T O P

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Industrus

Collies lost because • They took the foot off the gas • Didn't build gains and fortify behind advancing lines • Population fluctuated • Outpaced tech across map and couldn't bust close supply lines and concrete • Lack of Arti co ordination Mid game pve was only part of the problem, not the entire picture.


PsMantis

>• They took the foot off the gas Wardens did the same, which is normal in the middle of summer people play much less video games in general. ​ >• Didn't build gains and fortify behind advancing lines We can't split in two and the frontline advanced too quickly, the logistic also required a lot more time and manpower, especially at the start of the game before the sledgehammers and the harvesters are teched. ​ >• Population fluctuated The queues and respawn timer demotivated a lot of people, and the lack of PVE in midgame is the straw that broke the camel's back, if we had something like the Cutler or the 250mm FC we could have finished the game or at least given people a reason to stay, when you tell people that they won't be able to push because the game lacks content they leave and play a more fun game. ​ >• Lack of Arti co ordination Artillery become useless when you hit a base with howitzers, and arty = logi, not a lot of people want to drive constantly trough 2 hex and wait hours in queue and i won't blame them for that. ​ >Mid game pve was only part of the problem Im not saying we lost only due to this problem, im saying that a real anti-concrete weapon in midgame would probably have sealed this war.


Industrus

Majority of the Concrete I killed mid war was with stolen cutlers, I don't disagree at all. It's the combination of factors that caused it including the weird tech balance though. Hypothetically even if we had cutlers I don't think we would have broken the last two vps purely because of population and the logi distances. It was a perfect storm for the wardens and they capitalized. I'm interested to see the changes in 1.0, we are in that weird phase where devs are throwing design ideas at the wall and seeing what sticks. Asymmetry is awful to balance.


PsMantis

Im sure that if the colonials would have something that they can spam for quickly deleting concrete bases the gameplay would more dynamic/fun and it wouldn't be a total boredom that push people, especially frontline players, to log off and do something more fun. But it would be very easy to fix, just give something to colonials which is as easy to use and which does as much dps on concrete as the Cutler, and a vehicle capable of burst damage like the baby balista, or removes the Cutler and the baby balista so the 2 camps are in the same situation against a concrete base, and they can make the hydra neutral so the warden will see by themselves how hard and boring it is to use.


PhShivaudt

\>Can't PvE in midgame \>Also captures 30/32 victory points BRUH


HKO2006

Wrong title, as many replies have pointed out, there are many pve tools that are faction neutral/have counterparts in the other factions but the point is rather colonial lack counterparts to unique pve tools i.e. cutler, push 40, push 250 which give warden an edge in pve.


5illyG00se

Literally no Wardens were playing on the whole push up, was boring af.


Pokeputin

How many of those points had concrete? I haven't played this war but usually when the concrete starts the collies lose PVE ability until late game.


BlueHym

"Can't PvE in midgame" - Ignores RPG Jeep/AC, when defenses are mainly pillboxes before AT, easy to kill any bases that doesn't have AT garrisons. - Conveniently forgets about ISG that can kill defenses from far away before AT garrisons. - Ignores Tremola/Mortars against T2 bases with AT Garrisons. - Ignores Smoke + Hydra's whisper to clear out obstacles leading to bases and eventually the structure itself. - Artillery anyone? No? So let's say Collies get more PvE stuff for midgame. What do Wardens get?


PaleHeretic

Rusty spoon as a melee weapon, and Collies will still bitch because Wardens got a melee weapon and they didn't then blame all their losses on it for 6 wars.


