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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. In that phase, another player with a Trauma Kit can come over and revive them. (However, players who are [[ChunkySalsaRule hit by artillery fire]] generally to die instantly.)

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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. In that phase, another player with a Trauma Kit can come over and revive them. (However, players who are [[ChunkySalsaRule hit by artillery fire]] generally to die instantly.)
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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. In that phase, another player with a Trauma Kit can come over and revive them.

to:

* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. In that phase, another player with a Trauma Kit can come over and revive them. (However, players who are [[ChunkySalsaRule hit by artillery fire]] generally to die instantly.)
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** Logistics quite literally win wars. All the flashy toys are useless without a bunch of people just driving around the map and shipping ammo, fuel and construction materials.
*** This goes a step further with field artillery. Having a steady supply of shells allows to simply [[MoreDakka blanket the frontline]] and thus driving enemy force away. It might not be as exciting as door-to-door UrbanWarfare, but it sure as hell gets the job done.
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** Also zig-zagged, because while the game adds unrealistic visibly moving projectiles, the damage itself is applied under more realistic [[Hitscan]] rules that treat the bullet's flight as instantaneous.

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** Also zig-zagged, because while the game adds unrealistic visibly moving projectiles, the damage itself is applied under more realistic [[Hitscan]] {{Hitscan}} rules that treat the bullet's flight as instantaneous.

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Added example(s)


* AwesomeButImpractical:
** The sniper rifle can one-shot an enemy and has an extremely long range, but in return it has a slow rate of fire and takes a very long time to achieve a steady aim, in which the target can escape.
** Super Tanks are the strongest land vehicles available, but their high cost means the resources needed to build one are better spent on multiple Battle Tanks. The Colonial O-75b "Ares" gets this especially: while its twin 75mm cannon can OneHitKill almost any vehicle, it's the tank’s only weapon (meaning it has zero defense against infantry rushes,) it takes four people total to load and fire, and it only has eleven shots (if firing both barrels each time) before it has to resupply.
** Submarines can rapidly take out enemy ships while remaining undetected… at least in theory. In practice, they can't stay submerged for long enough to sneak up on a target and their engine is loud enough to alert their targets anyway. Not helping matters is the fact that they're unlocked at the same time as the Destroyer, which is just as good as hunting ships, has the additional utility of carrying out shoreline bombardment and acting as a global spawn point, is the natural counter to the Submarine with its Depth Charge launchers, and is only slightly more expensive.



* AwesomeButImpractical: The sniper rifle: it can one-shot an enemy and has an extremely long range, but in return it has a slow rate of fire and takes a very long time to achieve a steady aim, in which the target can escape.

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* AwesomeButImpractical: The sniper rifle: it can one-shot an enemy and has an extremly long range, but in return it has a slow rate of fire, expensive ammo and it takes a very long time achieve a steady aim, in which the target can escape.

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* AwesomeButImpractical: The sniper rifle: it can one-shot an enemy and has an extremly extremely long range, but in return it has a slow rate of fire, expensive ammo fire and it takes a very long time to achieve a steady aim, in which the target can escape.



* DifficultButAwesome: Battle Tanks. Badass death-machines of destruction with thick armor, a big canon and a deadly machine gun. But needs a crew of 5, chugs a lot of fuel and to produce you need a lot of refined materials and expensive blueprints.

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* DifficultButAwesome: DifficultButAwesome:
**
Battle Tanks. Badass death-machines of destruction with thick armor, a big canon and a deadly machine gun. But needs a crew of 5, chugs a lot of fuel and to produce you need a lot of refined materials and expensive blueprints.blueprints.
** Ballistic Rockets. They require multiple specialized facilities to construct the parts, which are made from hundreds of the game’s most advanced materials, need an equally advanced structure to generate their launch coordinates, and take 72 real-life hours (including the fueling process) before they can launch- during which their position and target is revealed to the entire server. However, if a squad can successfully launch one, it ''permanently'' destroys all structures (up to and including Victory Town Halls) within the blast radius.



* NitroBoost: The motorbike can boost itself at the cost of consuming extra fuel. This makes it a very good vehicle when patrolling, doing recon, or [[VehicularAssault ramming straight into enemy lines]].

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* NitroBoost: NitroBoost:
**
The motorbike can boost itself at the cost of consuming extra fuel. This makes it a very good vehicle when patrolling, doing recon, or [[VehicularAssault ramming straight into enemy lines]].lines]].
** Warden Cruiser Tanks (the Gallagher Outlaw and its variants) can perform a boost as well to get in position where enemy tanks have weaker armor.



** The light tank is smaller, less armored and lower firepower. However, it's cheaper to produce, very manuverable and requries only crew of 3 (Gunner, Driver and Commander).

