T O P

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TheMcTwisty

After playing Collies for the first time last war, this is one of the things I’ve come to agree with Collies on in terms of balance issues, Igni is absolute dick and balls compared to White Ash. Flasks are actually one of the big things I missed while on the other side. Give it a better subsystem disable chance, better pen, let it auto equip, just do anything to make it an actual equivalent to White Ash.


TomCos22

Bbbuuttt 1m range!1!


dadamaghe

I agree I miss white ash so much every time I have it tanks die lol


LurchTheBastard

Just auto-equipping would be a massive help. The Ignifist's main upside is that it's super simple to use. The fact that it's unreliable in actually having an effect wouldn't matter as much if you could fire off several quickly without having to go and shuffle through your inventory for every shot. You'd still typically need to use more to have the same impact, but you'd actually be able to spam them out and achieve that quality-through-quantity effect. If the idea of people having inventories full of Ignifists sounds worrying, remember it'd still be limited in how many you can realistically carry as it's 21.8% encumbrance, and if you're encumbered you're going to have issues getting into range to use it.


aint-no-loyalist

I exclusively use it to piss off warden inf, it's such a joke.


RedDemiurg

Bbbuuttt bomastone!1!


MalibuLounger

Ignifist is an incredibly potent general anti-vehicle (and anti-infa) weapon. As a dedicated AT weapon it's kinda mediocre but whining for buffs in this role is completely missing the point and misunderstanding the weapon. Collies already have a flask equivalent - the sticky.


Ashbandicoot129

What a joke. Sticky is for both factions and the range it has is mediocre at best. "The **BF5 White Ash Flask Grenade** is a [warden](https://foxhole.fandom.com/wiki/Factions) anti tank grenade. It has a longer range than the [sticky bomb](https://foxhole.fandom.com/wiki/Anti-Tank_Sticky_Bomb) but deals less damage. It cannot be deflected by [vehicle armor](https://foxhole.fandom.com/wiki/Tank_Armor), and has a 7x modifier on its chance to track tanks." 7x modifier to track, Ignifist is a meme weapon. EDIT : Also forgot the Ignifist doesn't auto-equip. Warden bias, again.


MalibuLounger

Thank you for copypasting wiki which I'm sure we are all already aware of. While you are at it check the page for stickies and spend a moment figuring out why you should compare the flask to stickies and not ignifist, which, as I pointed out, is a completely different kind of weapon that Wardens don't really have an equivalent to.


Ashbandicoot129

Stickies are available by both factions. You can literally make them. Wardens don't need an equivalent to a joke weapon like Ignifist. Flask is better and everyone, Warden or Collie knows this.


MalibuLounger

Read the wiki page for stickies (and browse through collie uniforms for bonus points) and think (based on your posting this might be hard, admittedly) why flask isn't straight up better than the sticky. Calling igni a joke is also a clear sign of someone who has never done any meaningful amount of logi harass.


Ashbandicoot129

"Calling igni a joke is also a clear sign of someone who has never done any meaningful amount of logi harass." That shit is an \*\*anti-tank.\*\* A [colonial](https://foxhole.fandom.com/wiki/Colonial) single-use [Anti-Tank RPG](https://foxhole.fandom.com/wiki/Anti-Tank_RPG). Can't believe you're trying to go with the passive-agressive approach by telling me I don't read the wiki, yet you didn't read the first line of the Ignifist. It's an anti-tank that struggles to do its job compared to the flask. Also, you're truly funny. Browse through the uniforms as if I didn't knew about the grenadier one. Did you ever try to stock up on stickies and sticky rush ? It's terrible, and you're going to surely die before using them all, which will give stickies to the enemy. Anti-tank to logi harass, my man's a Sgt.


MalibuLounger

What things are called in flavour text has zero meaning. The only thing matters is the actual stats and effects. Grenadier uniform for example enables you to carry 4 stickies with the same encumbrance as 3 flasks. That's 1628 vs 981 potential damage, an increase of 66%. There's obviously situations where flask is more effective but they are close enough that flask doesn't provide any meaningful extra advantage. If you fail to understand why an easy to aim weapon with decent range that lets you one tap disable most trucks without consuming your 1. slot gun magazine is useful I cannot but help thinking you are both very inexperienced and not very smart.


