Yeah i had to bump this video up when i realized yall ended war 101 too soon. Thanks for the no sleep guys. So please share n stuff. Also thanks to my pal KirbyKandy for the Subscribear art, check her out at www.twitch.tv/kirbykandy Corrections to follow; "Minor Cbhanges" should be "Minor Changes" (lol) Wanna see what Foxhole used to look like? check out the development history from 2016-2022: th-cam.com/video/5mTlMLInocc/w-d-xo.html
I’m loving the maintenance tunnels, and the structure changes. I see it making some logi things easier. Also the dragon teeth are cool, kinda a double edged sword. Overall, I think lots of changes are good
This is a pretty good update. I can see dragon's teeth being used as a "permanent" obstruction while tank traps can be placed in guarded locations and disassembled for friendly sallies.
@@porterbennett7041 I have seen it and it's great, but it's only built in established backline bases. Now we're gonna be able to make them in frontline bases and improvised arty setups which is nice.
I think it's funny how Foxhole almost went in a full circle with the maintenance tunnels. This is probably the best version of them tho, I love the utility of them now.
Good job on the video, as always! Thank you bear for all the hard work you put into these foxhole videos. We appreciate the love you give to the Foxhole community o7
I don't think the warden 94.5 will compete with stygian/BTD if it has HP/armor of Silverhands. Stygian can disable it's tracks in one pen and finish off with second round, while you can't disable stygian and you need more than 2 hits to kill it and it is much cheaper because it's FG which is the exact same issue old HV FGs had. BTD might be worse off of this update as wardens now have way to disable it's subsystems on a whim, but it still has that armor and HP to be worthwhile. Tanking in late game won't be fun until they completely rework it. Everything else seems really good though, just shame the one thing I care about most is being neglected by devs. The new ammo and the tanks needs massive tone down to be more in line with the medium tanks we had before if they want any of them to be viable in world filled with 75-94.5mm cannons that one-shot disable them.
I was hoping coal power plant modification would make it easier to maintain facilities... NOPE it takes 57,000 coal to run it for 24 hours. Thats 11 runs with a flatbed if not located nearby a coal field. Thats literally worse than petrol power plant which can use 4 full liquid containers from a public oil facility that will maintain it for 10 hours.
3 Excavators is 7.5k coal every 10 minutes. Full smoll train is 10k. So basically you need 6 train trips a day to 24/7 power that power plant. But who says you need to power it 24/7? Even maintenance tunnels do not need 24/7 power. You only need enough power so that you can keep them supplied with maintenance supplies. The biggest mistake people make with facilities is overbuilding. Unless you're a massive clan then your facility needs to be very focused. Don't overscope. Choose one thing to supply and produce and stick to it. When you start trying to do everything its not the problem of the facility, it's you.
The satchel charges changes suck.. the havocs take two people just to detonate one in one trip. Going behind enemy lines as scouts with satchels to destroy enemy artillery was fun af. Now it's basically impossible...
My first thought was it was intended to be a nerf. They made it harder to tap as well. It only follows that they made satchel sneaking less effective too. Less than 6 people undoing the work of 30 just because they're on when everyone else is asleep was never a great feeling. Seems like they want people to actually win a war instead of PVEing bases and so balance has slowly been moving in that direction.
Think about what you just said tho. Should a scout be able to destroy artillery? That should take an attack, not a scout! Satchels we're busted and you know it. Fun times though, let them live as memories.
@@ccloudleaf I do think they went too far because it takes three satchels to blow up a MG pillbox. Even if weaker they should be useful to a sapper to take out single obstructions like walls and pillboxes. Or, at least let their weight be reduced by sapper uniforms.
bear i have a question, so if im a warden partisan and i dump a collie truck full of goods into a near by river after i killed the driver does it go to the nearest collie seaport or will the goods be lost?
I hope they do a partisan rework one day where it isn't black and white. Instantly destroying everything in a truck in 30s is really dumb. I'm ok with it being dumped in the water but you should only lose a % instantly and then how much more you lose depends on how fast you recover the cargo. So if partisan's only control the area for 30s and you start hauling the goods back to the surface maybe you only lose like 15%-30%. But if the Partisan's hold the area for a few minutes the contents are completely lost. Same thing with dumping it on the ground and it disappearing, that's just stupid. You should have to toss it in a fire and burn it and guard the fire for a few minutes for 100% full destruction. Right now partisaning is one of the only things in the game that does not respect supply lines and doesn't require you to hold a point to be effective. It flies in the face of how the rest of the game works.
