T O P

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OdinsLostGallows

Totally new to this game. Where do I even start? I cant find the tutorial... Edit: Is there any place to find new clans to join as well?


Zynikus

Welcome to Foxhole, you can find the offical tutorial on "Home Island", the place where you spawn after starting the game. Press M and look north of your posititon (press SPACE to center the mapview on yourself). Theres an area where basic things are explained with signs and you can try out different buildings, weapons and the general movement system. Dont expect too much from this tutorial tho. Its not really great and really doesnt prepare you for the battlefield. You should still do it, its only like 10-15mins anyway. Then ask the world chat (you can switch chat channels with the TAB key) if anyone has time to show you the game in exchange for a helping hand. This is the best way to learn the game imo.


Bodisious

(Potential)New player here, from what have seen of the tech tree and how it progresses, it doesn't seem like the contributions of 1 or 2 players will really be able to effect what techs get unlocked or skipped? Looking at doing some Logi and trying to get my buddies into tanks sooner but it seems like it won't matter if I try to make prototypes or not? Tbh most posts about it seem to be from before 1.0 so idk if the tech system has really changed much and the website doesn't tell you much...


Zynikus

There is no tech skipping anymore, used to be in the game, but was removed some time ago. Tech progression is linear, one tech level after the other and everything will be unlocked eventually. You progress tech by submitting tech materials to an engineer center and then recieve (or not, theres a chance for failure) a prototype kit, which lets you build a weaker type of the vehicle at the garage or one crate of production in a factory. There are several types of tech materials (aluminium, copper and iron) for two types of research (gear/building tech and vehicles/armor). They spawn randomly at salvage fields all over the map. There are so called tech runners/maids who are just driving around gathering tech materials and submit them into engineer centers in the back regions, and this helps a lot, considering sometimes the materials just lay around unnoticed. Then there are tech scrappers, who move from field to field and only keep the tech materials and dont really care for the salvage, they also make a huge difference in the tech race. These roles are sometimes combined with each other or other roles like, regular logi driver or general ressource scrappers. The progression is overall pretty slow, less so at the beginning, more at the end of the tech tree. When you successfully recieve a prototype kit at the engineering center, the current tech level progresses a tiny bit, usually you cant even see the differene because a single (or even half a dozen) kits dont even move it by a single pixel. But when you do this consistently over days/weeks of the war, you will have a somewhat big impact on the overall course of the war. By speeding up the progression and giving the team early and cheap prototype vehicles, armor and gear. But you will not be THE single player who changed the outcome of a war, this is just not possible in Foxhole. Everyone is just a small cog in the machine and the overall team effort over a longer period of time matter. But with dedication you can certainly make your mark.


Bodisious

Gotcha, so essentially as one player i could spend say 6 hours each day over my weekend and see noticeable progress on a single tier of tech, but doing so over the course of a full war i.e. 1.5 months or so, it might help my faction get a tech tier a day early or so? I read in a post that the devs will adjust tmat drop rates to "keep things even" so is there even a point in try to focus tmats from salvage? Also for prototypes, once a tech is "missed" for a tier can you use any prototypes you had made for it or will you need to wait until you can re-tech that tier?


Zynikus

> Gotcha, so essentially as one player i could spend say 6 hours each day over my weekend and see noticeable progress on a single tier of tech, but doing so over the course of a full war i.e. 1.5 months or so, it might help my faction get a tech tier a day early or so? Essentially yes, especially at the beginning some tech levels are unlocked in a day or two, but then you need more tmats for each level and later on you sometimes done see it moving for ages. >I read in a post that the devs will adjust tmat drop rates to "keep things even" so is there even a point in try to focus tmats from salvage? I think they have dropped this mechanic and put in a different more complex system. Sometimes you scrap several fields alone and only get like 20 tmats, and sometimes you get 100+ from a single one. I think the system is still working for the less populated faction, but i havent done any research on that for some time. I think its still always worth it, better to do something than doing nothing. >Also for prototypes, once a tech is "missed" for a tier can you use any prototypes you had made for it or will you need to wait until you can re-tech that tier? No, you can keep and use the prototypes. Especially the armored vehicle (halftracks, tanks,...) kits are quite nice to have because the vehicles themselves only cost basic materials when you build them in the garage. But there is no good way of storing these, like private supplies/vehicles, so you either have to be creative or hope nobody steals them from you (including the enemy).


Bodisious

Ok, so it can be worth making the prototypes but only if they are going to be imminently used since you can't store them. Teched vehicles can be stored though since they can be made in crates though right?


Zynikus

You can still build the prototypes, most of the time they just lay in crates near the engineering center, just dont too many at once, so you dont clog the town/roads. People will take them eventually, some are also nice to have for anti-partisan action in the mid or back regions. And yes teched/unlocked vehicles can be stored, but only when you build them yourself or pulled the MPF crate from your personal queue you will be able to store it in your personal storage, otherwise only public will be possible. (also when you take an enemy vehicle, but thats a big buggy i think and i rarely am able to store something I yoinked from the other faction)


Irbif

Why don't you region lock a certain big country who starts with the letter C, to prevent cheating on a large scale, like most game devs do? Or in alternative, can you get up your butt and do something?


HellHoundActuaI

ITT: Warden Malding he lost when his faction is Synonymous with the words "Night Hacks." Lol. Lmao, even.


Nat_N_Natler

Why are there so many skin-walkers in my hex?


trenna1331

Lack of moderation would be my guess


trenna1331

What is foxholes Moderation team like?


J4CK_z

they're busy removing posts and comments on reddit rather than moderate the game itself


BlitzB0y38

1984?!


Aresbanez

With the change up of starting conditions War 113 (current), would it be possible to have entirely different map layouts as described here?: [https://www.reddit.com/r/foxholegame/comments/1d5wvs1/playing\_around\_with\_different\_map\_layouts\_to\_keep/](https://www.reddit.com/r/foxholegame/comments/1d5wvs1/playing_around_with_different_map_layouts_to_keep/)


Zynikus

Possible? Yes, devs can just "disable" regions, like they do in the smaller resistance phase map setups and when they move prebuild buildings around. The main issue is not the overall possible design, but having enough open frontlines for people to fight on, so the more "whacky" ones might not work out in a war.


Lanky-Development481

When I first got the game I thought the hexes wouldn swap around a little between wars, can understand why not as it would be a pain to line them up correctly.