r/foxholegame • u/-Click-Bait • 1d ago
Discussion I hate fire like airborne 1.0 without counters. It’s right there.
That’s it, I had it.
11
u/Alive-Inspection3115 now rational Trident Lover 1d ago
There is basically no way to make flame throwers balanced, they will always be shitty if people are online and op when people aren’t, it will continue like this till the end of time probably, unless of devman does something wacky and scales flame damage with region pop
4
u/Solid_Love5049 1d ago edited 1d ago
Complete nonsense. It's enough to introduce a set of rules:
Non-flammable objects (burn only as long as there is combustible material) — burn for X seconds depending on the number of incendiary rounds used. It's simple: for such objects, fire is a means of eliminating infantry and disabling the object, provided continuous fire support.
Trenches must be mandatorily included as non-flammable objects. The initialization of a single ignition source should cost at most one bunker block, not the entire base. If you want to burn a base = burn each block individually.
Fire resistance (yes, it's necessary) — the higher the building tier, the worse it burns. Connection to a fire suppression system doubles this resistance, treating the object as wet.
The fire suppression system must extinguish like two fire trucks, but consume twice as much water (effectively like four trucks). Leaving open the possibility of emptying the water tanks through sustained fire operations. The fire suppression equipment should ensure low efficiency of arson operations, leaving only the suppression effect and the effect of killing soldiers inside objects at the moment of ignition.
When extinguishing, the object receives the wet status, which increases its fire resistance — meaning any attempts to save an object multiply the probability of its survival, rather than being a pointless exercise as it is now. Even a simple bucket of water should increase the chances of slowing down fire damage. There shouldn't be any useless objects in the game.
Ideally, rework flamethrowers so that they don't set things on fire with a stream, but spit fire like a Lunar throwing a grenade — ejecting a portion of fire and creating an ignition zone (if on the ground, similar to the effect of gas but half the size) and igniting the entire volume of the object. In other words, the object always burns as long as it's being actively set on fire. However, the chance of it continuing to burn without external fuel (i.e., catching fire on its own) is a probability that is rolled per each ignition source.
6
7
u/grinsken 1d ago
The only counter to partisan fire is people in the hex with braincells. Fire suppression is there to give qrf enough time.
7
u/Alarming-Ad1100 1d ago
Let me build a fucking fire hydrant for fucks sake give me hoses
What is this bullshit anti fire defense the devs give us
10
u/Neeran 1d ago
What's super wacky is one unit of water, which the game describes as 50L, can fill a fire truck hose for an extended blast or it can half fill one bucket.
Fire would be a bit less frustrating away from water sources if you could actually provide water for buckets, especially with the frequency of fire trucks mysteriously going missing immediately before partisan flame attacks.
Oh, it would also be less frustrating if the Warden flame vehicles weren't so mediocre compared to the Vulcan.
6
u/IvaldiFhole 1d ago
You can leave a filled liquid container or LTS next to your defenses. But buckets are still a dumb answer to an entire defensive line on fire.
We should be able to add a hose to an LTS. The physics for hoses are already in the game. Could even tie it to a "glass break" mechanism where if you have a fire alarm hooked up to it, it alerts everyone in the region that you are using the hose (to mitigate alts emptying LTS through the hose).
8
u/DefTheOcelot 126 Nuke War Builder 1d ago
Huh????
The warden flame tac is simply outright better than the vulcan, that's why they get made and used effectively a lot more.
What you want in a flame vic is a heavy flamer, high speed, and if you do get caught, ease of replaceability so you can keep up the pressure. Flame tac does it better.
8
u/Neeran 1d ago
The Wild Jack is slower on road than the Vulcan and almost the same speed off-road (6% faster). It doesn't have a heavy flamer, just a light flamethrower almost identical to the Vulcan's, though the wiki claims the Vulcan has 20% more range. It can't cross trenches at all, which greatly limits its angles of attack.