HKO2006

> So let's say Collies get more PvE stuff for midgame. What do Wardens get? It's like warden before chieftain was added after winter army, warden lacked a 250mm tank, I dont remember anyone asked "What do colonial get?" when chieftain was added. Warden was just catching up on it, now same for colonial on cutler, push 40 and push 250. * RPG Jeep/AC get got shot back by ATG, cutler dont * cutler can fire-span pve RG and fire-run pve MG pillbox, cutler with 5 rounds (each weight 13.7%) can kill 2 and a half MG pillbox, ISG with 5 shells (each weight 17.2%) can kill 1.6 MG pillbox and require set up * Tremola/Mortars has the worst dps, Tremola being 57 and having the worst damage to weight ratio and they are faction neutral anyway. Cutler has 128 dps, has the highest damage to weight ratio which shows its ease of use. * HyDrA's WhIsPeR, if you are using hydra, you can not have gun out meaning you are pveing without enemy, if you are pveing without enemy, you better just use 5 HE nade. If you are hydraing concrete, guess who makes concrete early war? clannman, and clanman will QRF the fuck out of you, meaning no pveing without enemy for our little HyDrA's WhIsPeR user * Artillery is faction neutral and triggers howie, cutler no longer trigger howie


poliuy

Wardens get mortars, arty, temolas... but also cutlers, push 250 and push 40


5illyG00se

Collies cant use any of their tools unless logi can get in faster then once every 3 hours. ​ Collies have to spam everything and strain logi, Wardens just need cutlers. ​ Wardens already got a rifle attached grenade launcher, when the GL was supposed to be Collie exclusive lmfao. Why the heck should Wardens get more pve when they get to use cutler/40mm/68mm/250mm and almost always get artillery first as well?


PsMantis

1. RPG Jeep/AC are early game 2. ISG is early game 3. Tremola is early game, the mortar doesn't work against howis garrisons 4. Smoke + Hydra whisper rush require a lot of logi/manpower, 2 things that you can't have when you are restricted by a silly "anti-snowball system", and btw comparing the Hydra with the Cutler is totally dumb, we can see that you never did a hydra rush if you can't realize the difference of efficiency with the Cutler 5. Howitzers anyone? No? And Warden doesn't have artillery? Do you really think you're so strong, so handsome, so smart that the devs have to give you exclusive weapons that allow you to play Foxhole 10x easier and that you must have more fun than your opponents? I don't know what warden get, go make a post about it and let's talk, but stop ruining my post just because you like playing in easy difficulty.


Muckknuckle1

So sad that you are unable to produce "early game" tech once the next tier is unlocked


PsMantis

We can but we can't use it because usually you already have the AT garrisons teched, and sometime even the concrete, make a video where you show how to destroy a AT garrison with a ISG or RPG Jeep and i will worship you, if you can't do it stop acting like you are more smart than us.


Muckknuckle1

Already been done lol https://www.reddit.com/r/foxholegame/comments/ubr217/collies_dared_us_to_take_down_concrete_with_the/


PsMantis

If it is a well built base which is defended and which has not yet been holed how would you do it? Your video is funny but concretely it demonstrate nothing.


Muckknuckle1

Kind of a dumb point since this was done by only two people. If there were more defenders, more attackers could have done it. You would just exploit a gap in the garrison coverage like 90% of pve does already.


PsMantis

2 defenders can stop this, they just have to put a Foebreak on top of the AT garrison and destroy the ISG everytime the colonials try to set it, or just get a GL and spam some frag/gas, and it doesn't matter how many people you have you just can't do it. If the base have no hole it's even more impossible. The fact that you take this video seriously just shows how lost you are and how you know nothing about the game, or how dishonest you are, take your pick.


Muckknuckle1

It all comes down to skill of the players on both sides. It's perfectly doable by a skilled team. The fact that you can't see that shows that you don't understand your own team's equipment.


PsMantis

A skilled team can do it with mammons or tremolas, the thing is when the level of skill is the same it's impossible to do, and if the base is built on a chokepoint or if you can't flank the target it's impossible, with the Cutler it's much easier to do and you have a lot more opportunities. Next war try to attack a well built base who is defended with just ISGs and record it, if you do it i promise that i will swap warden and i become a femboy with you.


nelbar

As a random player, the problem with ISG is it needs coordination (2 people to set it up) and is static (need some protection). While a cutler is much easier to use solo.


Muckknuckle1

that's the tradeoff, ISGs are more useful on populated fronts where you can get a crew going, while cutlers sacrifice damage output and range for versatility.