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** The light tank is smaller, less armored and lower firepower. However, it's cheaper to produce, very manuverable maneuverable and requries requires only a crew of 3 (Gunner, Driver and Commander).



** Super Tanks are essentially battle tanks on steroids: greater firepower, tougher armor, and even more expensive construction and fuel.



** {{Downplayed}} with tank commanders, which can equip binoculars to allow the gunner to shoot ofscreen.

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** {{Downplayed}} with tank commanders, which can equip binoculars to allow the gunner to shoot ofscreen.off-screen.
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* CoolBoat: With update 1.54, naval systems are a part of the game; both sides receive redesigned gunships and new battleships, along with two faction-specific ships. Wardens receive a submarine that can dive and torpedo enemy ships, while the Colonials have a sonar- and depth-charged equipped destroyer.
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''Foxhole'' was initially released in Early Access in 2017, recieving a full release on September 28, 2022.

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''Foxhole'' was initially released in Early Access in 2017, recieving receiving a full release on September 28, 2022.



* AntiVehicle: A number of anti-vehicle weapons exist, including; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank rifles.

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* AntiVehicle: A number of anti-vehicle weapons exist, including; including [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank rifles.



* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. Before they die out, another player with a Trauma Kit can come over and revive you, but sometimes your enemies will reach you first and trash talk you while you die instead.

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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. Before they die out, In that phase, another player with a Trauma Kit can come over and revive you, but sometimes your enemies will reach you first and trash talk you while you die instead.them.



* CosmeticallyDifferentSides: The Colonials and the Wardens have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers, most which are identical stat-wise. However, the ''Arms Race'' (0.37) update introduced faction-exclusive variants for some vehicles. The tanks especially are very varied and have it's own models and variants with different stats depending on the factions.

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* CosmeticallyDifferentSides: The Colonials and the Wardens have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers, most which are identical stat-wise. However, the ''Arms Race'' (0.37) update introduced faction-exclusive variants for some vehicles. The tanks especially are very varied and have it's varied, having their own models and variants with different stats depending on the factions.

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* OnSiteProcurement: A common strategy is to get into the front and get equipment from dead troops instead of its own supplies in order to save equipment in the long run.

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* OnSiteProcurement: A common strategy is to get into the front It's perfectly possible and get equipment from even encouraged to pick up dead troops instead of its own supplies in order soldiers' gear (friendly or enemy) and either use it yourself or return it to save equipment in base to be reused by someone else, since it reduces the long run.burden on your side's supply lines and manufacturing to use stuff that you found rather than taking it out of the base stockpiles.


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* UnusableEnemyEquipment: Completely averted. Dead enemies drop everything that was in their inventory, and there's nothing stopping you from picking up a dropped enemy weapon and using it yourself as a form of OnSiteProcurement. This is especially handy if the weapon in question is something your side hasn't researched yet, which you can then [[HoistByHisOwnPetard turn against the enemy]].
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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. Before they die out, another player with a Trauma Kit can come over and revive you; but sometimes your enemies will reach you first and trash talk you while you die instead.
* CommonCrossover: Given the nature of the game (long drawn out battles with insanely-high casualties), Foxhole has become rather popular with Warhammer 40K fans, with one of the larger clans within the community (The 82nd Death Korps) being named after one of the more well know units of the Imperial Guard.

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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. Before they die out, another player with a Trauma Kit can come over and revive you; you, but sometimes your enemies will reach you first and trash talk you while you die instead.
* CommonCrossover: Given the nature of the game (long drawn out battles with insanely-high casualties), Foxhole has become rather popular with Warhammer 40K fans, with one of the larger clans within the community (The 82nd Death Korps) being named after one of the more well know well-known units of the Imperial Guard.



* CrypticBackgroundReference: The game's lore primarily exists of small bits of flavor text for maps, along with statue plaques, forgotten notes, and descriptions of view points that reveal tiny snippets of the setting.

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* CrypticBackgroundReference: The game's lore primarily exists consists of small bits of flavor text for maps, along with statue plaques, forgotten notes, and descriptions of view points that reveal tiny snippets of the setting.



* DashAttack: Zig-zagged. While it's not possible to shoot while sprinting, you can always affix bayonets and stab with it.

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* DashAttack: Zig-zagged. While it's not possible to shoot while sprinting, you can always affix bayonets and stab with it.them.



