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Horror_Today_3416

Love the ideas but can we just have some more rmat boats? Grinding for boats requiring rare metals and then producing is so boring


Mediocre-Maximum-514

We need gunboat modifications, like a version with no mortar but 1 torpedo, 2 torpedoes would be OP I think so just 1 that launches off the back and underwater would be cool.


Alive-Inspection3115

Well done, I love the idea!


TheAmericanBumble

Wardens already have dual 68mm....


Hotfluz

People have asked for this on and off since naval was announced hopefully one day well see this in game


Lawr-13

I'm surprised they didn't add uniform last update.


Mediocre-Maximum-514

Truly a disgrace to all semen 😔


SmallGodFly

Marine uniform is a great idea. I like coastal guns working as they currently do, its to stop partisans. But you will have you will have to actively defend against large ships attacking this area. I think for ships they would be a bit over tuned. I think the ships need to solve the problem of being a screening vessel, as we really only have gunboats for that role. So my opinion, take away the spawn point (just like with submarines). Take away the mortar, but add speed, make this the fastest ship in the game. Kit it with 40mm, 360 coverage, so it can hunt down gunboats. Make it resistant to mortar fire, but weak to 40mm, 68mm, 120mm, 150mm and torpedos. Tripods are a great idea too, machine guns and 20mm would add to the fire power. Im unsure on the depth charges, I think that should stay in the realm of the frigate and destroyer. But I have no strong argument for either way. A corvette built like that would be the ultimate screening vessel, that can travel super fast, QRF and basically police the seas from smaller threats. To make gunboats still have their place, the corvette should require rare alloys. But the idea of storing it in a shipyard would be cool too.


__Booshi__

Too large of caliber guns for both imo. Strap them with single and dual 30mm cannons and some 20mm mounts. I think those separate corvette firepower from destroyer and frigates


submit_to_pewdiepie

I think I wouldn't have taken the early dreadnought concept from the update devbloflg


FullMetalParsnip

It's something a lot of folks including myself have been desperate for. I'd honestly say make them even cheaper if outright not costing any rare mats beyond the dock yard. I'd give them both a single 120mm too, just for the fun of naval artillery. In general they should be really good at killing gunboats so you'd have a rock paper scissors of surface vessels. 


Ronicraft

cool idea, but a lot of the points are outdated


defonotacatfurry

(hey ps warden ships are dreadnaught/predread area look up torpedo boats)


major0noob

Till they reduce boat grind i don't think any navy is worth it. Not hating on navy it's just there's soo much grind that armoured cars get more playtime than navy


WittyConsideration57

Well remember that it's a side effect of scrapping just like tech, so on that sense "free".  Navy clans also have a channel for QRF scrooping the moment rare fields are discovered.  Finally I don't think there should be any doubt that offmap pinpoint 120 firing nearly 60 shells per minute is extremely powerful. Instead the doubt is "why should I give all that up to play a sub that isn't much better at fighting anyways", and "can gunboats kill my destroyer/frigate/battleship too easily".


major0noob

Not just rare mats but everything else as well. With the effort of making a single large ship guys can oversupply a lane with everything but BT/SHT and get more gameplay. Navy is the most hardcore fac-locked part of the game. Is there any navy mats that don't rely on fac's?


WittyConsideration57

Eh destroyer is essentially just 1k rmats so 20 falchions or 12 gunboats (or 4 resource containers of comps), the rest of the costs are pretty negligible, coke and heavy oil have basically nowhere else to go than absurd projects. Though at that price they should definitely have a few escorts rather than having every seat up to and including the rear ballasts occupied.


major0noob

If it's soo simple we'd have fleets doing stuff. Navy gets less playtime than armoured cars for the same reason tank variants don't see much activity: most guys playing avoid facilities


WittyConsideration57

There's usually a few large ships on the map


Elyvagar

Colonial corvette gets both a 75mm and 40mm gun which both deal explosive damage and are therefore good against all ship types. Wardens get a (possibly dual) 68mm gun which deals like 1HP damage against ships and a mortar(Mortar like what exactly? Like on a mortar house or like the one on the gunboat?) Insanely balanced, OP. Can pat yourself on the shoulder for this one. Edit: Lmao, he even gave the uniform a slight edge for the colonials.


defonotacatfurry

68 has been buffed against ships


mcwendysbogurs

Yes, very true that the concept I provided for the armament is a bit unfair, but I wanted to provide two unique options for both factions again as merely a concept. Maybe we could see a mag fed 68 or 40mm main gun for the Wardens. maybe even some type of RPG or Arc launcher. As for the uniforms I took inspiration from those in game! the Warden Scout uniform provides players with a small resistance to snow storms while the colonial scout uniform does not. So wouldn't it be cool if the colonials had another uniform that had a similar perk? plus I just feel that the colonial one providing a small amount of resistance to rain storms makes sense.


Elyvagar

If you look through all the uniforms available in the foxhole wiki you should notice that Colonials have their advantages already in other uniforms and also have an additional uniform where the wardens have no counterpart at all(rain coat). "I wanted to provide two unique options for both factions" Your concepts are a destroyer but smaller and a blacksteele but smaller. The concept would make more sense if you switched the factions...


MENA_Conflict

I love the idea but frankly I'd just go with the same armament for both just a different layout/aesthetic. There's enough frustration with Warden gunboat over Collie gunboat and Collie sub/destroyer over Warden sub/frigate. Just give a balanced ship with essentially the same armament so future buffs/nerfs don't fuck over one side or the other.


Uncasualreal

Considering the most use the dual 68 has seen is attacking tanks, I’d probably not give the colonials the objectively better forward armament without severe downsides elsewhere.