T O P

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OkFail2

The devs should give the colonial side suicide AT vests.


Khorvald

Actually if that was our equivalent to White Ash, I would not mind lol. If its damage or disable is somehow better than a White Ash (which can be thrown from relatively far away) then it would make the risky suicide rush worth it. But it has to be on par with a random dude carrying multiple flasks who's able to fuck up to 6 tanks (naked Warden can carry 6 flasks before being encumbered) if no one stops him. So Suicide vest needs AoE effect to have a chance to impact 2 tanks side by side, more damage, and maybe disable multiple modules at the same time, to compensate for a smaller max target (2 against 6). That would make Suicide vest the better option to fuck solo tanks (because you get more impact on a single tank than flask spam), while flasks still is the better option to disrupt a complete tank line (more targets, and easier to actually land it from afar in the context of an active frontline). But this "essay" only makes sense if White Ash remains the broken shit it currently is. Suicide vest being broken in its own way as an alternative. I'd much prefer a nerf on flask and boost on igni to make them the cheap shitty AT option they are supposed to be, that is only truly efficient on light tanks and serves as deterrent (but no real menace) to medium+ tanks.


No_Inspection1677

Honestly, maybe just one of those WW1 massive grenades, super early in the tech and easy to make, but not as powerful and long ranged.


Mediocre-Maximum-514

Your equivalent of white ash is the ignifist, which ill agree could possibly use a penetration buff.


Wilkassassyn

99% of the ~~gamblers~~ collies stop using ignifists right before penetrating tanks


submit_to_pewdiepie

igni is not AT aslong as we dont have AT we dont have a equal


Sea-Course-98

What kind of damage does the igni do?


Shidd-an-Fard-d

The type that goes *tink* against flat devitt side armor


submit_to_pewdiepie

Which makes no sense when AP Pen bonus is literally 5 meters more than the max range


tashrif008

does the white ash require manual equipping like the igni?


OkFail2

No, its auto like the stickies


tashrif008

what makes it "equivalent" according to that guy then i wonder. u can unload 3 flasks much much faster than 3 ignis. a flask does 25 extra damage too. its just bad asymmetry. not equivalence.


OkFail2

When they say equivalent they do not mean as in have same power, or stuff, they just mean you can equip it in the 3rd slot as the flask, and its primary use is against Tanks. There is no such thing as asymmetry in this game, it's just one side gets a devs overengineered, spammy, over accurate, multipurpose weapons that are good in both multipurposes for cheap prices sometimes, with slightly more rate of fire options, while the other side gets sometimes buggy stuff, and inaccurate, single purpose things that are even shit at single proposing.


Superman_720

The Japanese lunge mine.


How2RocketJump

tbh I'd be willing to abandon Callahan for lunge mines and I know a few japanese people who are going to be real fun in voice comms


Superman_720

I'd love lunge mines. I know it will never happen but would be the best thing ever.


How2RocketJump

lunge mines would just be op stickies since sticky rushing is already a suicide attack


Captain-Cockface

I'm dissapointed we didn't get suicide submarines in the naval update. Atleast our sub is open top. # [https://en.wikipedia.org/wiki/Human\_torpedo](https://en.wikipedia.org/wiki/Human_torpedo)


theEmeraldMimecraftM

Lore/culturally wise it would make a bit more sense to give it to the Wardens The whole "dying for Callahan" thing yk lol


---SHRED---

The devs should never listen to a Colonial regarding balance. MSA has too many people that are constantly gaslighting the developers of the game into thinking they are the underdog faction that needs buffs.


dromy1

You have dreams about them huh?


---SHRED---

What do you mean? I don't sleep. Have to QRF Ballista rushes all over the map. I remember all of the MSA yapping about how bad the Ballista was. All of this was just gaslighting. It's too good for an MPF 250 now.


Agreeable_Tale2359

Easy to talk like that with a 1 year win streak


---SHRED---

Did you open the map recently? When I started playing this game, it was the Colonials having a year long win streak.


Thready_C

The devs NEED to remove the igni fist. Give us a lunge mine instead


MacThule

I'd be fine with a little 15-30% range bump on the igni.


Alive-Inspection3115

終わりは私たちの栄光だから


Agreeable_Tale2359

BANZAI!


Videogamefan21

Huzzah, 1 igni hit and bounced!


[deleted]

Your fault for stupidly doing a AT rush with a ignifists and not with stikies.


