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Saturday, October 26, 2024 3:28:32 PM

Foxhole Review (chertov_osel!)

This game is absolutely unique and you should 100% try play it yourself, but it has lots of problems:
Dev team fails at adjusting balance. Artillery shells are too cheap to produce and thus artillery spam will follow you everywhere except backlines. 2 hour long artillery barrage falling on your frontline with quite small dispersion is a common occurence. Tier 1 Forward operating bases (Bunker Bases) used for pushes are extremely fragile and tend to fall after 10 minutes of shelling. It is possible to outrepair artillery damage, but it will significantly reduce frontline manpower, stalling your push, as you need at least 10-15 men constantly "hammering" base core. This problem cannot be solved by immediately upgrading your base to Tier 2 during active push; "upgrading" usually takes a whole day. Note that Tier 2 BBs have better resistance to artillery, but they still aren't immune to it. Long story short, prepare for shell shock.
Tank shells aren't costly either, and with game at current state tankers are not afraid to waste their shots at individual infantry. Trying to solo flank the tank with specialized anti-tank grenade? Get shot. Trying to peek out of trench with anti-tank rifle? Get shot. Trying to just cross the road infront of enemy tank? Get shot.
Tanks are used to be cheap in this economy, so World of Tanks-like combat with 10 friendly tanks clashing another 10 enemy tanks is normal. If you are not so lucky and allied tanks aren't around, 10 enemy tanks will pierce through your defence and beat the shit out of your infantry with ease. Anti-tank guns? You may have those, but will you be able to fight ten tanks with single field AT gun?
Tanks are able to outrange every single specialized AT weapon, except for AT Gun Garrisons, and it takes about 2 days just to be able to build these around your Bunker Base.
Building is painful in this game. It takes huge amounts of Basic Materials to build some meaningful defence. Factions have enough knowledge to build ballistic missiles, but they can't chop down trees (wtf devs???). Structures' hitboxes are wrong, and your best friends during building proccess will become "AREA OBSTRUCTED" and "TERRAIN UNSUITABLE".
Logistics lacks lots of QoL features, making whole proccess of making supplies sometimes annoying. Players mostly waved goodbye and adapted to logi pain, but forcing the whole backline suffer is far from a perfect solution. Is it that difficult to make us able to retrieve custom amount of materials from refinery order?
Exploits are mostly ignored by dev team, and are actively used by both factions. Devs don't even bother to communicate with playerbase to say if certain exploit is acceptable or not, will certain exploit be patched or not. Note that "exploit" does not equal "cheat" in this game; but it still gives faction unfair and very strong situational advantage.
Existing tutorial are sketchy, unclear, optional and (presumably) ignored by some part of new players. Newbies are prone to waste (situationally) valuable equipment. You will constantly learn something new after even several hundreds of hours of playtime. This VERY complex game needs proper, detailed and accurate ingame tutorials.
The servers are rumored to be powered with a hamster wheel. One hamster is obviously not enough to run MMO game with more than 2000 players on the (kinda) single map, so with many players, vehicles and structures in region it can become a bit laggy. Server lags are not unbearable, but sometimes it can be really annoying.
Hear me out, this game is awesome, all the new content being added by devs is AMAZING, but it'll be 1000% better if dev team will become able to hear and note players' opinion and suggestions. Surely, it must be harsh for small indie team to develop and maintain two huge game projects (Anvil Empires, check that out), but can we have just a tiny bit of QoL and balance improvements, please??