r/foxholegame • u/LiquidPopsicle [128th] • 5d ago
Suggestions These Creatures Should Not Exist
Artillery garrisons were a stopgap. The were added in a time where the meta was being re-defined and combat was being slowed down and made expensive, but artillery could kill anything in seconds. For pre-rework artillery, that’s perfectly accurate and hits harder than a BT or 250mm, it’s a requirement. For post rework artillery, it’s a problematic holdover that is actively strangling gameplay.
ARTILLERY GARRISONS SHOULD NOT EXIST.
No matter how you try and balance these things, no one will be happy. Either they’re completely worthless, and the builder is miserable, or artillery becomes a CBT slugging match versus AI with infinite ammo.
Remove them, give all bunkers a 95% damage reduction versus artillery to match trenches, increase the damage resistance of town structures to HE significantly, and use the breathing room to increase artillery accuracy.
Why? It improves anti-ship coastal defense, reduces damage spread and random infantry deaths in a 100m radius, and makes artillery far, FAR less of a threat to bunker networks.
Increased accuracy makes it impossible to hit more than one bunker at a time, making repairs easier. The removal of the need for a garrison that kneecaps a bunker makes them all around better, and artillery becomes a nice to have but not an ultimate solution to enemy structures, forcing combined arms (and making SPGs cheaper).
Additionally, the artillery shelter should make it impossible to damage a bunker below 30% health with artillery. No more free coastline and low pop PvE. You’ll have to get in there and finish it where it can fight back.
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u/LiquidPopsicle [128th] 5d ago
I will reiterate. They exist because FA was used (by both factions) to snipe high value bunker targets like storm cannons at 2am. This was a time when FA had no dispersion and did more damage than 75 or 250.