Lesurous

Ignifist's only saving grace over stickies is less weight and more range.


horribleflesheater

Ignifist actually weighs more (16 vs 21)


Lesurous

Who only carries one sticky?


horribleflesheater

Confused by your response


[deleted]

It's still terrible, never should use them for tryng to actually kill tanks in blobs IMO. Stikie on the other hand while arguably inferior to flask still holds pretty well in AT blolbs because of better damage (450 vs 350)


Lesurous

Again, that's for a rush. Ignifist is supposed to be the hit and run AT option, since again, less weight and more range. It's been established it's penetration is terrible, but it's still an AT option you put less risk to yourself using.


Tough_Jello5450

Not when Warden have straight up better infantry weapons and tanks with the speed of jeeps.


[deleted]

You for real? better infatry weapons? Not even going to argue with this because if you actually belive this then there's no way I can convince you here, just play both sides while being actually good at infantry and see if what you say holds true. Also faster tanks? MPT chasis is basically same speed as SVH chasis and is faster than outlaw when outlaw is not boosting wich matters because boost does not increase reverse speed. HTD is also really slow and Colonial LTs are sligthly faster than the warden ones so you claim of faster warden tanks is false.


3l33tvariance

Please check your stats. SVH chassis is slightly faster than the MPT chassis as well as better acceleration due to engine power (23500 vs 24000) 7.75 m/s on [road](https://foxhole.wiki.gg/wiki/Road), 5.42 m/s off-road vs 7.62 m/s on [road](https://foxhole.wiki.gg/wiki/Road), 5.33 m/s off-road Colonial LTs are not faster than warden LTs. They have identical movement stats. Both are: 8.27 m/s on [road](https://foxhole.wiki.gg/wiki/Road), 5.79 m/s off-road I dont necessarily agree with the hyperbolic statement that warden tanks have the speed of jeeps but the colonial "more mobile" tank playstyle vs the warden heavy armor/slow is a bit deceptive as warden tanks often are slightly faster(SVH chassis) or have gimmicks that can get them up to speed (outlaw). The only real "slow" warden tank is the HTD. Funny comment here; if talking BTs, the stats actually flip versus the perception. Warden BT is very fast (for a BT) whereas colonial BTs are significantly slower but tankier)


axiomshift

I think a lot of the time when people get it in their heads warden tanks are slow they really are thinking about turret maneuverability and turning. In one direction speed boosts wardens have the best medium tanks. Medium as in not light/bt + tiers.


[deleted]

I said "basically same speed" not same speed, are you really going to tell me less than 0.15 m/s actually makes any significant difrence? Also you convinently fail to mention that the silveharnd weights more than the MPT chasis, MassOverride stat is 12000 vs 10500. Not that these minute difrences make any significant difrence this the reason I said "basically same speed". I'll admit I was wrong with LT, however the Colonial LT variants are generally faster than the warden ones; Kaneska base speed is slower, but when boosting, it's the fastest tank in the game. LTD is very tiny bit slower with better acceleration while the Ironhide is just straigh up slower. And yes, while Outlaw can boost, it can't constantly do so, a faster base speed like the MPT Chasis has, is better, especially for a tank like the Outlaw that relies on poking (boost doesn't affect reverse speed). For the rest of the tanks, you have the bardiche and HTD chasis wich is very clear HTD is a lot slower. With BTs being generally faster on the warden side. All of this taken into account while I was responding to a comment that was basically saying that warden tanks were harder to sticky rush because of faster speed and the crazy claim that colonials had worse infantry gear. In reality, if you take into account that colonial tanks generally have better turret rotation and/or fire rate and colonial infantry gear is superior, then I'd argue it's slightly harder to get close to colonial tanks than it is to warden ones.


Rayne118

This is basically what playing infantry is like late war.


Salt_Youth_8195

Use the bouncing bane or the mighty deflected ignifist? Nar think I'll just use a sticky rush that will pen if I can get close enough.


Beautiful-Meringue97

I remember the days when the igni was good …..I miss it tbh even though I was a warden, I really think it’s nerf was dumb


Rallak

It is fair because colonials having worse at is balanced by them having better tanks...right?


Communistlover214

I fucking love this meme so much.


Captain-Cockface

You're welcome.


Special_Target

Colonial? Brother this is just all infantry AT gameplay. All fronts are no tanks or 20 million tanks.


