T O P

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BlueHym

Ultimately, population wins war. We just don't have the manpower. I as a Vet can try as best as I can to support a region, but when there's only 7 PLAYERS TOTAL ON MY SIDE in the region I just left against dozens, multitudes of Collies, and it's just me plus maybe one other guy covering an entire region by ourselves while the rest builds or do...something, whatever that is, there's only so much we can do. Massive region to cover, partisans causing trouble everywhere, other players afking or doing something, teaching the new folks the eccentrics of Foxhole, dealing with defeatists acting as Demagogues on saying the War is lost, doing logi because we don't have enough folks doing scrooping, then doing QRF because we don't have enough manpower to respond to the Collie zerg horde, losing relics, bases... It's very stressful.


hadhins

The gameplay issue list just rises. Incredible how many topics affecting the QoL do not get tackled. Result, ppl stop to play due to stress, burnout etc and the whole community loses. GJ devs, not.


Hastingsgaming

wardens have a higher pop this war its legit only clanmen on our side havent seen more than 10 pubs that arent new players this war also ive found this war that majority of colonials are EU and majority of wardens are american so yall get massive pushes during the morning and get your asses kicked during the night


Moss_on_a_Turtle

Not going to give away any specific intel, but on my front, we have been severely outnumbered. This is not me coping and trying to excuse our defeat, but an observation. Despite defending a victory point, the BB defending the city was practically deserted. You couldn't find enough people to man the existing defenses, let alone build more. Naturally, it was overrun.


HKO2006

Provisional AI needs changes to help defend against pve, players should not be expected to babysit a base 24h hours to get AI


LongWindedLagomorph

I was thinking something like the AI range of provi scales to the number of players at the base. That way provi on its own isn't self-sufficient, but even one player can make the base a lot more defensible by activating *some* AI near the bob core


44Tonks

reduce the spawn set requirement for it to like 4-5 and it's probably fine


KorOguy

This is my first war, I was really enjoying the first day, I had off work and played like crazy. Was back and forth epic fun with those mammon rushes. I did a bunch of logi to learn the other side of the game. Helping build out all of brody last night too while watching a movie. I just hammered other dude did the BP's. I'm having a lot of fun. What I am noticing is what you mentioned above OP. except for the first two days most of the battles have been skewed in terms of pop. I gotta say losing at kirk when we were fighting in the city was glorious. That was so much fun but I rather agree with the population issue. I'm a total fucking noob so what do I know but I met a group of dudes who have like 3k hours and are all colonials and just switch to warden this side. They are pretty surprised by the lack of players on warden and they tell me they think it's because warden is butthurt about colonials getting bardiche or w/e the fuck that is from last war. ​ I don't know I'm just absorbing it all. One thing I can say though is shadow dancing is stupid as fuck and just abuses latency and bayonetting mother fuckers is great, and could in a way be related to latency but w/e. ​ is it always like this? One side of the war AFK and so the other side wins because they are doing a "break war". I think population controls should be implemented and they should be strict as fuck. However there is no way to do this without over complicating it but how fun is the game for colonials past the first week if you are just killing shit tier AI all the way to victory with like 20 dudes trying to defend it as well?


Zacker_

Player numbers in general are low for this war, in addition natural stop gaps when thr map is NvS are pretty non existent in this map layout. This war is if anything a typical.


HKO2006

Ya I like EvW more exactly because we don't need to endure the 3 days bridge battle period in NvS wars but it also allows faster snowball like in this war


Bristly_P

What kind of game does this show the new players? monke mammon gang simulator


Maxoxpower

its mammon meta until arty !


eTheBlack

Finally wardem agress Blemish (whole hex) is hard to defend. Ah I remember when we complained, and wardens were writing back "skill issue". Well... skill issue back.


[deleted]

Heartlands only sucks to defend if you don’t have blemish. If your side owns blemish then it’s your hex


eTheBlack

just flank bro


AlexJFox

Demonstrably false. Blemish (and most other Colonial hexes) come down to a few very narrow gates/chokepoints, which work both ways. Warden territory however, is usually vast swathes of mountainous passes which means there is usually always routes for Wardens to continue to do logi while Colonials butt their heads against massive layers of bunkers/pillboxes.


