors which makes for a more dynamic battle. Instead of what you see in the video here. too many mines for soldiers to wrench? Get arty to blow the field for a path.
@@blodmourne Dude what theory-crafted scenario are you making up, get arty to blow tanks a path...? Where exactly do I get this pocket arty as a random? The same place I keep my pocket siege tank ops to get through concrete bbs? I'm not some streamer or big regi politician to move mountains. Ammo nerfs already made about half vehicles clown cars. What exactly are you trying to counter with this? Some noobs spending 2 hours on operation to blow up some T2 cores in backline with their 40x shell inventories? Yeah that activity wins wars, lmao. If you think that every single meter of land, every beach, hill and field be filled with mine spam would bring literally anything positive, I'd rather give the vote to what AI comes up with than your opinions. They have to disappear in 1-2 days because people literally spend hours of their free time putting them down. It's not rare to find half a hex covered in minefields even with the decay they have now. They have to be inaccessible to reasonable players, because there's degenerates that would take full advantage of your proposed buff and make the game unplayable. Welcome to Foxhole. Fuck your fun, because there's people willing to make is super unfair unfun by committing 8h/day with their 20 regi members on this one activity if it's worthwhile, so it has to be balanced around them, not around you.
whats wild is there was another argument about this a few days prior lmao granted I didn't hear to much of it because I was a Warden hugging the wall listening to the collies argue over the mines planted right on the road so that tanks couldn't go and counter attack us. At some point the mines were removed and they pushed us back to the edge of the hex. its funny that the exact same argument happened again a few days after lmao.
Because mines should be placed on the enemy's path, preferably 40m or 25m away from the bunker, and it is best to leave some places that can be passed, instead of being densely packed everywhere at your own door. This leaves friendly tanks watching the enemy destroy base, but unable to join the fight to stop them. If just like a PTE and place mines on the roadside, you will only disgust yourself, and then you will disgust the enemy after the enemy has occupied your position.
you can see friendly mines so why are they driving into them all the time i can under stand push out them trying to back up only to see a newly placed mine field behind you blocking your escape but some of these dudes are driving over mines on roads
huh - I was wondering wtf was going on in that front - I think I was the only one actually taking it seriously (I was tasked to defend the area because ARMCO's Facility and BB was there) (-1 field base was my achievement.) Also you were the real beef-lord
ah yes nice, I had just discovered you last night and you return, nice, also this reminds me of when I would play men of war assault squad 2 frontlines and just immediately place mines everywhere on defending side
Need a good meme project for the update war, this will help me brainstorm. Lined the sides of road too and from brodytown with 80ish busses one night during war 100.
As a Warden, I also hate Sgt Ice. Purely because I wish I was that much of a Chad. When you know you've lost, just do a little bit of Trollery. TankManBad for hating fun.
I actually can't stand sgt ice. I ran into him 3 days in a row and each time he was sitting behind friendly tank lines in a jeep observing like he was general patton while the wardens had us outnumbered 2 to 1
This extreme tactic is mainly because colonial is almost impossible to win in tank battles. Thus, by deploying a large number of mines and digging trenches, all tanks cannot be used, thereby dragging Warden into endless infantry battles and artillery battles, and thus slowing down Warden's advance. For example, we multiply the ricochet rate and damage, and we get the number of hits it takes for one tank to kill another tank: Damage * Armor Penetration Modifier * Damage Modifier * Penetration Rate * Number of Shots (Because of the armor damage mechanism, the number of shots required to kill is usually lower than this number, unless the tank is engaging in suicidal close combat) So let's start: ---------------------------- 6 shell kill--1050*1.5*0.33*6=3118.5 (this means HTD can usually destroy 85A/B in 6 hits) 26 shell kill--600*1*0.85*0.17*26=2,254.2 (This means that 85B usually requires 26 hits to destroy the HTD, which is very outrageous. This is a completely impossible kill line to reach, unless the HTD driver does not have the S key) ---------------------------- 4 shell kill--1050*1.5*0.35*4=2,205 (This means that HTD can usually kill LTD within 4 shots. LTD's HP is only 1750, and the damage is overflowed a lot. LTD will reach 31% of HP as long as it is hit once , which has almost no fault tolerance) 15 shell kill--600*1.5*0.17*15=2295 (LTD or 86A often need 15 hits to destroy HTD, which is also a difficult kill line; in fact, for LTD, it is like dancing on the tip of a knife. Moreover, LTD cannot be mass-produced and is actually more expensive than HTD.) ---------------------------- For the slow 86A, it only 35m range, these 5m are difficult to reach, which makes the 86A more like a large sandbag and has an extremely poor driving experience. 12shell kill--1050*1.5*0.23*12=4,347 (This means that HTD can usually kill 86A within 12 rounds)
Sergeant ICE went Warden in war 105 and we lost badly. He went Colonial in 106 but only joined when the Colonials were on the cusp of victory. They had us down to our last few cities but Sgt. ICE began laying so many landmines that it allowed Wardens to rally, fortify our backlines, and then push the enemy back. Single handily won us to war, ngl.