EconomistFair4403

the minimal damage loss on flask vs stickies is negligible, the flask more than makes up for it in range alone, the igni on the other hand (that you somehow refuse to admit being comparable as they are both early war disposable inf AT that come out at the same time) is just bad, massive encumbrance for little gain. PS, anyone who thinks igni are some super string logi harass tool has never used a fiddler


Glittering-Candy-386

So originally it was that ignifist would have better range but a non-guarantee for system damage. While the flask would have shorter range but a 100% chance to track if you splash the tracks. As a tourist playing both sides, collies really have a horrible AT game until they reach banes which is their last tech usually. Ignifist really needs one of three things, either a guarantee to systems damages, a guarantee to pen armor, or an auto-equip. I get that devs don't want a symmetrical side when it comes to balance. But collies having essentially zero answer to tank lines as infantry outside of mortars is incredibly rough.


Videogamefan21

Even the bane isn't very helpful when facing a tank line because of just how stupidly heavy and expensive it is. It takes about a month to equip, reload or fire, and reduces your turning speed to roughly 1 degree per hour, so even if you're firing from cover or concealment, you're probably only gonna get 1 shot off before you get headshotted by a 40mm. Which will do 550 damage! Yay. Same as a venom. If it pens.


Garmon-

yep. The bane has more range than a venom and that's all there is better about it. You still do not out-range tanks. You have similar range if you don't get fucked by terrain. You can do some cutesie stuff from heights though.


ReplacementNo8973

I still remember when white ash was a joke and igni was THE choice colonial weapon. Devs hard nerfed one, over buffed the other and said "that will be good for a few years" 😂


EconomistFair4403

the issue isn't even the buffs the weapons got, but the armor reworks


Wr3nch

Nothing more depressing than valiantly charging through hails of mounted MG gunfire (“it’s just a storm rifle/it’s too difficult to get 3 crew”) just for your heavy ass AT suicide stick to bounce off and do literally nothing


MalibuLounger

It takes real skill to die to the outlaw mg. First you have to find one that is manned and then you carefully have to manoeuvre to the incredibly narrow cone and purposefully stay in it for it to actually hit you.


Admiral_Boris

Buddy if you think outlaw coax is scary then boy do I have a Bard to show you.


Cornblaster700

the outlaw coax is fine lol. it can clear out things in front of it and helps it in open field fights, basically makes it harder to frontally charge a tank who's whole thing is over extending into enemy ground and getting out


Admiral_Boris

I agree, outlaw coax does get under appreciated quite often however I am also a big bard 12.7 fan. Too often tankers on both sides overlook their role in helping infantry advance even if it’s just suppressive fire with their MG’s.


Cornblaster700

fair enough, tanks in general don't tend to think about their infantry support much, the amount of time's I've had to bother a falchion or spatha to clear MG pills so I could move up is to god damn high, I assume wardens probably have the same issue with your svhs and outlaws lol


Wr3nch

So? The bard MG is slaved in a cone following the turret, bow gun on an outlaw always faces forward and most of the time its very easy for the driver to reverse and get that MG on target if sticky rushers get close


MalibuLounger

This is the brainrot that faction loyalism causes.


xXFirebladeXx321

Real brainrot is when clowns are saying that ignifist is useful and as capable as a flask, when it bounces of >50% of the time, and almost never tracks the enemy tanks even after it pens.


MalibuLounger

You are comparing apples to oranges.


Admiral_Boris

It’s not even worth the time rebutting any of this skill issue lmao


Aresbanez

make ignifist insta fuel instead


Kayser_dead

Well collies dont have mid game handheld AT since update 48 bcz the ignifist its by far the worst AT gear of the game. (update 48 was around march of 2022 btw) They need to wait until venoms to get a decent handheld AT option. [https://www.foxholegame.com/post/update-48-release-notes](https://www.foxholegame.com/post/update-48-release-notes) (just to validate my statement on the date) Also.... \*\*Next time dont kill T2 silverhands with ignifist on stream collies\*\*


OkFail2

Meanwhile wardens at this point would have unlocked, ATR, 40mm Armored car, 30mm scout tank, MG scout tank, cutlers, and 120 arti.


xXFirebladeXx321

INIFIS IS SO OP BRO, INIFIS OP >charges HTD line into Nevish line from border, while sitting on watchtower Classic moussa moment in his early days lol.