A_Harmless_Fly

That 15 rule would screw up naval landings pretty hard core (and any surprise attacks), they could do more to balance pop for sure... but I'd say you might want to go back to the drawing board on that.


elolad123

Now you are complaining about map imbalance? Look at every N vs S war. (WC 91 and 92) 1. You get Conclave, Spitrocks, Crumbling Post/Passage 2. Foxcatcher in general easier to defend than Gallows because of natural defenses 3. Wardens start with 2 Nuke sites at the start


xXFirebladeXx321

Wardens have a tendency to take break wars when the tech doesn't favour their side heavily, or when the game is somewhat balanced. Wardens only play wars when their side has a huge advantage in weaponry. They tend to skip early war, until they tech their 40mm FCs/Cutlers(No collie counterpart). Thats the reason why only places holding on warden side were Red River(82DK Hex), Heartlands(Sundial) and Howl County(11eRC/KRGG), because 82DK is a good early war clan that does organised building and mammon rushes unlike the other Tank roleplayer warden clans. Sundial also mass spammed average defenses that prevented mass HE rushes in most of heartlands. 11eRC/KGG also did good work spamming defenses in front of the Dam and also pushing Teller Farm and Fort Rider. Other hexes, meh, warden clans wouldn't even CARE to log on to even build basic defense. They let their logi farm out all the comp fields with sledges, hoard a lot of rmats, then MPF tanks. They just wait for their PVE tech like HACs or Tanks to get full teched, log on for 2-3 days, spam 60-80 tanks with their rmat stockpiles, die, log off and call it a defeat. Like, thats not how a clan should operate if they want to hold a hex. They have to actually log on from Day 1, start building a base that is aimed at holding a position against attacks from 360 degrees, mainly with MG Garrison spam, then leaving spaces for AT Garrisons later, + Future howi garrison plans. A clan has spend atleast a week defending their base against attacks, so they can tech concrete and lock down a region with it. There was a LARGE amount of wardens in heartlands aswell on Day 2, they almost encircled blemish with their FMG+AC spam and somewhat organised HE rushes. But when collies started logging on, they started bringing FMGs and sufficient logistics. Wardens could have easily encircled blemish if they didn't tunnel vision on southern gate and pushed for Fort providence, but I guess their logistics was far away and they couldn't build push. Now that you mention longstone, its just sad looking at it, and a group of 4-5 187th and randoms defend it in low pop, because Sundial ragequit after losing heartlands. BUT, when its NA hours, wardens log on and they have consistent population to defend. Just their claimed 24/7 clan pop coverage in their region is gone, and their asian players don't exist.


Shadow_Vamp

27th and ROCS and BR pushed lathair and loch mor while longstone was under attack, i call that a misplay. They have the numbers to defend, but they choose to atk areas less critical than a VP.


puckstop101

We definitely did not "ragequit" after heartlands, We have the samish amount of people in Sundial that have been playing this whole time, but we are outnumbered heavily tbh plus a massive Vet stack fighting us and playing it very smart. The amount of times we had to stop pushing around blemish, to go back to our three other bases set up to contain blemish while we were trying to encircle it, because our BB lost AI Coverage, and we didn't have the players to cover all the gates properly was easily 10+ times in that day, It was a repeating statement from one of our dudes, BB at the South Gate lost AI< can some people run back and set spawns..... BB at the Breach Lost AI< can someone run back and set spawn, You cant generally get Randos to volunteer to set spawns at back bases and choose to have to make long runs to get to the "frontlines" so it's the clans that have to do it, which means your push starts stalling out as Clans constantly have to run longer to get to the front to properly keep AI Coverage, especially around Blemish. At least that's my experience this war, Outpopped so far, Map is rough for us, smart Collie VET Stacks, along with the Collies generally doing better early game) and the tech has been rough on our side at least so far(Cant judge Collie Tech as I can't see it till after the war)


GoldenArrow_97

>the tech has been rough on our side at least so far Mate early game is all about Mammons or are you saying wardens have to tech mammons as well? An advice on tech. If you see an mg in you tech you expect enemy side also has mg in the same tier. Same goes to GL, SMG and Tripod weapons. Not teching (ratcatcher) choice and teching other one (fiddler) is another whole topic so i wont get in. You dont need to be expert at it to understand, both sides get same tech in same tier if it has a counterpart on other side. ATR paired with TATR, Bonesaw paired with venom, mounted bonesaw paired with bane, Foebreaker paired with ISG, flask paired with Ignifist. Cutler has no pair but its always in either in Foebreaker tier as auto or in next tier to Foebreaker. Hydra goes all over the tech i have seen hydra in cutler tech (T4), i have seen hydra in bane (T9).


puckstop101

I never said that the collietech was amazing, when ours was bad, or that it was the dev man fault our tech has been bad. All I said was the Tech has been rough on our side, whether thats our own choices for tech, the rate the tech has come out, or other reasons, I won't say, but the tech we have unlocked, has been a factor , I.E being rough


