The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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  • Announcements regarding our community

    63 Topics
    139 Posts
    FichomF
    Check out a new unit database made by ETFreeman with a modern look and plethora of tools and settings you can tinker with. You can find all the usual unit details - including from the Nomads faction - as well as some that were not displayed in older alternatives. It can also be set as your default client Units database (requires client version 2026.4.1 and above) - In client Settings > General > Unit Database. Some of its special features: Browse units by faction & tech tier, or by unit type Compare any units side by side — shareable URLs, section toggles, all settings saved between sessions Game-accurate DPS — replicates the game's own calculations: beams, salvos, fragments, DoT Efficiency metrics — DPS/mass, DPS/energy, DPS/BT, all invertible Custom stat formulas — write your own expressions using 70+ unit properties Covers all factions including Nomads Shows even "hidden" features like ability to fire from transport or missile splitting when TMD hits Installable as mobile app (visit the db with your phone, the suggestion to install it will appear) If you have any feedback, please leave tit at the forums: https://forum.faforever.com/topic/10050/etfreeman-db-feedback-thread
  • The real competition starts here.

    262 Topics
    7k Posts
    NuggetsN
    @wilson_ said: We are going to give Nuggets' new tournament page a go. Find detailed information and registration here: Super-Noob Olympics #8 - 2v2 @thorkan there
  • 467 Topics
    5k Posts
    wilson_W
    It toggles all the aforementioned. What I'm asking for is a more useful way for it to interact with ACUs. There is no hotkey yet to toggle Auto OC on/off with afaik. Unlike e.g. Stealth, that's clearly one you want to toggle from time to time.
  • A place to talk about whatever you want

    2k Topics
    26k Posts
    cychwa_klaymbergC
    New version SWLandWarTMRebalance (v44) is available. The biggest and most significant change during this time is the addition of massive units known as "Destroyers." I’ve named them "Terminus." These are powerful engines of destruction boasting immense damage output, regeneration, and a massive health pool. However, their long-range guns and missile launchers have a slow rate of fire, so sending them blindly into a frontal assault is a bad idea. These units can only be built at Quantum Gates and come at a very high cost. They aren't a "silver bullet" for victory, but they do have the power to turn the tide of battle. For obvious reasons, it is advantageous to build them using fabricators in Quantum Gates—surrounded by mass—due to the discount. The next major change involved the cost and construction time of the nuclear missile itself. Both were increased significantly—so much so that using engineers to assist construction is pointless (the silo's own health also increased manifold; nevertheless, the missile takes 11 minutes to build). Furthermore, the missile silo can only be built on a hydrocarbon slot. This presents the player with a choice: invest resources in a nuke for the chance to destroy a large amount of the enemy's mass, or build a mass fabricator on that spot to generate resources. In my view, these changes have had a positive impact on gameplay. The tactical significance of the Hydrocarbon slot has increased, and new possibilities have been added to the endgame. Minor changes: Tier 2 mobile missile launchers have gained greater range and a higher price. They now deal more splash damage, making them quite effective despite the presence of long-range Tier 2 and Tier 3 units. The UEF's T2 "pseudo-unique" missile station has received increased missile speed, and each missile now has more health. Its cost has been increased. This should make it a more powerful weapon than it was before. Each faction received one "new" pseudo-experimental unit. These are existing units that have been scaled up in the blueprint to fill missing niches. The Cybran T2 stealth field was removed from the factory and became a pseudo-experimental T2 unit. It now costs 5,000 mass and provides a large stealth radius. This change was made to prevent the Cybran faction from dominating too heavily through invisibility on large maps, where it is physically impossible to build enough radars to cover every area (after all, we are playing on 20x20 km maps). Fewer Mongoose units fit inside the transport. Their ability to fire at long range—and from within the transport, no less—turned this "ghetto gunship" into a potent area-control weapon. It’s a cool feature, though it’s been somewhat toned down now.
  • 3k Topics
    16k Posts
    I
    @cfm I'm having the same problem, i strugling to create a lobby and join games, i can't play anymore because my game stuck in "Connecting"
  • For people who want to add more stuff to FAF

    605 Topics
    8k Posts
    N
    "All factions FAF BlackOps Nomads" + "Low Commander Tech-Ras Upgrade Costs incl BO" would spawn in all ACUs and let you instantly build their tech upgrades for free.
  • A readonly copy of our previous forums on phpbb3. (Not all uploaded files are available.)
    Search only via google using the site:forums.faforever.com option.