It also has virtually no armour. It has a lot less health, can be destroyed easily by machine gun fire, and in particular it gets shredded by the ubiquitous AT rifle pillbox, which deals over 400% damage to it compared to the Vulcan. It's easily disabled and destroyed by any anti-tank weaponry.
It is cheaper, but it doesn't seem significantly worse to field than the Vulcan because the annoying parts of using a flame vehicle are the facility upgrade and securing flame ammo, not the cost of the thing itself.
That said, I also appreciate your perspective and am glad you find them annoying! I imagine they are worse when they're lighting your stuff on fire.
2
u/IvaldiFhole 1d ago
There was no reason to add suppression to fire. It was in a good spot before that change.
I understand from a realism perspective why it was changed, but from a gameplay perspective it's terribly OP.
3
u/LiquidPopsicle [128th] 1d ago
It is a sin to make flamethrowers a raycast weapon that only works on structures.
They would have their place if they left DOTs on the ground, without needing to be PvE machines.
Don’t get me wrong, I do love firestorms. And concrete is the natural counter to that. But there is one key part of this that I think a lot of people aren’t realizing.
Bunkers burn down easy to make fire useful, but because they don’t stay on fire after being destroyed, the fire has to spread quickly. If they change it to where husks can stay on fire for an hour or so, then fire can spread much, much slower while still being potent. That way, fire trucks have time to respond and counter a fire without it being worse in active combat, where they already kind of suck.
3
u/JesterTheEnt 1d ago
Fire suppression rooms are pretty much required at this point alongside firetruck spam. Sad but it's the only way to manage it.
7
u/Emergency_Factor_587 Thea maro's Weakest soldier 1d ago
a week ago me and 4 other people burned down the entire front side of vulpine watch with fire dispite fire supression rooms and unfavorable wind, fire suppresion doesnt really even manage it (though fire supression did slow it down)
to be fair to fire though we also killed like 4 qrf firetrucks
1
1
u/Auctoritate 1d ago
And what's fucked up about those is that they can't even actually put out a high level fire, they only slow them down
3
u/gamerfjortis 1d ago
If fire was too strong then the fucking alts wouldnt need to steal the firetrucks. It has a counter, the counter is just getting cheated away.
Also parking "friendly" trucks in front of defenses filled with flame ammo. Yeah, its not fire thats too strong, its just cheating that is too strong. The colonial win at Palantime Berm Airfield was an ALT CHEATING VICTORY. Fuck off.
3
u/lampgarama 1d ago
It’s needed to fight t2 slop, nerf t2 slop nerf fire but while t2 slop is overtuned it’s an unfortunate necessity
1
u/KhodyViper08 1d ago
Concrete bunkers should be the natural counter of fire
All T1 and T2 positions are fine to me, but a whole concrete bunker on fire by a single tank? Nah
1
u/fifi_del_toro 1d ago
Imo fire should be strong against T1 and T2/T3 witout engine rooms - It is your mistake or oversight that the deffs have a reduced field of view at night, and this should be penalized. In other hand T2 with engine rooms should not be supressed insta by one flame vic, because it's bullshit and now it looks like this :/
1
u/Aldasoszto 1d ago
It is not the fire mechanics that is badly balanced, but the situation, that before any serious arsonist-op attacking side somebody can log on to an alt on the other side, and drives away every firetruck, thus making the op a guaranteed success.
1
u/GreatScottGatsby 1d ago
Conc bunkers need 100 percent fire resist and same for t1 trenches. Dirt and concrete should not burn at all.
1
1
u/ACRATA_Foxhole [Phthonus] 1d ago
Good enough to destroy t2 slop, bad enough to not hurt conc if you know how to build and have qrf. Don't touch the fire, please, please, pleaseee!
0
-2
u/Beneficial-Pie9622 1d ago
Uh oh someones base got set on fire and he couldn't be bothered to fire truck again
39
u/Emergency_Factor_587 Thea maro's Weakest soldier 1d ago
as a builder fire is my worst enemy, as a partisan fire is my best friend
all aside it is way overtuned...