PotatoSmoothie76

Jesus colonial logic - 40 players v 10. Why don't they 10 players mammon rush ? must be skill issue or tech issue. Outpopping the other side when it is simply a low tech numbers game has a single result - one way traffic. The ratcatcher is terrible, wardens don't get the bonus of yet another laser beam mg like the lamentum - why do you think so many lamentums get stolen from collies ?


xXFirebladeXx321

Sundial was created so that there is sufficient amount of coordinating clanman to defend theirs+ their adjacent hexes 24/7. Now on Day 3, there was a laughable 4-5 guy group defending longstone. But after 3-4 hours, it was NA morning hours, thats when SPUD logged in to defend. Basically, Sundial's asian pop was gone on Day 3 due to Day 2's loss of heartlands.


puckstop101

We have had the same amount of people throughout the war. The same numbers roughly all war, im not giving actual numbers due to OPSEC but I can say we have not lost numbers at all this war, if anything, we've gained a few new people, plus other coming back. We still in this war, even if we are down men, we still fighting Regardless of the Pop difference, and various other factors, I'm still having fun, The Day 1 back and forth with the big Collie Clans at Plague was great fun, trying to defend the Front from the Slow build creep, and then make our push back. Day 2 Was the Southern Push to Belmish, and setting up our defences to start trying to seige up Blemish Day 3 was the fall of the seige of Blemish, with a perfect storm of stuff(A great defence by you collies making us bleed every step of the way, running out of resources due to the terrible Logi routes that had to go around Blemish, that freaking pumpkin field was a nightmare to get logi through to the feild BB's, Rando's "broke" the west gate of Blemish, and called it out in chat which drew everyone to redeploy there only to of course have the rando's be wrong, and it being the perfect time when SOM+others Launched there really good counter attack that rolled us right up being down people, in the wrong place, and running low on logistics, not sure if they had planned that OP at the perfect time, or launched it early to take advantage of the opening) Day 4 was being pushed back to our LongStone and now we are where we are now, we've been able to make small pushes to gain a little territory, but end up losing it regardless Even if we are losing currently due to a ton of different factors, its been a fun time regardless


PotatoSmoothie76

Again why lie ? You clearly don't know much about Sundial apart from whatever your imagination brings up. Sundial lives in your head rent free


xXFirebladeXx321

As far I know it was 1 SPUD commando saying that they had 90+ People on Day1 . Then they had 12 people Day 2 Then they had 0 people Day 3, same as Day 4 Totally not a ragequit of the population they had. And yes, SUNDIAL did literally claim to have 24/7 clan coverage lol. Maybe you are not having a brain to realize that their name "SUNDIAL" literally focuses on the 24/7 aspect.


coolest834

says the collies who are actually cheating rn ok buddy


xXFirebladeXx321

Cheating? Any proof/ names of players you can find? Please send them to my DMs, I will forward them to the respective clan leaders/ report the randoms you find. Well alting happens to either side, I have seen cheats rarely, and it was during that time a warden hacker used hacked tanks that fired like MGs, and moved like Jeeps. And one time I saw a colonial guy throwing 100m HE nades. Other than that, I have not seen a lot of serious cheats other than the usual nighthacks some idiots use and get mass tickets created and then banned(Both sides).


coolest834

yes your cheating by using skynet simple as that if you cant see it your thep roblem


xXFirebladeXx321

Yes, fear skynet, thats the best thing you can do! Do not partisan in our backlines. Skynet will totally detect you and send like 50 sweaty mfs towards your location. Everyone is always scared of something they don't know. Its totally the best partisan detector ingame. (Please fear skynet and refuse partisaning, it only creates less partisans due to just fear alone, please I don't want to sit through 1000 pings to detect 1 single partisan in 1 hex).


PotatoSmoothie76

Re Sundial. It would be cool if that was true, but it isn't. Sundial still has the same numbers they did before, it is just that everyone else left the hex. 187 is Sundial btw so why make things up that Sundial ragequit when they didnt ? A good chunk of the players there are asian too lol What took longstone, the usual max low pop 2.30pm AEST player stack.


puffnstuff272

The game needs to be a switch sides option. I mostly play Colonial but would be fine with helping wardens if it makes for a better game.


