Foxhole Weapons Guide (Top 20 Tips)

Are you feeling lucky, Pal?


I love the weapons in Foxhole. Frontline infantry fighting in Foxhole is just the kind of catharsis that I need from a gaming sesh. Even though the top down view and the gun play takes some getting used to, it is the thing that keeps me coming back.

So here my 20 “Did you know?”’s about Foxhole weapons. A little collection of tips and “how to’s” to get the most out of your infantry play.

 

20. Night Fighting

As you can see, your view range is quite dramatically reduced during the night.

When fighting at night, view ranges are reduced which can make for some very interesting plays. You will have about half an hour of “real time” night. During which, only the boldest and most suicidal tank crews will still be braving the front.

Infantry skirmishes and sneaky flanks will be the theme of the night. To that end, the best guns to use are ones that can give more bang and make those bangs faster than the other guy's gun. You won’t need longer range so using an Argenti or a Blakerow, a Sampo or Fuscina, will give you the advantage in night fighting. You’ll practically be right on top of the enemy by the time you engage so use something where range won’t matter.

 

19. You can attach stuff to rifles!

A Warden soldier with their Ospreay rifle mounted grenade launcher

I love nothing more than bayonetting people in the trenches. Being able to fight melee as well as have some rounds to put down is my ideal loadout. It’s no secret that, for a warfighting, trench clearing game like Foxhole, bayonets are a thing.

But you can also attach a grenade launcher to the end of pretty much any rifle as well. The launcher gives added range than simply throwing the grenades. It can also fire the green ash gas grenades as well as the Harpa frags. This is a Warden exclusive piece of kit but Collies can still find and use them.

To attach things to your rifle, make sure it is equipped in its correct slot. It can’t just be sitting in your backpack. If it is, just click it and it’ll be equipped in its correct slot for you. Then just press the F key and your little soldier will fix it on.

 

18. The Pitch Gun is a Secondary weapon.

Yep, you heard that right. The Pitch gun actually fits in the secondary weapon slot. The two handed submachine gun is the perfect primary weapon for tankers, medics, Logi, and basically anyone who needs their primary slot for something important that can’t do any killing.

 

17. Put your heavy ass machine gun away

Look at the size of that thing!

Something that might not be as obvious until you’re actually using a big ass gun is that aiming and moving with it is painfully slow. If your character has to turn 180 while aiming something like a Malone, they’re gonna take an age to do it. 

So when you’re getting your big guns into static positions, it’s much easier to switch to a pistol or just your fists until you’re set up and facing the right direction.

 

16. Some weapons have different fire modes

The Aalto Storm Rifle.

If you pick up a weapon that has an (A) or (S) next to its name then you have in your hands a weapon that can switch between semi-auto and full-auto fire modes. This gives you the option of being much deadlier during close quarters engagements while also being able to get the most accuracy out of your weapon at longer distances. Simply press the F key to switch the firemodes.

 

15. Try and conserve ammo.

Logiman works very hard to get your ammunition churned out of the factories and onto frontlines. When you put a clip into your weapon, that clip can not be unloaded. I know it is a hard habit to break but don’t keep reloading just to keep your weapon full. Especially because you can see your ammo count anyway.

The only time I would personally justify putting fresh mags in is if there are plenty lying around on the front and I’m about to make a push for somewhere. To that end…

 

14. Frontline loot goblin is the way

Don’t worry. No one is hiding in that thing.

On particularly crowded fronts with intense fighting, don’t waste your time and resources by kitting yourself out at the base. You spawn in with a pistol and two mags. There is so much gear out there just lying on the ground.

A lot of players will put storage boxes like the one pictured above in spots between the base and the frontline. They’re normally full of whatever has been looted from corpses. Gear thats free to a good home.

So don’t be afraid to try your luck corpse diving. You never know what you might find. 

 

13. Your fists are weapons

This might seem a bit obvious. Not to mention slightly mad but if you want to go charging enemy lines with nothing but your mitts and high spirits but hear me out. You can absolutely beat the enemy to death with your fists. What’s also good to know is that if you are right up next to an enemy player, they won’t be able to use their weapon to shoot you. 

It’s almost as if being right on top of a dude and wailing on them with your fists incapacitates their trigger finger. Either way, use at your peril but remember to get close.

 

12. Got no cover? Crouch

Look. You’re out in the open anyway and you and some other dude from the enemy faction are spitting lead at each other. He’s landing hits. You’re landing hits. One of you is gonna drop.

There is one way to appease RNGesus and give you a slightly better chance of coming out of it alive. Just press the C key. You might still be out in the open taking incoming but your stability will have a boost to it that could mean the difference between your desperate shots landing or not.

Definitely one to keep in mind. It’s easy to forget with the top down view that your soldier is just standing there like a lemon while being belt fed hot metal hatred.

 

11. Cook you grenades

Everyone's favourite Boma

Not in the oven or anything. Don’t do that under any circumstances. Do “cook” your grenades for a second or two before you throw them. By holding on to the left mouse button, the pin will come out but the grenade won’t be thrown until you release it. 