Giannerino

stop bitching on reddit just because you (collies) got humiliated in this war, lifes go on who TF cares, just don't try to use excuses like this so the devs listen to the skill issue players in the green faction like they did with colonial update 49 wich was biased in colonial favor to make the green community stop cry after a 3 wars lose streak


Coops07

Rpg jeep can't shoot at Isg can't shoot at Hydra is okay but requires suicide rush Artillery both sides have Or did I miss something?


Pokeputin

Wardens get hydra and collies get cutler, seems like a good trade, no?


Songpls

you're genuinely one of funniest people on the subreddit.


PsMantis

You are genuinely muted.


puckstop101

ok collies get some midgame PvE, I agree, they should have something, but that also means they need the starting shit to be tuned the fuck down, Bom stones need to be nerfed to hell if you give them mid game PvE, Early game collie gun unlocks need to be nerfed slightly as well. Not the starting guns, the Argenti and the Loughcaster imo are pretty even matchups, but the first couple gun unlocks need to be rebalanced.... or mabye just the bomastone nerf will be good, as it means Wardens can actually use Cover without it just being a death magnet. If you give Collies Midgame PvE without any adjustments to the early game Collie Strength wars will last 10 days and it will be a complete stomp every single time, as Wardens cant deal at all with the early game. The Whole game right now in the current meta is Collies push the wardens back, back , back while the wardens franticully make defensive line, after defensive line, after defencive line to stall the collies out(becasue WE CANT DEAL WITH THE EARLY AGGRESSION WITH THE TOOLS WE HAVE) untill finally we have some concrete teched at Defensive Line 10 to be able to regroup and get our good tools online to push back. Collies need to take this time, and build up all their gains to hold the warden counterattack back. In my limited view from the warden side, this backbuilding does not happen for the collies. ​ This is funny enough, imo the cause of the Wardens dont play early meme, as try and tell someone you gameplay will be for the first 10 days of the war, either your swinging yourhammer for 10 hours only to see that base destoryedin the next hour and having to do it all over again, or your running to the front line, Boma to the face, bleed out, respawn, run to the front thats a little close, boma'ed , bleed out, rinse repeat, spawn defend base from mammon rushes, die to boma, fal back to defence line 2, rinse repeat for 10 daysI'm already tired of this and I've only been around for 4 wars, let alone the Warden Vets who have been around for ages


TooNiinja

Sure nerf Bomastone nades and give us a cutler. Don't think Bomba nades is the reason you lose early but nerf it if that's what gets us mid game pve. Also what first couple of unlocks are OP for colonial? Please explain


puckstop101

Ask most Wardens(I know Ive had plenty of discussions about it within Higher ranks in SPUD and The Sundial Coalition. , and just like asking the Collies about the need for mid game PvE, I would like to think most would agree, the boma is almost completely the main reason the collie early game is so strong. Not the only reason for sure, but a Huge huge part of it I don't think they are OP OP for unlocks, only mabye a slight small nerf but hell I can't properly establish if they do need to be toned down purely because of how actually strong the boma is. Wardens literally can't use cover well in the early game due to the boma, so it makes it hard to accurately judge the gun play tbh


TooNiinja

Don't understand the downvotes after agreeing nerf Bomba nades if it gets us mid game pve and asking a question to your post... ok


puckstop101

I didnt downvote anything, reddit karma means nothing, so I never upvote or downvote shit


CopBaiter

you have the tramula with a grenade launcher that is 10 times better then what the wardens have. that makes the dps twice as high as the ospray when using tramula. Collie GL has more range then cutler and you move faster with it running around. this means you can outrange warden infentry guns while using the collie GL while you cant do that with the cutler when pveing an AT garison. the dps is about the same with the cutler as the tramula with the collie GL since the gl shoots atleast twice as fast. do I agree that the dmg on the tramula should get buffed? no, but I do think the weight should be reduced by 20% so you can carry the same amount of tramula as wardens can carry rpg shells.


TooNiinja

Wait, you think the GL is equivalent to the cutler? Kk nvm let me not go there.


