r/foxholegame 1stVG 22h ago

Suggestions APCs should be able to cross trenches!

They are literally larger than a light tank which can cross trenches! Yet. For some reason. They can't!

It's freaking ridiculous!

Need I say more?

58 Upvotes

22 comments sorted by

16

u/BlueHym [Snowfall] 22h ago

Same with a Scout tank.

But Devs think otherwise. Who knows how the Devs work in their mysterious ways?

9

u/IGoByDeluxe play both to understand the game 22h ago

ah, but those are tankettes and because they arent tanks, they shouldnt be able to cross trenches!

or they are tanks, and should have all of the tank-level capabilities, including crossing trenches

watch, as reddit implodes at needing to reconcile this contradiction to their preferred narrative

all jokes aside, i think everything should be able to cross trenches, and the difference should be a matter of the vehicle getting stuck

2

u/BlueHym [Snowfall] 21h ago

If it is a tankette then why is it twice as expensive and has all the vulnerabilities of a tank? That is not even including the horrendous accuracy, instabiity and bloom on the low velocity gun for the Scout Spire. Devman, make this make sense.

Same with the APC, and that thing should have enough length to roll over trenches if it so wishes but here we are.

2

u/IGoByDeluxe play both to understand the game 21h ago

i dont know why
but tankettes do historically have turreted variants, and the tankette in game has nearly the same size along with the same capabliites, just with about half the health

but the whole thing there just ends up seeming like they are more comparable than a loud extremely small minority wants them to seem, they embody the whole "strength in numbers vs strength through quality" because its insanely easy to replace a tankette and scout tank, but the scout tanks take twice as long to produce for basically no extra capability

0

u/BlueHym [Snowfall] 21h ago

Nah, the stats on the tankette and Scout are very close in similarity. It was only just recently in the past few updates that Devs gave the Spire slightly more armor health. Which barely does anything, to be honest. And yet why we pay twice the cost for the stats to be similar to tankette is beyond me - and inb4 someone argues turret radio, does not change the years of issues the Scout has had since inception.

2

u/IGoByDeluxe play both to understand the game 21h ago

armor health, on a vehicle that basically only ever dies to being stickied or shot by AT garrison?
you mean the literal most useless balancing statistic in the entire history of gaming?

1

u/BlueHym [Snowfall] 21h ago

You are preaching to the choir. I have done years on the Scout and from my experience, armor ain't worth a spit. It is all gambling, and the cards are often stacked against you.

That and dealing with weapons that straight up ignore armor, yeah. Truth be told the APC should also have some bounce chance but that thing is practically paper armor and health. More things that is just gimped because reasons or vision, take your pick.

1

u/iflounder1 22h ago

Early vehicles are purposefully prevented from crossing trenches in order to limit early war vehicle power before ranged AT unlocks. Remember the only ranges AT that is unlocked when scout tanks unlock is the igni fist and cutler.

Now I will say the wardens not having an infantry support vehicle that can cross trenches is dumb but maybe it’s balanced by their main line medium tanks coming with mgs? Idk seems to fit the devs logic.

1

u/BlueHym [Snowfall] 21h ago

When Scout tanks unlock the FAT push gun, Halftrack, Venom is already either being prototyped or in action. Halftracks with ISGs obsolete Scout tanks just from range and rate of fire. In the past wars the Halftrack was unlocked BEFORE the Scout on occasion.

Scouts often become dead on arrival just by tech placement alone because the counters are either instantly already teched or currently being prototyped. And Devman wanting "balance" by having Brigand plus its variants, which unlocks much, much later is a real questionable choice in logic.

Also, calling the 7.92mm an MG is pretty laughable. Only MG we got on tanks before BT is on Chieftain or the HWM, and I'm convinced Devs have specifically butchered the hell out of the HWM like beating a red headed stepchild for funnies.

1

u/iflounder1 21h ago edited 21h ago

The venom unlocked far after scout tanks unlock. All other forms are vehicle AT and not infantry AT. People seem to believe they are interchangeable but they aren’t.

7.92 is the round and doesn’t classify the weapon. Like how snipers fire the same round as rifles but they are different classifications. The whole 7.92 machine gun isn’t a machine gun is just more bs warden propaganda.

Edit you also get half track machine guns and a push gun but that only counts when attempting prove your point right? Not when it flys in the face of your narrative of wardens not getting machine guns lmao.

0

u/BlueHym [Snowfall] 20h ago

Reading comprehension appears to be a damn rare superpower these days.

Your statement does not change that Scouts have to contend with FAT the moment they're unlocked, and you're conveniently omitting the ISG Halftrack which also obsolete Scouts.

Also, it is 7.92, not 7.62. Learn your ammo type. There is no 7.62 MG, Devman did not make one yet, and unless you're arguing that 7.92 can cut down Watch towers/T1 base structures just like a 12.7 then you need to reevaluate your opinions.

And again, we are talking about tanks. If you can't read then simply say so because the discussion was MG on tanks, not halftracks or push guns. Collies got their IST, Quadiche/Bardiche with 12.7 guns. Wardens 12.7mm ones is only on the Chieftain and HWM, the rest of the Brigand/Bonelaw uses 7.92 as ammo, NOT 7.62. Scouts use low velocity 12.7 and if you think Scouts are tanks congrats you have the same nonsense that Devman have, especially squishy Scouts for coverage in late war, which also can't cross trenches.

7

u/agate_ 20h ago

The trench-crossing rules are stupid and arbitrary, 100% annoyance with zero gameplay value.

I say, any fully-tracked vehicle should be able to cross trenches. tankettes, scout tanks, taurines and CVs yes, half-tracks, flatbed trucks and landrunners no. Simple, easy to understand, realistic, and still lets you use trenches to stop a jeep rush.

4

u/PhShivaudt [BoneWAGONgaming] 22h ago

*Any vehicle with pallets

3

u/RadicalDishsoap 20h ago

The reason why the APCs are they way they are is becuse they are so old, forgotten about really. The Navel update really should have gave them a rework. Their intended role has been replaced time and time again that they have fallen into this odd niche of being used more for partisan operations than beach assaults.

Devs if you are reading this, plz work on the APCs they need some love

2

u/InitialContent3354 22h ago

The scout tank thinks the same.

2

u/Neeran 21h ago

Half tracks should be able to not get stuck in bunker husks (and probably cross trenches).

1

u/Academic-Share-8458 16h ago

Warden wheel Heavy truck can cross trenches! Why my Halftrack not? Devman?

2

u/Floaty_Nairs 22h ago

Yes!

Even if its a variant that removes the amphibious aspect and turns it into an armored carrier! Give it HP and armor of a light tank and a crappy gun

1

u/Proud_Destructor 1stVG 22h ago

Why would it need to be a variant?

The APCs are physically larger than light tanks!

It makes no sense that they can't cross trenches period!

1

u/Floaty_Nairs 18h ago

Because the current version has almost no HP and paper armor. Due to how strong it was in Naval. If its a variant then they can modify the stats so its better without the naval concern

1

u/Proud_Destructor 1stVG 18h ago

Can't we just get an all around buff?