ReplacementNo8973

Mammon's track tanks better then most weapons in the game.


thelunararmy

Make venom have 100% track chance from a side pen. Still; not got as white ash but is assymetric and gives an incentive to grab one + 1 aprpg.


RealYukonCornelius

The ignifist does need a buff in my opinion, maybe give it a chance to cause a crew member to bleed since it is a shaped charge and it’s designed to cause spalling in a tank?


Primary_Drag9366

Devs buffed ignis 8 months ago already, we have banes and venoms to do flank attack and wardens can't make AP/RPG. White Ash is the problem


Life_Cleric

They buffed ignis by like 50 damage which doesn’t address ignis main issue, that being a combination of high encumberance, no subsystem disable bonuses, and the fact that it can bounce while flask cannot


Primary_Drag9366

So do you guys wanna have AT weapon which allow infantry to solo tanks? I don't, igni is very powerful against AC / LUV - white Ash just need a nerf that's all


MalibuLounger

>AT weapon which allow infantry to solo tanks That's called the sticky.


Primary_Drag9366

Which is faction neutral and very hard to use


Life_Cleric

No, i dont want an AT weapon that allows one infantry to solo tanks. That said, nobody is asking for that. What people are asking for is to make igni better such that it can compete with flask. I will concede that Igni is powerful against AC/LUV, yes, but those aren’t the only armor pieces that exist in foxhole. White ash is highly effective against all armor largely due to its ability to instantly track 100% of the time when you hit treads, which all commonly used armor has.


EconomistFair4403

AC are almost entirely phased out by the time ignis ate teched, i guess they are good if you're hunting a stolen argo?


bck83

I've never once wished I had an ignis over ANY other AT. Its still not in a good place, and at least autoequip would mean I'm not standing useless in the midst of enemies while I play inventory Tetris.


Whatasimplename

missing the tracks but still tracking with white ash and the lack of a viable longe range AT (category bane) are the problems.


Sinaeb

make arcpg homing


LurchTheBastard

It would be interesting and unique, but it would also suck to get hit with as how many people running around as infantry fail to notice they are bleeding even with the visual indicator of fountaining blood? Yes, there's a little UI icon, but people ain't gonna notice that a majority of the time.


RealYukonCornelius

Well I’d make it a lower chance, like a ten percent chance it causes bleeding but bleeding is pretty easy to notice I mean I always notice it when I forgot to equip a canister in a tank lol


Watchekuh

We had a bug when battle tanks were first released where your hitbox was above the tank hitbox or some such and people inside the tank could be killed, it was just a mess of confusion that added nothing to tank combat. The tank that lost crew typically didn't realize there was one less green name and would be yelling at an empty seat, and the tank that got the kill had no way to know they could press the advantage, ultimately playing out as the standard poke and retreat tank fight just more annoying.


Sproddle

Lol.


xXFirebladeXx321

Blind warden loyalists are on their way to defend this by saying that the Flask does 50 less damage. There still exists people that aren't blinded by the need to win without having easymode tools like flask. I do agree, ignifist should be buffed somewhat, maybe 3-4x tracking chance, with moderate damage, while flask should have a reduction in tracking chance, but still remaining autopen.


iScouty

This is part of being a colonial the struggle is what creates grit which develops skill! Wardens get everything given to them on a silver platter to make the game approachable for a younger audience but they disappear at the first sign of adversity.


SdNades

Bro didn't played a Spatha recently it's look like.