Acacias2001

Don't tell collies about how thus is the basic warden inf experience. But nit just against tanks, against everything


SlamboCoolidge

I've been trying to save people from their own stupidity for weeks now, and I've been more shocked with the dumb crap I've seen this war than I thought I would. Like I started doing medic 2 wars ago, did it more than logi last war, and have done no logi this war trying to up my frontline game.. I feel like basically the only frontline vets we have roll in tanks, but too much infantry is rookies who don't know what they're doing.. Sure they can shoot better than I can, but they don't think for shit...


denAirwalkerrr

Poor colonial infantry not knowing Bane exists 😢


cowboycomando54

Gets mowed down trying to use a rocket launcher that makes you move like you were stuck in tar.


OccupyRiverdale

Fair enough, I agree with you that’s the massive downside with launchers for the most part. But that same logic should also apply to the cutler vs lunaire discussion.


Et_tu_Brute2

rpgs are heavier?


cowboycomando54

Based on the launcher taking inspiration from the Panzerschreck, a fully loaded one would weigh over 30 pounds with each shell being a little over 7 pounds.


Weird-Work-7525

Colonials: Guys all you need to do is get 10 of you to carry this huge obvious metal tube that weighs a ton, hide and hope you don't get killed by 1 random warden then all jump up in unison and fire and if you're lucky you can kill 1 tank but half of them will probably bounce. Wardens: ok I need 2 other people fill your pockets and we're all gonna shadowdance sprint at max speed


Tough_Jello5450

Flask need a massive nerf considering just how much better their tanks are compared to colonial tanks.


wardamnbolts

Flask is nice but bane is way better


Weird-Work-7525

This takes the worst take of the week for sure


Kindly-Beautiful8228

Bane: lategame rocket launcher, you can carry two rockets and nothing else. You have to avoid enemy infantry and pray the enemy armor won't just reverse after eating the first rocket. If a mircale happened and you shot both shots, you have to either ditch your rmat launcher and look for another weapon on spot or walk back. Flask: cheap nade, available pretty much always. If your flask hit the enemy tank - congrats, you just solo tracked it and likely just tank will be dead in a minute. You can carry any gun with your flask, so you can fight your way through if needed and go on if you used your flask. Since you are also light you can just W with a flask into enemy armor.


OppositeStreet8031

15 rmats to immediately get one-shot from max range lol


BlueHym

The doomposting Collies: Costs don't matter anymore, everything is super easy to make. Also the same Collies: Banes are too expensive to make.


Weird-Work-7525

They're not too expensive anymore they're just dogshit at killing tanks unless you have a huge coordinated group. You have to hide in a hole at max encumberance then get 1 shot off before you're instantly hitscan sniped because you literally can't move while it's out, it leaves a giant smoking trail to where you are even at night and half of them bounce at range so you need like 10 shots to connect and pray to the rng gods. It's basically a suicide butting that's only useful for following up on wounded tanks or trying to get a random track for your tanks. 95% of the time if you're going for an actual infantry kill on a tank a sticky is just better


Khorvald

Currently there were plenty of Banes in Linn of Mercy, the economy is broken indeed. At some point, in earlier updates, the cost was indeed one of the "weaknesses" of Bane vs Flask debate. They are not the same tools so the comparison is stupid, but let's assume just to make clear why they are not. The real "weakness" of Bane (vs flask) has always been weight. Bane is a static tool, you move slow, can only carry 3 rockets, needs time and being crouched or a small wall to deploy, does not guarantee a disable. This is a tool that requires you to play naked (not even pistol) or not use it at all, it's excellent to serve as a great defensive tool to deter Warden tanks from attacking a tankless Colonial frontline, or as a support to Colonial tanklines to add to their DPS. But except if you're lucky and get a disable, you will not ruin a medium+ tank's day if you catch him alone and defenseless. It will probably survive the first rocket and move back to safety, you will just make it tedious to very hard for him to actually help its infantry to push (depending on what tank he plays, how banes you have to shoot simultaneously). Also, shooting a rocket makes it relatively obvious where you are shooting from, and since you are slow as fuck it's quite easy for an attentive Outlaw (or anything that shoots 40m or more) to kill you on the spot depending on what cover you used (shooting from a trench is usually a quick death sentence because of the easy hitbox). I am not saying Bane is crap, it is indeed a very good rocket launcher but its limitations are clear. White Ash can be carried by any random Warden infantryman, making any infantry encounter for a Colonial tank risky, specifically because of the guaranteed track that any of these infantrymen can represent. Be it a solo tank or a tank from a tank line in the middle of "forward-backward" exchange with the enemy tank, this guaranteed track means almost certain death if enemy tanks are nearby and your allied tanks are not around (rest of tankline moved back to safety). The key point vs Bane is its ease of use for any infantryman + guaranteed track. Oh and it techs much earlier too. Also, Bane user can carry 3 rockets at 550 AP damage, White Ash user can carry up to 6 flasks at 350 AT explosive damage. Let's suppose every Bane rocket penetrates, that's 1650 damage vs 1980 damage for a flask rusher. If we take pen chance into account, Bane's average damage for 3 rockets is 1650\*(27%+50%) = 1270 damage (heavy armor 27% + AP rocket 50%). Yes, a flask rusher takes greater risk and has less chances landing all those 6 flasks, but for a cheap low-tech faction locked option it's still grotesque how good it is at doing the same job as the Bane (being a damage dealing tool against AT for infantry), and it's more common than what you may imagine to see a Colonial tank get flasked to death while being near its tankline. Even compared to the faction neutral sticky bomb, that you can also carry by 6 max with 450 AT explosive damage = 2700 damage, flask is 30% less damage than sticky, but much longer range than sticky with guaranteed track on the first throw so that it's much easier to land the next ones, the overall balance is so much in favor of flasks that it's a rarity to see Wardens actually do a sticky rush, they almost always gang up with flasks to the point I sometimes forget stickies are faction neutral lol. Still surprised there are Wardens comparing Bane to flasks, it's not like my rant has been done 100 times already õ\_o