You cant blow up charges all at once they dont do damage pls dont confuse ppl we have to blow up HAVOC 1 by 1 if we want to deal damage and not just waste it
How's the clan banning stuff lately? Last time I played if someone didn't like you, you'd just get banned. Do something fun, but not super tactical, get banned, etcetc. They address any of that?
Its a tragedy that the changes and adjustments really did not change anything. The msupp system is a nightmare, a blackhole of scrap or bmats which is never enough as the rating gets poorer. A Cpl or OCdt drives a CV full of gravel near your base, spams foundations and erects a facility which you see when you log on. This facility is then never used or is in no way of use to the faction, its just his own mini game within the game and since your base provides defensive deterrence before you know it another facility pops up in your backyard and the msupp rating gets worse. Even though abandoned they will take real life days to rot and disappear and you have no control to stop these people. Sure you can spend a few hours every few days begging people to come flag and get weapons locked to destroy the facilities' remains. Weapons lock is another cancer a builder has to deal with allllll the time. These grief builders have the right to build whatever they want, wherever they want. It was a nuisance even before this update as grief loving players for instance this guy made a facility which never helped in any shape way or form during war 101 but he built it near mercy's wail town hall and completely blocked the shortcut to the seaport. Now they also get the pleasure of ruining the msupp consumption rates for everyone. Just what we did NOT need more of. The game is beyond repair now. The Bsupp system was a heavenly solution to avoid this crap. Earlier I mined some comps and took some mats to another hex and got my hands on an advanced CV, brought it back, used it, loved it. My base which has teched storm cannons and has 3 cores is now abandoned and nearing complete decay because i abandoned it and quit the game as the ACV and the firetruck were stolen even though i hid them well. There is nothing i can do about it and the devs do not help. Alting is an obsolete form of griefing and now it is hard to tell whats going on and who is doing it. All the rude, thieving newbies with language barriers they have poisoned the game too much.
ALTs are still a problem the building system is kinda better, but the advanced CV is a huge downside the STD... we have no actual performance information on it yet, but its open topped, and bomastones exist, while also guranteeing bleed the gates needed to auto-close a LONG time ago (i think they used to) but devs being devs, just V I S I O N 'd it up the game balance has tipped even further in favor of the collies, the satchel charge is less effective than the colonial equivelant, and doesnt deal damage to things like mines and barbed wire like theirs does, and theirs (like the bomastone) has longer range the map having new rocks that stop the collies building is actually strange, as theres more unbuildable terrain in warden territory, and it has been that way for much much longer the decay system is both better and FAR FAR WORSE as you have people who are alts/griefers who can tank their team's upkeep modifier into the lowest it can possibly go, while having literally identical facilities to each other, even though a public facility exists, with enough resources to handle the desired upgrades already
Yeah i had to bump this video up when i realized yall ended war 101 too soon. Thanks for the no sleep guys. So please share n stuff. Also thanks to my pal KirbyKandy for the Subscribear art, check her out at www.twitch.tv/kirbykandy
Corrections to follow;
"Minor Cbhanges" should be "Minor Changes" (lol)
Wanna see what Foxhole used to look like? check out the development history from 2016-2022: th-cam.com/video/5mTlMLInocc/w-d-xo.html
je t'aime
go to bed smh
@@Maxoxpower Je pense q'on sont des bons amis
Give every player a subordinate bot-squad. Then this game explode the market ))
you know they didnt fix alt issue righ't they are still here and fucking us hard
I’m loving the maintenance tunnels, and the structure changes. I see it making some logi things easier. Also the dragon teeth are cool, kinda a double edged sword. Overall, I think lots of changes are good
Aye the maintenance and structure changes, when combined with the last update, feel like facilities are getting pretty close to how they need to be.
This is a pretty good update. I can see dragon's teeth being used as a "permanent" obstruction while tank traps can be placed in guarded locations and disassembled for friendly sallies.
I'm really looking forward to tier 2 storage rooms. Setting up for artillery bombardments will be so much easier with these.
honestly i have never seen the tier 3 amunition storeage be used
@@porterbennett7041 I have seen it and it's great, but it's only built in established backline bases. Now we're gonna be able to make them in frontline bases and improvised arty setups which is nice.
We can already see how train tracks will be used on the map lmao
does it start with a D and end with a K?
People will draw a duck?