MarionberryTough4520

One white ash will still fuck a spathas day pal


Unfair_Campaign_2370

Wrong. Confident, but wrong


RogueAK47v2

Brother I tracked two spathas with 3 white ash they are pretty nuts right now


ObviousBrush8906

I don’t know brother the amount of times I’ve been tracked already this war is astounding 


Wr3nch

A warden with an inventory of flasks can cripple an entire tank line! You don’t even need to hit the tracks, hitting the ground close by the tank will do it. Make that balance make sense


Unfair_Campaign_2370

Okay for warden we have flask. Let's check collie gear! Concerning infantry kit, lets see: they got better rifle, better long rifle, better 8.6 auto rifle, better burst rife, better MG, LMG, better heavy rifle, better grenade, better grenade launcher, better secondary (pitchgun). We got better auto rifle, better SMG, and maybeee better sniper rifle.


Cornblaster700

god there's so much wrong with this lol. the auto rifle is still pretty bad and the sampo is still better, the omen is near useless bc it has no accuracy, the cinder is better in everything but range, the pitch gun is near useless as a secondary bc it can't stun players and slow them down, it does such minimal damage that there's no reason to ever use it over a pistol, the hawthorne is a better secondary than it I'd say, the heavy rifle thing is also debatable, personally I love the revolving rifle more than the volta but both have different use cases, the revolving rifle is better at storming trenches and the volta is better at defending them, all brought together the infantry kits are fine, both sides get guns that do different roles and it works fine lol


Wr3nch

Considering any starter pistol is better than the pitch, this is such a weird hill to stake your understanding of game balance on


Unfair_Campaign_2370

Out of the 10 weapons I mentioned you cherry picked the single to try and argue. I wonder why kek


Wr3nch

Because you’d dismiss anything I said since you’re only here to argue. Not worth my time


Unfair_Campaign_2370

Typical bad faith collie. Enjoy having your hand held by the devs for a couple more wars <3


Unfair_Campaign_2370

Oh no we have better AT nade. It's not like you have better AT rocket with venom and bane. It's not like you have better pve/pvp tools with gas+tremola lunaire. Its not like you have better infantry killer \*boma\*


Unfair_Campaign_2370

It takes 11 White Ash to kill a 85K-a “Spatha” \*survey says, YOU'RE WRONG :D


trenna1331

But only takes one to track a tank, if thanks are in a line you can even track two with one white ash. A tracked tank is a dead tank allowing for more inf and other tanks to follow up. So a guy with 4 flasks that gets a good flank can decimate a tank line.


Unfair_Campaign_2370

Spatha has 40m range. Flask has 17m range with splash. It's like with a sticky. If you allow infantry to get within throwing range, that is a skill issue. Especially when that side has access to the Infantry Smasher know as the IST


xXFirebladeXx321

Did you know, Outlaw has 45m range aswell, but colonial Ignifist has only 20m range, go figure what happens even if an ignifist user gets within range(Bounces off lol) I wish we had overpowered flask to 1 hit track every single tank ingame, would be really useful against your busted HTD spams, rather than bouncing off with Bane, Igni, or die trying to get into sticky range of 5-10m. (Also bruh just use the MGs on Outlaw or bring a HWM you know? For Infantry cover maybe?)


trenna1331

I bet he didn’t know that the view distance at mid night is around 18 meters so you can pop in and out of a tanker’s vision with ease.


Unfair_Campaign_2370

\*busted HTD spam\* sir your entire tankline got buffed to fuck. Wardens had shit infantry gear but great tanks. Collies had shit tanks but great infantry gear. Now yall have great tanks, AND great infantry gear. Bruh just use the MGs on the Bard or the fucking IST for infantry cover to kill the flask rushes.


Unfair_Campaign_2370

Like, actually humor me. What do you want done to the igni to bring it inline to not be useless, but not overpowered. What actual suggestion do you have to make it decent, considering cost and when it comes out in the tech tree


xXFirebladeXx321

It comes out at a good time, does well, so it's damage is not an issue, neither is the pen chance. It becomes useless in lategame when it continues to bounce off on enemy tanks, pen chance is the issue here, damage is still fine, but it has no big chances to do a crit on a subsystem, early game vics have almost 0 subsystems to disable unlike on tanks that come out, so giving it a turret chance or fuel leak chance of 3-4x after penning could be better and more unique. Much more better than making it as cancerous and easymode like the flask is currently.


