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  #31  
Old April 14th, 2025, 03:38 PM

lukerduker123 lukerduker123 is online now
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Default Re: Foxhole Mod for Steel Panthers WWII

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I understand exactly what you mean......
Don

I hope you get to feeling better Don! Brain injuries can be a pain in the rear and they're my biggest fear in the world. Keep fighting man -- and not just so we get that 2025 update, just in general.
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  #32  
Old July 13th, 2025, 11:44 PM

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Default Re: Foxhole Mod for Steel Panthers WWII

Running the first ever beta test with a friend, just doing a basic meeting engagement slog. Things are getting.. Brutal.
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  #33  
Old July 15th, 2025, 11:48 PM

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Default Re: Foxhole Mod for Steel Panthers WWII

Playtest is done and, for the most part, I'm pleased with how I balanced it with no tests before this lol. My friend thought that the trucks with MGs on them would be useful not realizing just how big they are and how Steel Panthers handles soft-skinned vehicles.
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  #34  
Old July 16th, 2025, 06:22 AM
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Default Re: Foxhole Mod for Steel Panthers WWII

The problem with soft-skinned MG armed gun trucks is that if the enemy is in range, then you tend to be of him as well...

Just tried a motorcycle platoon as "rear area raiders" as part of my Soviet core, and not doing that again.

Okay if the Jerries have little in the back other than mortars - but ... unfortunately they tend to have a fair helping of Flak and Pak as well. Even a couple of humble AAMGs will rip those little speedy guys apart.

And so, experiment conclusion is - just don’t do it!
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  #35  
Old July 17th, 2025, 12:03 AM

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Default Re: Foxhole Mod for Steel Panthers WWII

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Originally Posted by Mobhack View Post
The problem with soft-skinned MG armed gun trucks is that if the enemy is in range, then you tend to be of him as well...

Just tried a motorcycle platoon as "rear area raiders" as part of my Soviet core, and not doing that again.

Okay if the Jerries have little in the back other than mortars - but ... unfortunately they tend to have a fair helping of Flak and Pak as well. Even a couple of humble AAMGs will rip those little speedy guys apart.

And so, experiment conclusion is - just don’t do it!
Lol yeah, one thing I learned from all the games I've played is that putting an MG on a truck just makes it worse because it gives you false confidence, a 'noob trap' as people call them. The -one- point difference between it and the normal truck doesn't make much difference but it makes you have to commit a unit that'd otherwise retreat unmolested into combat to make it worth its while compared to the unarmed variant.
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  #36  
Old Yesterday, 11:49 PM

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Default Re: Foxhole Mod for Steel Panthers WWII

So it's been a long, long while, but I think I'm finally at the stage where I can throw the files out and have y'all mess with them. There's no LBMs, the late game(1938+) isn't balanced, but I'm pleased with what I got so far.

THINGS TO NOTE

-This isn't balanced around real life. The dates used in the mod are to simulate tech progression in Foxhole, starting with pure WWI infantry-on-infantry trench action to the late-game mechanized hellscape.

-The mod timeline can roughly be broken into three distinct phases. Early phase is 1930-1934 and involves infantry, armored cars, and paper-thin tankettes. 1935-1938 is when light and cruiser tanks start getting involved, while 1939+ is when the heavy hitters are unveiled. Massive 'battle tanks' get their start in '42, while the eye-wateringly expensive Super Heavy Tanks trundle out in '43, where the timeline currently ends.

-The installation comes with two test scenarios I whipped up over the weekend to entertain friends too busy for a proper PBEM. Don't expect balance out of them. They exist mostly to highlight the scale of combat you can achieve, for people who are used to Foxhole's rather limited 70v70 warfare.

-Oh man I forgot to change the names. I'll throw that up next 'patch'
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File Type: 7z Foxhole Files.7z (402.3 KB, 2 views)
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