* FantasyCounterpartCulture: The Warden faction uses gaelic and anglo-germanic proper nouns and French/German inspired aesthetics, while the Colonial faction uses latin and hellenic proper nouns and American/British inspired asethetics.
* ForeverWar: The game takes place at a fictional world of endless conflict between the Colonials and Wardens, which had started centuries ago and has left the battlefield resembling the World War period. The current conflict isn't some major push for victory for either faction, but a campaign to capture the resource-rich lands to continue the war. The "Battle of the Red River" event was stated to be set in the beggining of the current wars, the troops instead had Napoleonic-era muskets and uniforms.

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* FantasyCounterpartCulture: The Warden faction uses gaelic Gaelic and anglo-germanic Anglo-Germanic proper nouns and French/German inspired aesthetics, while the Colonial faction uses latin Latin and hellenic Hellenic proper nouns and American/British inspired asethetics.
* ForeverWar: The game takes place at a fictional world of endless conflict between the Colonials and Wardens, which had started centuries ago and has left the battlefield resembling the World War period. The current conflict isn't some major push for victory for either faction, but a campaign to capture the resource-rich lands to continue the war. The "Battle of the Red River" event was stated to be set in the beggining beginning of the current wars, the troops instead had Napoleonic-era muskets and uniforms.



* GenreBusting: Foxhole combines multiple game genres to create a unique war experience, taking the social aspects of a sandbox {{MMORPG}} like ''VideoGame/EVEOnline'', the "massive persistant war" from ''VideoGame/PlanetSide'', isometric top-down shooting from ''VideoGame/RunningWithRifles'' and also has the [[YouRequireMoreVespeneGas logistics and supply system]] of a RTS game.

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* GenreBusting: Foxhole combines multiple game genres to create a unique war experience, taking the social aspects of a sandbox {{MMORPG}} like ''VideoGame/EVEOnline'', the "massive persistant persistent war" from ''VideoGame/PlanetSide'', isometric top-down shooting from ''VideoGame/RunningWithRifles'' and also has the [[YouRequireMoreVespeneGas logistics and supply system]] of a RTS game.



* HitAndRunTactics: The basis of what the community calls "partisans", small forces (usually independent squads) that slip into enemy territory to raid supply lines, trash undefended camps, and silence artillery.

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* HitAndRunTactics: The basis of what the community calls "partisans", "partisans"; small forces (usually independent squads) that slip into enemy territory to raid supply lines, trash undefended camps, and silence artillery.
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** Also zig-zagged, because while the game adds unrealistic visibly moving projectiles, the damage itself is applied under more realistic [[Hitscan]] rules that treat the bullet's flight as instantaneous.
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100 is the new longest war

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** War 100, at 55.8 days, has again broken this record. Initially a fairly even match, the Wardens eventually gained a substantial lead that reached its height around day 33, before being slowly pushed back.
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wounded timer is 30 seconds, not 20.


* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 20 second "downed" phase. Before they die out, another player with a Trauma Kit can come over and revive you; but sometimes your enemies will reach you first and trash talk you while you die instead.

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* CombatResuscitation: When taking small arms fire, players usually don't immediately die but enter a 20 30 second "downed" phase. Before they die out, another player with a Trauma Kit can come over and revive you; but sometimes your enemies will reach you first and trash talk you while you die instead.
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''Foxhole'' can be found in Early Access on {{UsefulNotes/Steam}}.

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''Foxhole'' can be found was initially released in Early Access in 2017, recieving a full release on {{UsefulNotes/Steam}}.
September 28, 2022.
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* RareGuns: In-universe, the Storm Rifle is a 7.92mm rifle with a large side-loading magazine and a selective-fire option, fulfilling long and short range duties admirably. It's also a rarity in the game's battlefields, having been too difficult to produce and falling out of favor for the far cheaper bolt-action 7.62mm rifle. Building them requires having an advanced war factory.
** Interesting enough, it is based on real-life rare gun [[RareGuns/BattleRifles FG 42]].
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* PlayerVersusPlayer: While there are [[SentryGun automated AI defenses]], ''Foxhole'' is predominately player-focused and does not have bots or AI enemies. Automated defenses are considered a NecessaryWeasel--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting.

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* PlayerVersusPlayer: While there are [[SentryGun automated AI defenses]], ''Foxhole'' is predominately player-focused and does not have bots or AI enemies. Automated defenses are considered a NecessaryWeasel--the an [[AcceptableBreaksFromReality Acceptable Break from Reality]]--the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, ''and'' garrison towns away from the immediate fighting.
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* Scunthorpe Problem: The games profanity filter would censor words containing "scrap". To get around this, the playerbase started to use the term "scroop" instead. The profanity filter would eventually be changed, but the term "scroop" stuck around.

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* Scunthorpe Problem: ScunthorpeProblem: The games profanity filter would censor words containing "scrap". To get around this, the playerbase started to use the term "scroop" instead. The profanity filter would eventually be changed, but the term "scroop" stuck around.

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