Depending on the distance to your target, you’ll have to do some on the spot guesstimation but if you get it right, you’ll land that nade right on the enemies lap and they won’t have a chance to get away. 

 

10. 12.7mm is light AF.

12.7mm ammo is used in machine guns both vehicle mounted and man portable. The kind of guns that you can set up with a good view and spend hours denying an entire area until the enemy gets wise and blows you to bits. 

Before that inevitable frontline death comes for you, though, make sure you stuff your backpack with plenty of that sweet 12.7mm. Each clip will barely encumber you so as long as there is plenty in the base, you should take quite a bit with you.

Even if you die, there should be friendlies nearby that can pick up where you left off. It doesn't matter who's using the thing as long as it’s getting used and if there’s plenty of ammo there then the gun can stay up, doing its job.

 

9. Switching weapons will remove attachments

When you have a bayonet or an Ospreay attached to your rifle, it will be removed automatically whenever you unequip your weapon. Keep that in mind when you’re switching to a grenade, bandage, or even picking up a downed soldier. 

As soon as you take your rifle back out, you’ll need to press F again to re-attached anything. It will be handily displayed in the top right hand corner if your weapon has a bayonet or Ospreay attached. 

 

8. Tank subsystems are valid targets.

A handy guide to the tanks subsystems

When you have some AT weapons to counter enemy armour, you can target individual subsystems on the tanks to render them inoperable. If you look at your aiming reticle, you can actually aim it vertically as the small white circle denotes where your projectile “should” land. 

The best and probably easiest to hit will be the tracks. If you have an ATR or even just some stickies or other AT explosives, disabling the tracks should be a priority. If the tank can be rendered immobile, it will be a sitting duck for you and your friends to give the enemy tank crew a really bad time.

 

7. ATR’s will instakill infantry

Yes, who would have thought that being hit centre mass with a 20mm bullet wouldn’t be survivable. Considering this thing is designed to be fired at tanks, infantry don’t stand a chance.

The good news is that it’ll be pretty rare that you’ll actually be getting one of these fired at you if you’re not in a vehicle. The ammo is expensive and it’s better to conserve it for the tanks.

Still, it can be quite handy in a pinch and very fun to watch when this giant anti-material rifle is turning people into pink mist all over the place. Use at your own peril. Just go easy on the kills to take the load of Logiman.

 

6. Binos get better viewing distance when using them at height.

Technically not weapons but they fit in the sidearm slot and are aimed just the same. It’s definitely worth a mention that if you want to see greater distances with the binos, get yourself up onto some heights. 

A hill, top of a building. Doesn’t matter. The higher up you are, the further you’ll be able to see.

 

5. Mortar Man! Let there be light!

An ignited mortar flare

The mortar can be used by some kind soul to light up the night and increase the viewing range for everyone in the vicinity. It doesn’t even need to be the man-portable mortar either. Anything that can fire mortar shells can send one up.

This is especially useful for the defending force as the attackers will no longer have the cover of darkness to conceal their movements. It’s also helpful if you want to keep your armour fighting through the night. 

 

4. Smoke Grenades

Use ‘em more. They just seem like they aren’t used as much as they probably should. Especially because they can prevent AI defences from engaging.

I’m gonna Logi some to the front next time I’m on.

 

3. You can disarm Anti-Tank Mines with a wrench

No biggie for the sapper with his trust toolkit

While also being impervious to mines when dismounted, you can also clear the way for your friendly armour. Just walk right up to the mines with your wrench equipped. Crouch down and hit that left mouse button. You’ll have that minefield cleared in no time.

 

2. The Omen outranges the Loughcaster

A Collie and his Omen

Have you found yourself dear to the good Collie cause and found that the Argenti just doesn’t have the range that you’d prefer to have? Well fear not cause the Omen has your back. 

Though it fires a lot slower and has less rounds in its magazine, it can outrange the Loughcaster and give you more distance to play with and to fire safely from.

 

1.Tripods

Don’t be scared of one manning tripod mountable weapons. It might take two trips to set up but once you’ve done it, you’ve got a piece of kit out there ready to be used for the good and benefit of your faction.

They can be a lot of fun, especially if you manage to get a ratcatcher mounted on one. Just think, it’s all there in the base to be used. If no one else is gonna, you might as well get a weapon up. Hell, even ask a few vets if X location is a good place to put on. Foxhole is a social game after all.

 

You might also be interested in;

Foxhole Game Mechanics Guide (Top 25 Tips)

Foxhole Artillery Guide (Top 15 Tips)

Foxhole Gunboat Guide (Top 20 Tips)

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A veteran of many virtual battles and one real one. I keep my mind limber each time I trudge again and again into the breach, to game me my horizon.
Gamer Since: 2000
Favorite Genre: RTS
Currently Playing: Project Zomboid
Top 3 Favorite Games:Arma 3, XCOM 2, Witcher 3: Wild Hunt - Blood and Wine


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