@@MoonLiteNite nah it starts with a p and ends with an s, a platypus obviously
@@MoonLiteNite i dont see why you would write "amogus" like that
Devs are brave to let us draw on the map.
I think it's funny how Foxhole almost went in a full circle with the maintenance tunnels. This is probably the best version of them tho, I love the utility of them now.
I was thinking the same thing haha
Good job on the video, as always! Thank you bear for all the hard work you put into these foxhole videos. We appreciate the love you give to the Foxhole community o7
Honestly most excited about the liquid small car because now I’ll have another way to move liquids around on a flatbed or freighter
I LOST MY SHIT that oblivion intro was spot on with the walking backward and all
The Fabricator is like sent from heaven :D ty devs
im really interested to see just how impactful these map changes are to wars, it is gonna be sad to see some vehicle stealing shenanigans go tho
Great summary! Ready for war 102 to start!
Glad this game is still going on
can i just say how much i love the intro!! laughing hard rn. damn now i gotta watch the oblivion meme compilation again xD
Oblivion guard: “WHY WONT YOU DIE, YAARRHAA”
"Should have paid the fine!"
Ngl, that first bit in the 30 seconds got me to chuckle.
I don't think the warden 94.5 will compete with stygian/BTD if it has HP/armor of Silverhands. Stygian can disable it's tracks in one pen and finish off with second round, while you can't disable stygian and you need more than 2 hits to kill it and it is much cheaper because it's FG which is the exact same issue old HV FGs had. BTD might be worse off of this update as wardens now have way to disable it's subsystems on a whim, but it still has that armor and HP to be worthwhile.
Tanking in late game won't be fun until they completely rework it. Everything else seems really good though, just shame the one thing I care about most is being neglected by devs. The new ammo and the tanks needs massive tone down to be more in line with the medium tanks we had before if they want any of them to be viable in world filled with 75-94.5mm cannons that one-shot disable them.
Long waited QoL update
So many features should be in 1.0 really
It seems there isnt much provided to ease the grief on ultra expensive / ultra easy to grief field harvesters tough.
@17:39 NOOOO how will i have fun ride-a-longs???
aaa mannn. i had great conversation by hiding in enemy trucks
My clan will love will love this
I was hoping coal power plant modification would make it easier to maintain facilities... NOPE it takes 57,000 coal to run it for 24 hours. Thats 11 runs with a flatbed if not located nearby a coal field. Thats literally worse than petrol power plant which can use 4 full liquid containers from a public oil facility that will maintain it for 10 hours.
3 Excavators is 7.5k coal every 10 minutes. Full smoll train is 10k. So basically you need 6 train trips a day to 24/7 power that power plant. But who says you need to power it 24/7? Even maintenance tunnels do not need 24/7 power. You only need enough power so that you can keep them supplied with maintenance supplies. The biggest mistake people make with facilities is overbuilding. Unless you're a massive clan then your facility needs to be very focused. Don't overscope. Choose one thing to supply and produce and stick to it. When you start trying to do everything its not the problem of the facility, it's you.
Does anyone know the max stockpile for coal in the new upgrade for the diesel powerplant?
For the love of Callahan please add chapters to your videos when covering topics 1 at a time. Thanks for the video.
You know my STD Reddit post was effective when the acronym makes it into the I Saw A Bear’s update video.
The satchel charges changes suck.. the havocs take two people just to detonate one in one trip. Going behind enemy lines as scouts with satchels to destroy enemy artillery was fun af. Now it's basically impossible...
My first thought was it was intended to be a nerf. They made it harder to tap as well. It only follows that they made satchel sneaking less effective too. Less than 6 people undoing the work of 30 just because they're on when everyone else is asleep was never a great feeling. Seems like they want people to actually win a war instead of PVEing bases and so balance has slowly been moving in that direction.
@@Ralathar44 Very happy about that
Think about what you just said tho. Should a scout be able to destroy artillery? That should take an attack, not a scout! Satchels we're busted and you know it. Fun times though, let them live as memories.
@@ccloudleaf I do think they went too far because it takes three satchels to blow up a MG pillbox. Even if weaker they should be useful to a sapper to take out single obstructions like walls and pillboxes. Or, at least let their weight be reduced by sapper uniforms.
@@Zorro9129 Fair points!
Sick
yes? :p
I love me some oblivion memes
these are some legit updates
the water shall flow
whatsa Cbhange ? 21:15 thanks for the vid, now I want to play again
See the pinned comment lol
Anyone know th range and cost of the warden STD
bear i have a question, so if im a warden partisan and i dump a collie truck full of goods into a near by river after i killed the driver does it go to the nearest collie seaport or will the goods be lost?