@@constantinuslefug2874 and also tankers are shit at driving through minefields. Even when you leave a lane open they will go out of their way to remove every single mine
Meanwhile on the warden side in a Mine field far far away I supplyd scurvishire with 9k land mine and spent the next 3h planting here is the link to the montage th-cam.com/video/eBu7N_E_XKY/w-d-xo.html
Honestly, mines need a rework. Simultaneously, they don't really perform the task they are supposed to because they are too easy to disable, and they are more often than not obstructive to your own team. Literally, the only time they are good is to buy time...and even then, you have to predict an enemy assault coming. If it were up to me, minefields could only be set up with minefield signs, and each sign would cover only so many mines, and have to be maintained with msups. Then, since there's adequate warning, they could be anti-infantry too. The only way you'd be able to disable a minefield is by finding all the mines with a minesweeper, wrenching them, and then when there are no more mines, you can wrench the sign. Late war anti-mine options should be available as well, such as the anti-mine device that was a twirling set of chains mounted to the front of tanks.
Nah, mines are good. I'd argue that mines should even be a part of every tanker's kit, if you can spare some bmats. It's just that very few people actually use them correctly. You don't build wall of mines. You build small patches here and there, leaving the gaps between them for friendly armour. That way friendly armour can push the enemy, but if it goes wrong there is always an option to pull back behind mine cover. Or even just straight up bait enemy column into mines with a single tank. Basically clown fish tactic.
ahh the warr where i bought the game finally i my little free time i got saw the map tried to join waited 30 plus minutes in queue boring af closed game instant REFUND
And here we see a beacon of human intelligence. - Go where there is a massive que? - Go where there isn't a que You chose to wait in a que then you complain that you were bored ffs
Ah, the foxhole tank player cycle: The front is being pushed by enemy tanks > Infantry lay mines and tank traps > tankers yell at them and remove the defences > tankers lose > GoTo1.
Find an enemy mine field, remove a couple of mines, replace those mines with friendly mines, enjoy enemy tankers pathing throught the minefield thinking there's gaps
At some point in a battle there is a checkerboard of mines and noone can safely go trough. Just like in the good ol' days when mines were faction neutral.
@@varvarith3090 Mines arent faction neutral anymore?! when did this happen. I havent played much since inferno dropped, but I remember even back then people got upset about using mines anywhere, even while the enemy is doing an armoured rush and you have no other AT. Like most players would rather lose the region than place mines
Mines still deal full damage to both sides, they just are visible from inside the vehicle and from standing position to friendlies. @@christophernoneya4635
@@christophernoneya4635i dont think mines have been changed as far as I know... Only difference is that friendly landmines will still be visible from inside a vehicle when placed off-road.
Otherwise landmines will damage you regardless of your faction, if that actually was your concern
Actually genius
Legends will say Sgt Ice started war 108
Its true
Man I gotta find the legend and commend him.