CopBaiter

the GL IS YOUR PVE WEAPON!!. what else is it suposed to be? you got the uniform for the ammo you got a insanely good GL. ofc you will compare the collie gl tremula to the cutler. it just needs tweaking. also do know that the tremula is dirt cheap to produce. its 150bmat 15 emat. compared to 60bmat 45 emat. 1 emat is alot harder to get and 2. 45 emat is 450 bmat. it dont matter that collies and wardens both got GLs when the collie one is so much better for everything. if you guys acually tried you could pve the shit out of our garisons with the gl. ​ also you are gaslighting me with that answer. now man up and lets discuss


PsMantis

A warden with a Cutler can deal 3850 damage A collie with a GL can deal 1200 damage So a solo player on warden side can deal 3x more damage than a collie, it mean that if you compare 10 wardens who PVE vs 10 collies the wardens are going to deal +26 500 damage each run, if they do that for 1 hour that's a difference of +159 000 damage, you understand how big is this number? We can also look at the effect that it have on the manpower, since it deal 3x more damage you need 3x less people for the same task, that's also making a big difference on the frontline when you can have 2 infantry around you instead of 2 other guys with GL for the same amount of damage.


CopBaiter

Which is why i said tweak The weight on The tremula so you can carry more of them.


PsMantis

Ok but don't say "the Lunaire is your Cutler", for the moment it's not a Cutler at all.


5illyG00se

Do you understand the logistical strain spamming tremolas causes?


CopBaiter

And you dont Think that happens spamming cutler? Tremula cost 1/3 of an rpg and it cost brat instead of alot of emat


PsMantis

And it cost 3x more trucks 3x more time, i would be glad to trade some salvage for more time and more people, especially when i look at the stock and i see that everywhere we have more stuff than we can use.


PsMantis

If your only problem is the bomastone, just give to the wardens their grenade launcher day 1, and increase the size of the Harpa crate by 5 grenades, problem fixed. But the +2m range of the bomastone is nothing like having a exclusive 40mm FC + 250mm FC + Cutler, you compare 2 different worlds my friend. And the thing is, i don't know if you checked the last patchnotes but the devs are buffing the colonial early/lategame right now, they keep ignoring the midgame, so if you guys don't want to have to play against a broken colonial faction in early/lategame in a few wars i really encourage you to join me and make them understand that the only problem is the midgame, early and lategame are fine. You probably ignore it but 1 year ago it was the opposite situation, the wardens had to win before day 15 or the colonial would steamroll with their superior tanks. It's "easy" to dodge a bomastone btw, if you want an advice stop making so much trenches, you guys can't play without being in a hole that's why we spam so much bomastones, try to learn how to use the natural cover so you can run if you see something flying to you. Anyway the gas and the harpa do the same job, at least you have the counterpart of the bomastone you know, for the stuff im talking about there is no countepart, it's like if i tell you "tomorrow only the colonials are allowed to have grenades" it's just silly.


puckstop101

2m range, guaranteed bleed when bases generally don't have bandages in the early game or low med supplies, and can be thrown from farther then people can generally shoot back accurately. The Harpa may kill 1 and wound someone else, the Boma will make those 2 people bleed to death plus the other 2 people on either side of them that got caught by the extra 2m rangeand I'm not talking about being in a trench, bushes there? Boma into it, Wall here? Boma behind it, Building? Boma timehell the thing can be thrown from further out then you can see in the night time so there is actually no counterplay other then lie somewhere where they won't throw it..... like the wide open space..... oh wait, this is a bad thing when infrantry is pushing you in the night? too bad oh and just for shits and giggles, let's make the boma able to be precooked so you literally can't dodge the bleed, yep sounds good to me. The Boma is almost the whole reason the collies early game is so strong, no I don't want the Herpa buffed as it will make it stupid strong, and that's not good for either side. I actually think the herpa is in a very good place right for its job, but the boma needs to be toned the hell down.or you need to accept the Wardens need that Mid game Concreate line to be able to hold to get to where we have the tools to deal with it. I do not care what the game was like a year ago, I was not around, and hell that does not matter in the slightest at all to balance talk now. If you give Collies a Mid game PvE tool(which by the way, I agree, they do need something even if not as strong as the Warden Mid game options) then you have to take a huge hit to the Collie Early game Strength to counteract that Wardens will no longer be able to defend at all with any line. Speaking on a pure balance point, taking out any Gameplay loop Fun side of things, I actually like the choices of Buffing the Collie early game, so they can get more gains quickly while keeping them stifled in the mid game when the wardens can push back slightly, and then buffing the collie Late game to be more even with the Warden side. That actually sounds like good balancing, however much that actually would suck for the Wardens for the first 10 days, and the the collies for day 11-20 till the more even late game comes up.