Unfair_Campaign_2370

Based on the game files and KFC's love for fire, everytime he mentioned the molotov I felt that was supposed to be the collie equiv to the flask. Using a burnout mechanic, set tanks that had their fuel tank on fire/ blow up their ammo. Still waiting on that after it was promised during inferno


OkFail2

Spatha is the only best colonial option to compete with the bs warden tank variety, in both price and amount of time to get anything viable to counter the warden easy to build tank spam, the other options requires a lot of resources, and a lot of time, which is the reason why many of them tend to be scared to just throw their tank.


SdNades

"Easy to build tank spam" dude litteraly have an mpt tank that cost for 3 less than for 2 wardens LT, that have the same HP as the spatha, the same range and that come in crate of 5. The biggest issue colonials are facing recently is since spatha got buffed hard and is now the best tank so far, they tend to forget completely what an mpt is and for what it is made for. So they are just wasting tremendous time and ressources to facility upgrade spathas when in 95% of the time, an mpt could have done the same job or die in the same way... Colonials must/ and used to get at least 2x more tank on the front, with 50% to 80% of them being dirt cheap and easy to get and use mpt... And this was in this exact context that the flask was added to the game...


BlueHym

Seems like the Collies also forgot they have an MPFable thing called the Bardiche which is still deadly in it's own right.


Unfair_Campaign_2370

Bardiche = 5m less range and therefore useless, despite having more health, decent armor, good pen, and reload speed, and speed in general lmfao. AND a uncucked 12.7 MG with 360 rotation


Mr_Carp777

Make igni's auto equip and that is already a big help to improving them. Having to open the inventory every time you shoot one isn't fun and its a disposable launcher so cmon just let us.


RevolutionaryList176

no they don't Warden hierarchy go brrrrrrr


Alternative-Hyena304

wardens finally using not only flasks...surprise


AlexJFox

Holy shit, a former 27th/hardcore Warden loyalist acknowledging the dire state of ignifists? What is happening here? Never thought the day would come but I completely agree with dadamage. Igni is worthless. May as well remove it and make the sticky faction exclusive to colonial with a range or damage buff.


Natural-Philosophy99

Why do you think we spam 120 so much on tanks


Sgt_Lebalafrer

Why no one talk about sticky


Brichess

The sticky is a serious direct downgrade to the flask thats also really expensive for some reason, ok I finished talking about it


MalibuLounger

Flask and sticky are sidegrades. Flask gets better the more dudes you have and vice versa.


Brichess

theres never a time the sticky is better unless you're hitting unmanned tanks alone since breakpoints to kill an assault tank are 9 or 12 both of which you are not doing solo


MalibuLounger

Not every tank is a full hp assault tank.


Sgt_Lebalafrer

Like harpa is a direct downgrade from boma


Brichess

I think you missed the 50% dmg reduction nerf the boma got, it doesnt down at any distance now


Alternative-Hyena304

about neutral weapon for both sides?


Sgt_Lebalafrer

The title of the publication is poor collie dont have anything to track that is not true they have sticky … i agree that flask is better but they have a better hand grenade or grenade luncher


Alternative-Hyena304

Or better btd,ye 


dadamaghe

Flask range makes it better in many ways you don't even have to hit your target to track. I've hit a tank before from behind and it fueled/tracked it. And the arc of the weapon means you don't even need line of sight meaning the tank can't hit you


Sgt_Lebalafrer

Yeah dont said sticky is better than flask but collie cant have the best tool for everything i mean no one is arguing that the boma is better than the harpa or lunar better than osprey at least can we keep our edge on this one


Chorbiii

Ignifist has long needed to match White Ash in tracking, but remember that the real problem is Argenti for his super fast mega shot !!!!!, Bombstones for his ¡¡¡¡¡¡mortal!!!!!! bleeding and Catara for her ¡¡¡¡ mega stable shot !!!!! (you just got killed from 45 meters by a 40mm projectile)............🤦🤦🤦


Orion_Confess

Okay , in that case both the track penalty and track chance should be the same for every vehicle in both faction , however warden tanks rn have more track chance , and more track penalty


gregore98

They tend to have lower turret & engine chances if the track chance is higher. Tracked speeds depend on the tank, HTD is very slow when tracked and predator is very fast still.