I didn't truly know why my 107 war on collie side was a constant state of suffering. It was not warden tanks, logi disruption nor encirclements. It was Sgt ICE all along!!!!
He was the ultimate warden agent looooool
Pretty sure SGT Ice was the initial cause of war 1
I love how as the video goes on the minefield gets bigger and bigger lmao
Mines should be put at 40m away from the point you want to protect because enemy tank can fire 40m away
Problem is, they are too easy to disable, so actually they should be 25m away specifically for enemy anti-building, so that defenders can watch them. Point is, mines need a rework.
@@TarsonTalon Mines need to last forever, and can be demined by explosives or small chance with artilleries.
Mines disappearing after... 24h? 48h? Is lame as fuck and beat the whole purpose of mining a location
@@blodmournewell , they are annoying enough, some ppl just spam them like crazy xd
@@niconilo97 Problem is exactly that. They are annoying to remove with a wrench, but doesnt do much outside being annoyance.
A minefield should serve as a deterrence to unprepared push, or safeguard a flank from unprepared tank rush.
What it means is just that a tank convoy cant just yolo and just travel 3 hexes and just attack backlines or hit bases behind front lines.
When a base is in active fight, the natural artilleries and explosions will demine for emergent tank attack vectors which makes for a more dynamic battle. Instead of what you see in the video here.
too many mines for soldiers to wrench? Get arty to blow the field for a path.
@@blodmourne Dude what theory-crafted scenario are you making up, get arty to blow tanks a path...? Where exactly do I get this pocket arty as a random? The same place I keep my pocket siege tank ops to get through concrete bbs? I'm not some streamer or big regi politician to move mountains. Ammo nerfs already made about half vehicles clown cars. What exactly are you trying to counter with this? Some noobs spending 2 hours on operation to blow up some T2 cores in backline with their 40x shell inventories? Yeah that activity wins wars, lmao.
If you think that every single meter of land, every beach, hill and field be filled with mine spam would bring literally anything positive, I'd rather give the vote to what AI comes up with than your opinions.
They have to disappear in 1-2 days because people literally spend hours of their free time putting them down. It's not rare to find half a hex covered in minefields even with the decay they have now. They have to be inaccessible to reasonable players, because there's degenerates that would take full advantage of your proposed buff and make the game unplayable. Welcome to Foxhole. Fuck your fun, because there's people willing to make is super unfair unfun by committing 8h/day with their 20 regi members on this one activity if it's worthwhile, so it has to be balanced around them, not around you.
If there is a beef between (SGT) and (WO2) always believe the (SGT).
The "sgt" in question was a major.
@@genericusername-qq1du What i meant is : Never trust a WO2.
@@lilnoir4213whats an WO2?
@@moreira7660 Warrant Officer, the one who talked the most shit was a warrant officer
They really need to add more lower rank titles.
Man as a warden war 107 we won single handedly because of Sgt Ice
I hate SGT Ice, he's awesome!
I was literally on the Warden side of this in the HTD that killed the tank at 4:35 and 6:48, watching the Mine Mass Hysteria Event unfold. I loved it.
Glad you could witness
@@beeflord it was quite befuddling, but gave us Warden Tankers a good hard laugh.
whats wild is there was another argument about this a few days prior lmao granted I didn't hear to much of it because I was a Warden hugging the wall listening to the collies argue over the mines planted right on the road so that tanks couldn't go and counter attack us. At some point the mines were removed and they pushed us back to the edge of the hex. its funny that the exact same argument happened again a few days after lmao.
Because mines should be placed on the enemy's path, preferably 40m or 25m away from the bunker, and it is best to leave some places that can be passed, instead of being densely packed everywhere at your own door. This leaves friendly tanks watching the enemy destroy base, but unable to join the fight to stop them.
If just like a PTE and place mines on the roadside, you will only disgust yourself, and then you will disgust the enemy after the enemy has occupied your position.