slapthebasegod

The guarantee bleed is the killer early game. If a bleed goes off and as was stated there aren't any bandages because againbits early war then a single bombastone can rack up multikills and be thrown from relative safety due to the insane range. It always blows my mind that collies think they need mid game pve and don't realize how much of an advantage they have early game. I've played since war 89 and literally every war has had collies make significant gains early war.


puckstop101

yepp


5illyG00se

Boma isnt PVE its PVP. ​ Stop cuddling in trenches get in a garrison/pillbox and you completely nullify the boma. ​ If the enemy can spam boma early war YOU CAN SPAM BANDAGES what kind of argument is that.


slapthebasegod

Yeah, you're right. Collies literally dominating every single early war is because it's not OP.


[deleted]

[удалено]


CopBaiter

you forget an importent part of the bomba too. it has a shorter fuze, which means you have less time to run away from it compareds to a harpa. so it has more range and gives insta bleed plus it blows up alot faster. bomba is just better then harpa in all ways. harpa is trash compared to bomba because you can easily run away from a harpa since fuze is long and the AOE is bad.


puckstop101

I wasen't even aware of that, becasue of course it needs more range, longer throwing, Gaureeteed Bleed, and just in case they cant "Skill Issue" the Cooking of it, lets give it a quicker exploding time too.... becasue why the fuck not


PsMantis

They don't havea quicker exploding time, both grenades can be cooked the same way, stop magnifying the problem.


CopBaiter

the stats on wiki on the nades are just out of date. like look at the AOE dmg. the wiki says harpa has aoe of 5.5 and bomba has 6.5 . thats just not true. ive tested both nades and the stats are wrong/misleading. if you are 5.5m away from a harpa max effective range, its gonna do nothing to you. your charecter wont even be hurt and you wont be slowed down. if its a bomba and you are 6.5 away from it you get insta bleed and a chance of getting stunlocked. ​ Eddit: about the fuze time. The reason i said its fuze is longer is not 100% correct, it still will blow up faster when landing next to you tho. here is the reason.... Since the range on it is longer the nade curve when throwing will be longer, so when you max range throw a bomba compared to a harpa it will stay in the air for about 0.5 sec longer then a harpa, which means you will have 0.5 sec less time to react to it being next to you. when you only have 4 sec for it to explode 0.5 sec is a pretty big deal. this makes it very hard to get away from a bomba compared to a harpa.


PsMantis

You are right for the reaction time but i don't think it's a big deal, the real problem for me is that the crates of Harpa have 5 less grenades, so for 10 crates delivered the collies have +50 grenades that's 2,5 extra crates, it mean that they can spam it more than the wardens and i agree that the grenade spam can be obnoxious. \-5 Bomastones per crate would be a good thing for balancing the early and making the gameplay more fun for both side, because giving +5 grenades per crates would just increase the grenade spam meta and i think that nobody like it. But the fact that the bomastone is statistically better is not the problem, the wardens also have things that are better than their counterparts like the flask or the bonesaw, the problem is the spammability.


