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  • Announcements regarding our community

    58 Topics
    130 Posts
    FichomF

    Today is a very special day. After more than a decade of waiting, countless memes, and enough "soon" jokes to power a Quantum Gateway, Galactic War is finally returning to Forged Alliance Forever!

    For the uninitiated, Galactic War is a meta MMO game for Forged Alliance, where players join a faction and remain loyal until the Infinite War ends. Each player controls an avatar that gains XP and ranks up through victories, but if their commander dies in battle, the avatar is lost, and they must start over from the lowest rank. Battles are resolved through FAF matches using a custom game mod that allows players to call in reinforcements or flee the battlefield to save themselves when the situation turns dire.

    Stay tuned for more information in the coming weeks, but don't hold your breath. The only thing more uncertain than a Cybran loyalty matrix is the FAF dev’s release schedule. But rest assured β€” Galactic War is coming (soon).

    Oh... and this one... it ain't a joke πŸ˜‰

  • The real competition starts here.

    205 Topics
    6k Posts
    NeytronN

    sorry i cant play

  • 409 Topics
    5k Posts
    M

    NVM i found another way πŸ™‚

  • A place to talk about whatever you want

    1k Topics
    24k Posts
    JipJ

    @CM_Nicholas said in Another Novax conversation:

    Maybe something could be done about the damage, but if your nerfing damage you have to give it something else, someone mentioned more aoe, but then would that give it shield spill at that point which would arguably be even better than it is now, or then you have to think "oh shit, they can hit two pgens at the same time" which will kill your grid faster, makes targeting engies much more worth, etc, etc...

    Shield spill is applied to all damage against a shield, of any kind. The only exception that I can think of is the tech 3 mobile shield buster of Aeon - I'm not sure if that spills.

    @CM_Nicholas said in Another Novax conversation:

    I think novaxes are relatively fine as they are, Maybe a slight balance change, but you have to remember a novax is 36k mass iirc, 2 of them costing about the same price of a t3 arty +/- 2k mass, but the damage output is nowhere near t3 arty, yeh arty doesn't have the precision of a novax, but a novax doesn't have the damage of an arty, it takes 2-3 artys of novaxes to be able to penetrate anything heavily shielded, and at that point you could have a Game Ender up.

    In my point of view, the current 'goal' of a novax is not to bust a shield. It's either to grab all the unprotected but high value targets. Or to assist a Mavor to destroy the shields when they are depleted.

    It also highly depends on what map you play. A Novax has little to no value on a map such as Dual Gap. It's much stronger on a map like Seton's Clutch where resources are more scattered.

  • 3k Topics
    15k Posts
    D

    make sure all logs are outside onedrive. I had this same issue once and didnt change all locations so maybe thats it.

  • For people who want to add more stuff to FAF

    564 Topics
    7k Posts
    maudlin27M

    v218 Update
    5 changes, including:

    Fixing a bug in QUIET where mobile SMD would be built instead of spearheads Units should be more likely to engage enemies near the frontline that they outrange. Improved ACU build order so it is less likely to build the 5th+ mexes at the start

    v219 Update
    15 changes, including:

    Various improvements to Aeon missile ship usage, including making them less likely to fire at units protected by cliffs Civilian buildings in water will now be considered for capture Fixed a bug where water zone locatiosn could be considered as land zones Fixed an issue where if the asf support location was too near the frontline (with the enemy having ground based AA near the frontline) they'd ignore all enemy units

    Acknowledgements

    Relent0r - Replay involving Aeon missile ships

    v220
    Hotfix with 4 changes, including:

    Fixed a major bug with torp bombers that meant most of the time they wouldn't attack Fixing a couple of ACU related errors where the ACU was in a different plateau to nearby units Fatboys should be more likely to attackmove in LOUD and QUIET

    Acknowledgements

    goblinsly2 - Highlighting issues with M28 torp bombers Vortex - QUIET replay involving fatboy
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