Interesting-Cover-33

This probably would result in some sort of Alting / ghosting of maps etc. but could be helpful but if so they’re needs to be a cooldown or limit


puffnstuff272

I feel alting is already easy enough to where the system would be redundant for them. Maybe just a one time offer to Non-clan allied players who want a fair game. No going back at any point, you are stuck on the losing team till the end. I mean its gotta feel good to know that your help either A- turned the war around or B- made the loss all that more hard fought.


lemroy_spenkins

skill issue


wardamnbolts

I’m a warden and this is clearly skill issue.


lgt_celticwolf

There is some truth to this, when colonials lose wars we dont all quit en masse however almost everytime the wardens dont have an overwhelming advantage through an update or bias tech tree they just wont play. The exceptions to this are clans like kgg and coalitions like sundial. Its also not a coincidence that as soon as colonials win a war everyone's concerned about skynet even though the system has been around for at least half a year.


wardamnbolts

We just have a ton of noobs this war and a lot of our vets went collie this war.


PotatoSmoothie76

Pure Fantasy. Same quitters on both sides, your streamers give that way when things get tough and people swap games or bml ranting about quitters. Remember Hv40 did this ? "why build and play when hv40 kill all", "wardens only winning as colonial vets not playing".


Hastingsgaming

1 cant really talk about longstone 2 use your op foebreaker that 2 taps our proto geminis then complain about our "OP" ISG 3 NE vs SW isnt 1 sided look at war 90 rewind on foxhole stats 4 get your femboy tech maids to be active like colonial R&D 5 colonials are gonna pull a war 88 and end before hatchet/devitt is teched 6 yall legit did the same nightcapping bullshit on day 2 in howl county, dont lie to yourself


Mosinphile

If only wardens didn’t rage quit the moment their hands aint held


phiz9999

The system you suggest for max cap based on enemy pop is already in the game. If you turned it down to 1:1 you would find that less and less people would play since nobody wants to sit in que. Cant switch sides either after 6 minutes so that wont "encourage" anyone to switch it would encourage them to quit the game


hadhins

The current system is already encouraging ppl to leave.


phiz9999

Lowering the numbers would just ensure a constant cue, which is the problem. As for people leaving now, its either break war/ not playing which you cant fix with dev intervention, as you cannot control if people decide to play a game or not.


GoldenArrow_97

>What kind of game does this show the new players? Half of the Warden vets do not prefer to play if they dont have these 3 advantages in early to mid war: 1- Superior tech choices in same tech as a colonial counter parts (auto cutler in Foebreaker tech, auto push 40 in T4-T5 max). 2- Update favors them. Update 48 tripod nerf, update 47 Foebreaker and no howi retailation, update 46 hitbox broken outlaw (for a whole war). 3- Good early game push, specially Deadlands push or encircling logi towns like blemish, feirmor and baths. At least not losing logi towns like maiden's vail or kirknell in 2 days of the war. Edit: in update 46 wardens only won total of 1 war whole update and that was with the broken outlaw (hitbox) until update 47.


coolest834

nobody wants to play when the collies ae cheating with skynet sorry buddy


ev588

Wake up honey, new skynet malding just dropped!


hadhins

Bolonials are more worried to defend their poor low pop winnings than to address the real issue. Do not take this xait personal, ffs. Low pop victories are disgusting. Affects gameplay, builders morale etc turns the game unplayable (not to mention how bad it gets when tanks are teched and to get AT bunkers takes ages) We need, at least, a few mechanisms to make AI more powerful when one faction is suffering w that.


AlexJFox

Cringe take


[deleted]

I guarantee there are more Warden players than Colonial players. Not this war, of course, but during large updates like the coming 1.0 patch every warden vet comes out of hibernation. You can see it from the difference in the number of members in WUH and SIGIL (WUH has about 1.5k more members). On “non important” wars like this one, many warden clans and vets decide whether to play or not based on how the first few days go, and they did not go well. Your time will come where you’re stuck on the 20th place in queue and that was the lowest you could find.


PotatoSmoothie76

You can't guarantee anything.


Chorbiii

These 3, 4 last wars have happened the same on the collie side, I have not seen them write any post. I can only say that they are times.


Interesting-Cover-33

They were busy complaining about hv40


[deleted]

This post just screams "skill issue" at an unbearable level. Sorry, not sorry.


No_Perception_6201

If you force the 1to1 ratio and block faction joining dependant on pop you will kill the game on the spot you know that right? It is not one sides fault that the "regulars" from the other side dont want to play. And i believe that next war warden pop will climb again due to the extended breaktime of said regulars and the neutral people switching to the underdog to have more off a "challange"


zhengchenggong_98

lol Imagine colonial have a tech like cutler launcher


PotatoSmoothie76

imagine having every vic now having boosted rpg ranges or special rpg mega tank.