PsMantis

Okay dude i don't think that i disagree with you but if your argument is "you guys aren't allowed to PVE in midgame because your grenade is slightly better" it's silly. Let's talk about the midgame PVE for collies, if you feel like the Bomastone is really a huge problem go make a post about it and i will come. If you agree that we need more midgame PVE and if i agree that you need a buff on early game then no need to argue, but again this is not a post about the warden early game. ​ >I actually like the choices of Buffing the Collie early game, so they can get more gains quickly while keeping them stifled in the mid game when the wardens can push back slightly I really hate that, i think both factions should have the same chance everytime, maybe some powerspike from time to time but that's all. It can't work anyway because of the anti-snowball system, if you hit a faction with 60sc respawn timers and long queues when they can only mammon/hydra rush your system is "working", if you hit a faction with 60sc respawn timers and long queues when they can all sit in a tank the system doesn't work, so you create a situation where the faction that is stronger in early will be effectively slowed/stopped by this system, while the faction that is stronger in mid/lategame will be able to bypass this system, and you therefore create a mega unfair advantage for them, that for me is also one of the reasons that made you win this war btw.


puckstop101

I'll be honest, it sounds like you have no idea how overpowering the Boma makes the collies in the early game, there is legitimately nothing we can do regarding it, Just like Concreate defences makes Collies struggle in the midgame. Your right, this was a post about the Collie Midgame need for PvE, and I agreed with you, I even said I agreed in my first post, but balancing is not in a vacuum, you have to balance everything as a whole, if you give collie strength here, you need to take away strength here, if you give warden strength here, you need to take it away from here, and vice versa for nerfing. I would guarantee you if the player numbers are even between the factions, if you give Collies a PvE weapon that can take care of Concreate, without touching any other part of this game, the war will not last longer then 15 days max every single time no matter the start positions.


PsMantis

I already said that the Boma need to be nerfed and the HAC buffed on another thread, i know that the early game for warden need a nerf but i can't make a post for you, and if i would be a dev yes i would buff the colonial midgame + the warden early game in same time but im not a dev, again make a post and ill upvote it. As i said making the warden GL being autotech day 1 or day 2 + increasing the size of Harpa crate by 5 would fix this problem. Now let's talk about the midgame PVE for colonials maybe, i gave you a suggestion about how to improve your early so how would you improve our midgame?


5illyG00se

Bro bandages are extremely cheaper then bomas......how is the enemy spamming bomas and you guys dont have any bandages? Ffs.


Magsnetiiik

No collies lost because they gave up


poliuy

We gave up because of queues and other concrete problems. People just got really bored with waiting. Can't blame them though.


HKO2006

Yes but what caused players to quit? Queue and lack of pve are definitely parts of the reasons. Fun fact, COG managed to kill Buckler Sound TH exactly because they captured two push 250, I bet it wouldn't have happened if they dont have the push guns, and it just shows the disparity.


PsMantis

You are the kind of guy who only log in when he see that wardens win on foxholestats, i have no lesson to take from you, go somewhere else with your toxicity.


Magsnetiiik

Two things 1. That shows you know nothing about me, I was building bases, farming, and QRFing even at 30/32, and encouraging wardens to keep fighting. 2. Are you saying wardens taking 3-4 VPs and day not giving up? It’s ok to give up if you want no one can force players to play but to say oh it’s because this or that’s the reason we lost is disingenuous


PsMantis

I know you more than you can think and no you did nothing, you are one of the guys who gave up day 2 and came back 15 days after when they saw the wardens pushing for taking all the credits, and you still have the indecency to insult us and play the hero lmao. We lost because there are too many external factors that we can't control that came to slow us down or stop us, that's all. Now keep being toxic and having fun but hey you know how this reddit works, if you keep playing dumb don't complain when in 2-3 patchnotes it's your faction who is going to be in trouble and when we will laugh at you from morning to night.


Magsnetiiik

Ok bud, 30/32


slapthebasegod

Don't even bother with this dude. All he does is whine.


PsMantis

Ok bud, you are just a toxic troll and you are muted.


SloanePetersonIsBae

Magsnetiik played almost every single day of the war. You and the rest of your faction that cries about balance causing this comeback are clowns. 30/32.


5illyG00se

Yup he sure was, streamsniping Larry and sitting in his Twitch chat while doing it for 3 days straight. ​ Losers.