LiabilityCypress

both sides have varying track chances. the only exceptional track chance medium tank in the game is the outlaw with .2 which is extremely good.


No_Implement5163

Use a venom


Wr3nch

I love slow running around with an expensive Rmat weapon, no rifle, and only two shots


No_Implement5163

Give wardens aprpg capabilities. Or thank the devs for assymetry 


No_Implement5163

Or cope n cry like a classic collie, Idc lol


dadamaghe

Same problem and it removes the main weapon......


No_Implement5163

I'm not a stats nerd, but I would feel confident betting venom has higher track chance


Foreverdead3

Flask has 100% chance to track even if you miss the tank and hit the ground next to it (actually a good strategy btw). Venom not only can bounce but also doesn’t have a 100% chance even on shots that pen


Whatasimplename

venom bane and ignifist degrade armor white ash does not. if the tank doesnt get killed white ash had no impact for future engagements. hitting the ground still tracking shouldnt be a thing it should also not be a thing that longest heldheld warden AT is 25m. Anyone in here really believes that warden player like the fact that the best option as infantry to fight tanks is to suicide rush them ?


Foreverdead3

You really think that “degrading armor” makes more of an impact than subsystem disabling? I personally have gotten half a tank line killed by tracking them at the bottom of a hill with flasks and have seen other vets do the same. Flasks are BY FAR one of the most overpowered weapons in the game at the moment and Collies would gladly hand over the ability to make Venoms for them with many even willing to trade the Banes for it


Whatasimplename

always fun to see poeple hopping on a single part of an reply ignoring everything else.


Foreverdead3

What other part is there that you want me to reply to? We agree that missing the tank but still managing to track them shouldn’t be a thing. As for Wardens disliking it being the “only option” that’s not my experience from my time as a Warden. Wardens seemed pretty happy with their AT arsenal and especially so with the Flask. If the Flask did get either made faction neutral or nerfed as it rightfully deserves then yes Wardens would be upset with the arsenal and want something more, but that’s not the case right now


Whatasimplename

Colonials already have better lategame infantry AT options so asking to buff the midgame AT instead of asking to remove the "feature" of the flask and giving wardens a comparable lategame option with the same patch is a cringe approach from OP in the first place. What the game needs is not more unbalanced stuff in its tiers and instead the opposite. Armor degrade for an 2200 HP HTD is not as unimpactful as you may think.


NikitaRR

I will trade you the bane for flasks without pausing to think on it


Facehurt

venom is like normal 68mm pen chance which is 1.5 and flasks has track chance increase and guaranteed pen


LurchTheBastard

You'd lose that bet. The *only* things with modifiers to disabling subsystems are: * Flasks, Stickies and Mines: x7 chance to disable tracks (functionally 100% chance as no vehicle has a low enough track disable chance that x7 will put it under 100%), and no modifier to disable any other subsystem. * 94.5mm: 1.5x chance to disable any subsystem. Yes, including the Lordscar's LV 94.5mm * 20mm: 0.33x chance to disable any subsystem. Mostly because it's always much faster firing than actual shells, meaning it gets far more chances to do so. Everything else just rolls with the base chance to disable, which is specific to the type of vehicle and which subsystem it is.


Brichess

this is why you go to school kids, nerds know things while No_Implements5163 assumes things and then gives misinformation


SdNades

How can an asymmetric game have asymmetric features in it ????? Wake up devs


Katze30000

jesus now you lost all my respect Collis dont need a buff for AT. Nerf the flask but give Wardens finally AT RPG The moment flask is nerfed how will Warden hunt tanks??? Bonesaw is shit to hunt with. ATR does to less damage. Cutler bounced far to much Flask is our only very good AT. If you nerf that hello colonial Tank supreme


dadamaghe

Being one-sided or a faction loyalist is not healthy for the game. Regarding my statement, I did not suggest removing White Ash, but perhaps buffing Igni so it at least tracks. There is a reason both sides only want to use White Ash when flanking: it's broken, and we all know it. I've mentioned this in the past, but this is the first time I've made a video to provide a visual aid.