Listen to me, listen to me.. listen to me. LISTEN. Listen to me. Listen.
I'm the Captain now.
SGT Ice is secretly dev man
and we all know dev man is bad man
therefore SGT Ice is Very Very bad man
Facts
I was in one of the BTs for the wardens, We hate SGT Ice, as well.
sgt ice blew up my entire panzer division with his mines 😢
Watching all of those grown men blame a guy for doing something that three other people were also doing but not blaming them was hilarious
you can see friendly mines so why are they driving into them all the time i can under stand push out them trying to back up only to see a newly placed mine field behind you blocking your escape but some of these dudes are driving over mines on roads
Real
the best parts of the game inner faction relations
Met the beef lord cool dude.
huh - I was wondering wtf was going on in that front - I think I was the only one actually taking it seriously (I was tasked to defend the area because ARMCO's Facility and BB was there) (-1 field base was my achievement.)
Also you were the real beef-lord
Nah I’m not the real one man
I would hate you if I was one of the tanks. But I wasn't, so this is hilarious.
ah yes nice, I had just discovered you last night and you return, nice, also this reminds me of when I would play men of war assault squad 2 frontlines and just immediately place mines everywhere on defending side
If I see a minefield. I'm going hate Sgt Ice
Sgt Ice came into my room at night and stole all my BMats
Damn Sgt Ice
Its true
Thank you Sgt Ice
Need a good meme project for the update war, this will help me brainstorm. Lined the sides of road too and from brodytown with 80ish busses one night during war 100.
Navel minefield
As a Warden, I also hate Sgt Ice. Purely because I wish I was that much of a Chad.
When you know you've lost, just do a little bit of Trollery. TankManBad for hating fun.
I actually can't stand sgt ice. I ran into him 3 days in a row and each time he was sitting behind friendly tank lines in a jeep observing like he was general patton while the wardens had us outnumbered 2 to 1
Bro is literally general patton
thats the most based shit I have ever heard tho
This extreme tactic is mainly because colonial is almost impossible to win in tank battles. Thus, by deploying a large number of mines and digging trenches, all tanks cannot be used, thereby dragging Warden into endless infantry battles and artillery battles, and thus slowing down Warden's advance.
For example, we multiply the ricochet rate and damage, and we get the number of hits it takes for one tank to kill another tank:
Damage * Armor Penetration Modifier * Damage Modifier * Penetration Rate * Number of Shots
(Because of the armor damage mechanism, the number of shots required to kill is usually lower than this number, unless the tank is engaging in suicidal close combat)
So let's start:
----------------------------
6 shell kill--1050*1.5*0.33*6=3118.5 (this means HTD can usually destroy 85A/B in 6 hits)
26 shell kill--600*1*0.85*0.17*26=2,254.2 (This means that 85B usually requires 26 hits to destroy the HTD, which is very outrageous. This is a completely impossible kill line to reach, unless the HTD driver does not have the S key)
----------------------------
4 shell kill--1050*1.5*0.35*4=2,205 (This means that HTD can usually kill LTD within 4 shots. LTD's HP is only 1750, and the damage is overflowed a lot. LTD will reach 31% of HP as long as it is hit once , which has almost no fault tolerance)
15 shell kill--600*1.5*0.17*15=2295 (LTD or 86A often need 15 hits to destroy HTD, which is also a difficult kill line; in fact, for LTD, it is like dancing on the tip of a knife. Moreover, LTD cannot be mass-produced and is actually more expensive than HTD.)
----------------------------
For the slow 86A, it only 35m range, these 5m are difficult to reach, which makes the 86A more like a large sandbag and has an extremely poor driving experience.
12shell kill--1050*1.5*0.23*12=4,347 (This means that HTD can usually kill 86A within 12 rounds)
hes true you know
This videos is the equiv. of reddit with a voicebox.
How to gaslight in Foxhole 101
huh now i know why the wardens win so consistently
Sergeant ICE went Warden in war 105 and we lost badly.