SloanePetersonIsBae

I’m not respecting the claims of a streamer who sends Colonials to alt my faction. Fuck off.


iceberg_theory

how about colonial "box full o' dynamite" \-relatively cheap because colonials \-has to be carried over shoulder and deployed \-will always encumber the user \-30 second countdown (with clock ticking sound for extra intimidation) can be defused with wrench if you get there in time because this could give some intense moments \-worth like 3 satchels of boom \-if you shoot someone while they carry it they explode because this would be hilarious


PsMantis

I would like to see something like that but neutral, something like a small nuke who can devastate an area but require a lot of people and work to be used. 3-4mn cooldown instead of 30sc and it buy it.


PotatoSmoothie76

You were wiping lots of things until, you know, you stopped trying. Crying on reddit about your faction's mental block on existing tools is entertaining.


PsMantis

We had to steal your stuff to wipe things down, or surround your bases and win the battle of attrition. What do you think you're going to accomplish by constantly insulting people and being constantly toxic? What happened in your childhood that made you so pissed off? A collie stole your cookie?


Serryll

"guys we lost cuz no pve tool!!!!" \>takes almost the whole map during early/mid-game and then deefs it hardcore in the last 2 tech tiers. find something else to moan about, this ain't it


5illyG00se

None of you nerds were playing early war lmfao, is this really how all of ya'll think? ​ Idiots.


Serryll

I literally spent all of day 1 in kirknell cut off from supply and fighting over the safe house for hours, “nerd”.


5illyG00se

Im not a nerd, cant spell Warden without Nerd.


PotatoSmoothie76

I was playing too, "nerd". You wiped a lot until y'all broke and ran away at the slightest loss. We sat there and licked our wounds and then built our backline. The "nerds" just made up excuses about alts and then melted faster than snowflakes.


PropertyNo8723

BULL. FUCKING. SHIT.


PsMantis

You have completely changed my mind, thank you for these wise and kind words.


Phoenix2336

Omg is anyone else tired of all the colonial bitches on this sub? Like for real y'all look like a bunch of toddlers stamping your feet. Stfu already


5illyG00se

Sounds like Wardens complaining about the Highwaymen tbh.


HKO2006

Wrong title, as many replies have pointed out, there are many pve tools that are faction neutral/have counterparts in the other factions but the point is rather colonial lack counterparts to unique pve tools i.e. cutler, push 40, push 250 which give warden an edge in pve.


poliuy

I mean you're right, but you're gonna get downvoted to all hell in this sub right now. It's just brigaded by wardens at the moment.


PsMantis

I know but whatever, the more they are toxic the more they motivate me.


PsMantis

I will keep repeating it, and as long as nothing is done you will continue to see colonials leaving the game after 7-10 days of play, like it happened in war 89 or this one. If the game has to stay like that then the number of VP to take must be reduced the first 15 days, let's say that if we take 25 VPs in 15d for example it's game over, i say that like that but well if the "vision" is to stop us in midgame so give the opportunity to win in early. When the wardens had a bad lategame 1 year ago at least they had the opportunity to win before 10 days, they could still have fun doing "blitz wars", us if we want to do a "blitz war" we can't because we don't have the stuff, the map is bigger, and apparently the queues and respawn timers are more brutal than a year ago too. Now you can have fun and bash me because i "cope" or whatever it doesn't matter.


BillMalrkey

Is the war over???


PsMantis

Yes the new one start tomorrow at 1:00PM ET.


BillMalrkey

Hell yeah! My first full war!


PsMantis

Have fun.


FoxholeZeus

How the hell can Colonial engineers figure out mounting 4 cutlers to a tank, and figure out mounting it to a jeep, but can’t have a handheld version??? The majority of the mid game push was done with stolen cutlers. We would literally loot the battlefield and store cutlers in trucks and backline bases for future offensives, because it is the strongest pve weapon. Also, bonesaw is the most OP anti-tank weapon in the game. How a single infantry member has the capacity to kill and then ever disable another enemy tank boggles the mind. On a half dozen occasions I would kill an enemy with a bonesaw (handheld - what a joke) and then proceed to kill warden tanks with it. It almost never bounces any shots. There is no Colonial equivalent even close.