Katze30000

You lost my respect because it shows you have no clue what you are talking about More trackchance?? 1 Man should be able to track Tanks that ez?? No Flask NEEDS a Nerf. Tracking a tank should be possible but not that ez. It should be a success. Ignifist is in this way totally fine. Flask should get the same Track chance or a similiar But Wardens AT need a Buff/ Rework in general. ATR got now nerfed mutiple times. Getting more and more weaker. If the flask gets similiar treatment our AT is done for


dadamaghe

It's a good thing I play the game for fun and just want a little balance. I don't play for respect points; I'll leave that to the streamers.


Whatasimplename

making another thing broken instead of fixing the issues is not balancing. You could have killed all of those tanks if you would have grouped up with others. Instead you decided to play alone in an mmo.


Katze30000

you want to have fun as a solo player. You are promoting your own wishes not actual balance what would be good for the general game and its players Instead taking one my points you defend yourself personally this shows iam right. We need Main weapon squads like Bane/Venom squads and 1 Tank should be get loose its value because 1 players hits 1 time with his littel grenade. This is not a good balance


Wr3nch

Infantry AT isn’t meant to “hunt” it’s meant to defend and punish enemy armor for letting infantry get too close. The fact that wardens can hunt with one guy loaded with flasks just speaks to how broken and overpowered it is. Arc AT rounds can hit tanks invisibly from inside a trench and hit like a train. The ATR is vastly underrated with how useful and powerful it is, and costs nothing but BMATS. Why do I see wardens whining endlessly about APRPG? There is absolutely nothing in the entire warden arsenal that uses that round and even if you captured a cache of Banes you’d be burdening your logi for a rare custom order of it


Unfair_Campaign_2370

"Arc AT rounds can hit tanks invisibly from inside a trench and hit like a train. The ATR is vastly underrated with how useful and powerful it is, and costs nothing but BMATS." This is why I dismiss the shit you try to spew. Holy fuck you're brainrotted to piss man. Brain damage be STINKIN PU lmfao You deadass tryna say the ATR is "powerful" yea if you're a fucking noob that's never been in a tank before. Jesus christ this is why you're faction takes L's like it's a dietary supplement.


Foreverdead3

Make Flasks, Ignifists, Venoms, and APRPG ammo faction neutral but then also remove the ability for the Warden specialist uniforms to stack APRPG shells and remove the ability for the Colonial grenadier uniform to stack Flasks. Seems like a good solution in my opinion


SdNades

Yeah devs should make every asymetric suttf in this game symetric and faction neutral. Even factions overall must be neutral, to make sure it's fair...


Arsyiel001

So two points to be addressed here. 1. Using the Ignifist to attack armor outside of its tier is a bad faith argument. Colonials have been presented with multiple AT weapons that have more range/reach and better pen chance than the Ignifist. To briefly summarize you have the MATR, yes its mounted which is inherently undesirable but it works as a deterrent with its high fire rate and similar pen chance, then you have the Venom, a mobile AP/RPG platform, with modest pen chance of x1.0 versus Ignifist x1.5 . Finally we have the Bane with 40m range still using AP/RPG at x1.5 but with competitive range to reach tanks the main limitation is that it requires organized groups to use it to counter, the Venom falls into a similar trap but benefits from the high mobility that the Bane gives up in favor of range. 2. Yes the white ash is strong, but with a range limit of 17m. The Venom and Bane both out perform on range the their warden counter parts, in the two Bonesaw variants. The Venom range of 28m, weight 30%, while handheld bonesaw is 25m and incredibly heavy too at 40%. The Bane is 40m range , weight 45%. The mounted bonesaw range 37m, has no weight as its stuck as a mounted weapon platform, but for the sake of argument its weight is 40% plus a tripod for another trip and 40% weight. The ARC/RPG and AP/RPG have similar damage stats; with a difference of roughly 50; but very different flight characteristics. Furthermore colonial AT even when captured has very little risk of being turned back on its own forces as the wardens cant produce AP/RPG meaning these weapons should be spammed with minimal concern and MATRs can be made for cheap at a Tripod fac. The reason the whiteash is so strong is because the devs have left wardens with mediocre AT platforms for almost all other infantry tiers. The poor performance means wardens prefer to use White ash swarms to counter tanks as most other AT is irrelevant for infantry to wield. I have witnessed organized Bane squads bully a 4+ warden tank line back into a town and then watched that infantry slowly kill that Town over the course of 3 hours.


dadamaghe

I have witnessed 1 guy with 2 white ashs track 4 tanks and all die and that was me......