Im not 100% sure but you should be fine and those should be destroyed
I hope they do a partisan rework one day where it isn't black and white. Instantly destroying everything in a truck in 30s is really dumb. I'm ok with it being dumped in the water but you should only lose a % instantly and then how much more you lose depends on how fast you recover the cargo. So if partisan's only control the area for 30s and you start hauling the goods back to the surface maybe you only lose like 15%-30%. But if the Partisan's hold the area for a few minutes the contents are completely lost. Same thing with dumping it on the ground and it disappearing, that's just stupid. You should have to toss it in a fire and burn it and guard the fire for a few minutes for 100% full destruction.
Right now partisaning is one of the only things in the game that does not respect supply lines and doesn't require you to hold a point to be effective. It flies in the face of how the rest of the game works.
@@Ralathar44 Based comment
Better building? I am in. Also that AT look very french.
This all should have been implemented before "1.0".
Air force when?
You cant blow up charges all at once they dont do damage
pls dont confuse ppl
we have to blow up HAVOC 1 by 1 if we want to deal damage and not just waste it
How's the clan banning stuff lately? Last time I played if someone didn't like you, you'd just get banned. Do something fun, but not super tactical, get banned, etcetc. They address any of that?
Theres new rules in the code of conduct against mass reporting without cause. Whether it leads to bans is yet to be seen but its in the rules.
Time to don my blues and go to war again!
Its a tragedy that the changes and adjustments really did not change anything. The msupp system is a nightmare, a blackhole of scrap or bmats which is never enough as the rating gets poorer. A Cpl or OCdt drives a CV full of gravel near your base, spams foundations and erects a facility which you see when you log on. This facility is then never used or is in no way of use to the faction, its just his own mini game within the game and since your base provides defensive deterrence before you know it another facility pops up in your backyard and the msupp rating gets worse. Even though abandoned they will take real life days to rot and disappear and you have no control to stop these people. Sure you can spend a few hours every few days begging people to come flag and get weapons locked to destroy the facilities' remains. Weapons lock is another cancer a builder has to deal with allllll the time. These grief builders have the right to build whatever they want, wherever they want. It was a nuisance even before this update as grief loving players for instance this guy made a facility which never helped in any shape way or form during war 101 but he built it near mercy's wail town hall and completely blocked the shortcut to the seaport. Now they also get the pleasure of ruining the msupp consumption rates for everyone. Just what we did NOT need more of. The game is beyond repair now. The Bsupp system was a heavenly solution to avoid this crap. Earlier I mined some comps and took some mats to another hex and got my hands on an advanced CV, brought it back, used it, loved it. My base which has teched storm cannons and has 3 cores is now abandoned and nearing complete decay because i abandoned it and quit the game as the ACV and the firetruck were stolen even though i hid them well. There is nothing i can do about it and the devs do not help. Alting is an obsolete form of griefing and now it is hard to tell whats going on and who is doing it. All the rude, thieving newbies with language barriers they have poisoned the game too much.
I can already see all the swastikas made of traintracks
I believe thats a banable offence. Specified in the code of conduct
@@ISawABear true, thank god for build logs
I just see the amogus tracks at eversus
Mhmmm
ALTs are still a problem
the building system is kinda better, but the advanced CV is a huge downside
the STD... we have no actual performance information on it yet, but its open topped, and bomastones exist, while also guranteeing bleed
the gates needed to auto-close a LONG time ago (i think they used to) but devs being devs, just V I S I O N 'd it up
the game balance has tipped even further in favor of the collies, the satchel charge is less effective than the colonial equivelant, and doesnt deal damage to things like mines and barbed wire like theirs does, and theirs (like the bomastone) has longer range
the map having new rocks that stop the collies building is actually strange, as theres more unbuildable terrain in warden territory, and it has been that way for much much longer
the decay system is both better and FAR FAR WORSE as you have people who are alts/griefers who can tank their team's upkeep modifier into the lowest it can possibly go, while having literally identical facilities to each other, even though a public facility exists, with enough resources to handle the desired upgrades already
get me unbanned please
Zombies Ghost soldiers continues, bad work for this update
Good God this game sucks
Well you seem to still take an interest in it
NICE
aw hell nah wardens dun got nother tide turning tank
Cbhanges. 22:32
See the pinned comment for corrections