He went Colonial in 106 but only joined when the Colonials were on the cusp of victory. They had us down to our last few cities but Sgt. ICE began laying so many landmines that it allowed Wardens to rally, fortify our backlines, and then push the enemy back.
Single handily won us to war, ngl.
@@constantinuslefug2874 and also tankers are shit at driving through minefields. Even when you leave a lane open they will go out of their way to remove every single mine
Im sure that SGT Ice started the Foxhole war
Honestly, Sergeant ice was a chad.
I switched factions because of SGT Ice 😡😡😡🤬🤬🤬🤬🧊
6:18 what did he saaaaaaay
"Somebody need to move the arty" I think it is Indian accent
Meanwhile on the warden side in a Mine field far far away
I supplyd scurvishire with 9k land mine and spent the next 3h planting
here is the link to the montage th-cam.com/video/eBu7N_E_XKY/w-d-xo.html
"You call that a minefield? THIS is minefield"
As a Warden, I fully support Sergeant Ice
Only OGs know about me getting called a slur that night
As I Warden I love Sgt Ice. He has shown how petty and skill'less tankers are.
Thanks i almost got blasted by a 68
You should have placed a mine under him after all
LORE LORE LORE LORE LORE
good vid Beef
Honestly, mines need a rework. Simultaneously, they don't really perform the task they are supposed to because they are too easy to disable, and they are more often than not obstructive to your own team. Literally, the only time they are good is to buy time...and even then, you have to predict an enemy assault coming. If it were up to me, minefields could only be set up with minefield signs, and each sign would cover only so many mines, and have to be maintained with msups. Then, since there's adequate warning, they could be anti-infantry too. The only way you'd be able to disable a minefield is by finding all the mines with a minesweeper, wrenching them, and then when there are no more mines, you can wrench the sign.
Late war anti-mine options should be available as well, such as the anti-mine device that was a twirling set of chains mounted to the front of tanks.
Nah, mines are good.
I'd argue that mines should even be a part of every tanker's kit, if you can spare some bmats.
It's just that very few people actually use them correctly.
You don't build wall of mines. You build small patches here and there, leaving the gaps between them for friendly armour.
That way friendly armour can push the enemy, but if it goes wrong there is always an option to pull back behind mine cover. Or even just straight up bait enemy column into mines with a single tank.
Basically clown fish tactic.
ayo it's me 7 inch fem-boy
The legendary minelayer
oh collies shotting themselves in the foot. well at least you green gobbos seem to be doing better this war. honestly
For the algorithm.
love my boi ice tho
Real?
yeah. We saw the minefield and said fuck that,
Sussus amogus
Truly
Big skill issue for that clanny tanker.
SGT ice
Hey I'm thinking about getting the game, is it still alive, is it worth it buying it?
It’s more than alive, as you see. Also, in two days there will be a naval update that adds navy and new regions
Yes
……aren’t those mines needed to help stop the enemy tanks?
Damn a video of our base in stable port to bad I couldn’t get in to defend it :(
Come on sgt ice really
How is the war rn? Im probably going to join it next week
War 108 starts next thursday.
@@Snoooo will there be an sale that day? Im wantinh to buy it but prices isn't good for me rn
@@moreira7660 I have no information on that but new update is going live then so there might be.
Yes
beef true account!?!?!?! true beef man!@>!!?!?
Absolutely hilarious
Thanks king
I hope SGT Ice shows up in the comments and is like "why you booing me?!"
But i like mines
I would say skill issues tbh
My and my homies hate SGT ICE
People on reddit hat ice and i never knew why? Guess i an finding out
ahh the warr where i bought the game finally i my little free time i got
saw the map tried to join waited 30 plus minutes in queue
boring af
closed game
instant REFUND
don’t go to a queued place
And here we see a beacon of human intelligence.
- Go where there is a massive que?
- Go where there isn't a que
You chose to wait in a que then you complain that you were bored ffs