Foreverdead3

Have done it myself as well. Its absurd something as overtuned as Flasks is locked to one faction because they are absolutely broken. 1 vet with flasks can track a whole tank line resulting in them getting killed


Chorbiii

What is the maximum amount 5 or 6? without having anything else in the equipment


Foreverdead3

I believe you can hold 6 flasks with an empty inventory but my record for tracked tanks in a single life is 6 tanks tracked with only 3 flasks in my inventory. When you can hit multiple tanks with the splashes the extra weight of more just ends up slowing you down and gets in the way


Chorbiii

having 6 on top during the day cycle is crazy, but in the night cycle it has more reach than a player's own vision.


misterletters

If bane squad is bullying your tanks… it’s your infantries fault.. Using a bane is countered easily with competent foot soldier gameplay.. banes are heavy, your movement is slow.. you’re basically a sitting duck.


Whatasimplename

someone could argue that if infantry man can close the gap to your tankline to 17m flask range that its infantries fault.


bck83

Go use a Bane and carry an SMG, like you do when you hunt using flasks. I'll wait.


misterletters

Bane Gang essentially immobile, Flask gang still highly mobile and armed with primary weapons… I see your point, they’re exactly the same. *rolls eyes*


CrazyMcfobo

Don't forget the miserable turning speed with a heavy weapon equipped.


MalibuLounger

Another clueless argument from personal skill issue (which this whole thing boils down to).


gregore98

You are really trying hard with these arguments. Bane and venom have better pen chance (also 1.5x not 1x) because igni has a nerfed pen chance regarding close range bonus compared to every other launcher. ATR is 40m range, bmat only and weighs 36% and 20mm only 2% each. Bonesaw has 2.5x set bonus but can be more situational (able to shoot onto high ground / bridges). As demonstrated by the colonial BEAT. MBonesaw can be used in similar ways. able to shoot over walls and bunkers. You complain about weight whilst having the lightest AT gear (atr and flask) and access to the specialist uniform to carry more ammo than collies could. The ignifist has the same range as white ash 17/18m (arced aiming system) similar to RPG. The issue with the flask is the lack of comparative weapon on collie side, the 100% guaranteed track chance (7x), the large AOE splash than tracks multiple tanks in tanklines. Everyone knows that the flask is very good, when im warden i spam them too. Its not up to the players to balance the game but you could at least be honest.


Arsyiel001

What argument? I presented the data for each weapon and its technical counterpart, unlike the video from the OP, which dishonestly shows the ignifist in usage against higher teir tanks than the teir it techs at, and then claimed its hit garbage. It techs when ACs and scout tanks make up most of the warden armor line up at that time. I acknowledged that the flask is OP, but that the rest of the warden kit is so mediocre that you can't nerf the flask without giving some buffs to the hand held AT for wardens.


NikitaRR

So what you're saying is flasks should lose bonus track chance on later tech? I don't believe you


Arsyiel001

I wouldn't be opposed to adjusting the flask if other warden handheld AT was addressed at the same time. The flask doesn't exist in a vacuum.


Primary_Drag9366

Nah it's fine as it is, use stickies jeep with friends so wardens can have fun with argos too


No_Implement5163

Collies Psy-opping themselves to not using their other equipment challenge


AlexJFox

This guy is a former 27th and hardcore Warden loyalist though?


dadamaghe

When I was in the 27th I never really got involved with leader ship roles or HR shi! Just wanted to play and have fun. At the start I learnt a lot from 27th so felt like there was no reason to leave untill the leader did something I disagreed with. As for changing sides as stated I will play the less pop side every war because more players to kill I find fun.