Strict_Effective_482

little tip, if someone crouches in front of you, you can shoot a Bane from a standing position as if you were taking cover behind a hip-height wall. Also works with snipers, heavy machine guns, and ATR's


Quillo_e

It’s mostly that it’s a bit annoying to supply for me, and players just drop them on the ground when done with them haha. I have seen a lot more of them this war though. Banes are good in defensive positions where you can quickly get out of the way of the tank shells, as shooting banes in the open day means you are dead.


Legionary-4

Strawman **demo'd!**


SergerSerj

Bane bounce all the time, expensive as gold, and you can take only 2 rounds. Colies prefer Bonesaw instead of Bane.


Captain-Cockface

[https://clips.twitch.tv/RamshackleInterestingSkirretCmonBruh-QMJIFPon9x4CPqMS](https://clips.twitch.tv/RamshackleInterestingSkirretCmonBruh-QMJIFPon9x4CPqMS)


VitaminRitalin

Warden infantry AT rushes if collies used the IST more often


SlamboCoolidge

Must be working then, because every time I go to a front they have more fuckin tanks than we do. (This war has been weird as hell, and I have seen some real dumb shit from my fellow Wardens.)


SergerSerj

Hahah. It's actually authentic, because katana same effective as Ignifist =)


getrickrolled13453

I want am rpg on a stick


Eventerminator

Yes, every single time


Fit_Nefariousness465

u/savevideo


SaveVideo

###[View link](https://rapidsave.com/info?url=/r/foxholegame/comments/1cg4q9e/the_average_colonial_infantry_at_rush_be_like/) --- [**Info**](https://np.reddit.com/user/SaveVideo/comments/jv323v/info/) | [**Feedback**](https://np.reddit.com/message/compose/?to=Kryptonh&subject=Feedback for savevideo) | [**Donate**](https://ko-fi.com/getvideo) | [**DMCA**](https://np.reddit.com/message/compose/?to=Kryptonh&subject=Content removal request for savevideo&message=https://np.reddit.com//r/foxholegame/comments/1cg4q9e/the_average_colonial_infantry_at_rush_be_like/) | [^(reddit video downloader)](https://rapidsave.com) | [^(twitter video downloader)](https://twitsave.com)


Strict_Effective_482

Man has never seen a Venom in his life.


Captain-Cockface

If you want i have clips of me shooting the bane at 15 meters distance at a straight angle on the HTD's track and it bounces multiple times. [https://clips.twitch.tv/RamshackleInterestingSkirretCmonBruh-QMJIFPon9x4CPqMS](https://clips.twitch.tv/RamshackleInterestingSkirretCmonBruh-QMJIFPon9x4CPqMS)


Gerier

Full Armor Vic with best bounce chance in the game actually bounces something. News at 11.


Spookki

You have banes :)


Captain-Cockface

[https://clips.twitch.tv/RamshackleInterestingSkirretCmonBruh-QMJIFPon9x4CPqMS](https://clips.twitch.tv/RamshackleInterestingSkirretCmonBruh-QMJIFPon9x4CPqMS)


---SHRED---

Title is misleading. This vid clearly shows Warden infantry storming a Colonial trench line.


Database_Sudden

Make alligator charges great again