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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  • 392 Topics
    9k Posts
    N
    The latest hotfix (3840) has a fix for shield assist repairing full HP when stalling resources. Now stalling resources also reduces the shield repair amount, which means that T3 artillery will kill bases if you don't have enough resources to assist against it. If necessary, we want to implement a balance hotfix for shield assist costs. We can adjust mass/energy consumption and buildpower effectiveness (m/s/bp, e/s/bp, and hp/s/bp). The best evidence for making changes would be replays, since the path to a T3 arty lategame is complex, so please provide them here. Opinions are also welcome but are less convincing so they need wider agreement. For adaptations to the new patch, I encourage trying to build multiple shields, since recharging shields is much more efficient than assisting, and if you still assist for reliability, repairing 15% spillover is also much cheaper. An example of a very convincing replay would be a relatively even game up until an arty vs land/air/navy attack, with the arty dealing far too much damage, despite good shielding technique (lots of buildpower, multiple shields), and proving that arty is too good of a "next step" in an even lategame compared to attacking with lategame units (which normally should be providing the reclaim requirement to afford arty).
  • 33 Topics
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    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • Matchmaker Pool Feedback Thread

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    wilson_W
    It would be great if you guys would somehow mark the ones in the pool that are going to stay for longer than the current month. this would help with the decision which maps need more attention in training sessions. Something like a specific background color or an asterisk in the pool thread and/or the pool visible on the client.
  • List of banned exploits (updated 16/01/2026)

    Pinned Locked banned exploits moderation rules
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  • Sharing my factory unit queue templates

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    T
    I made this tool that might make it faster to copy/paste. If you share the Lua code that is. Thanks! https://forum.faforever.com/topic/10444/template-workshop-tool
  • New "Random Events" AND Roguelike-Mode Mod!

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    NuggetsN
    Update to Roguelike, v28: Fixed TMD not being able to kill missiles -> This was kind of a huge thing, as with some specific buffs uef and sera TMD couldnt shoot down any missiles anymore ACUs now also get buildpower increase from the general buildpower buff (before that it specifically had to say "+% acu buildpower") Changed the visuals of the loot truck. They now have different colored markings on them, indicating the rarity of the buff they are carrying (in case someone has custom names turned off)
  • Toxic players

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    SheppyS
    And remember you are always wellcome here. We all have our weak moments or get salty sometimes but ultimately almost everybody values any new player that joins the community.
  • Gameplay Data

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  • Supreme Commander Remaster !

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    F
    @speed2 hilarious
  • "Rollback netcode" video

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    D
    If I recall correctly Quakeworld, the netcode mod for the 1st person shooter Quake, did exactly this.
  • Hello! Any new possibilities recently?

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    GiebmasseG
    Just yesterday there was a post about a whole engine replacement built with rust, have a look around
  • Stepping away from FAF — permanently

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    N
    @Nuggets You're right, I found a different private message where he said it more explicitly.
  • Rally Gift Mod Preview:

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  • Which low-tech units remain combat-effective at higher tech levels?

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    ZLOZ
    t1 arty is very good vs megalith or yuthota, and does ok vs other t4 too t1 light bots are pretty good vs percivals or obsidians t1 sera arty can work well vs aeon navy to buy time t1 land scouts are pretty good to draw fire from fatboys (most importantly enemy thinks that their fatboy is shooting and doing something useful, but in reality it can just be t1 land scouts) t1 air scouts are very good, t3 are better ofc, but they are also expensive. you often need t1 air scout vs stealth or to just cover whole map with them t1 engineers are still good, especially cause you can spread them out to collect reclaim in large area, and don't need a t2 or t3 factory to make them and that is why t1 bombers are still good too t1 bombers are pretty much always good when there is no AoE antiair damage (but can be bad vs fast moving targets or when you need a sneaky attack. You can miss single strat bomber but flock of 100 t1 bombers will get noticed) t1 subs are good vs t2 sera navy (especially sera subs in big numbers) t1 cybran land scouts can pretend to be firebeetles to scare opponent t1 light bots are good as a part of a ghetto gunship t1 interceptors are good for killing engineering drones (afaik ASF don't target those) you can put t1 subs underwater where usually commanders hide and that can trick your opponent t1 frigates are pretty good vs battleships t1 sera air scouts leave 10 seconds of vision after death, can be exceptionally helpfull vs stealth t1 sera land scouts can hide and stay hidden and provide vision in lategame (but they often get reclaimed tho) t1 aeon land scouts work well as fake targets in navy fights t2 cybran mobile stealth is pretty convinitent cause you can put it in transport (and it will keep woking) or put it into dence bases to not waste space on stealth generators t1 air transports maybe slower and can carry less, but they are cheap and still functional in late game, especially for dropping engineers on reclaim
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    N
    @seraphim-noob may be interested in that for his WIP rust client
  • FA Companion / Training Tool

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    SheppyS
    @HotCheeseInRear To fully use it you need: the FA_Metrics Mod (and UI Mod Tools, but you probably already have that), which will write information to the game log the fa-metrics submitter client -> https://github.com/FAUSheppy/fa-live-metrics-client/releases/tag/v1.0.9.3 , which will read the gamelog and submitt it to the server logged into the Website via FAF-Auth (to see your live game info) You can access all map Information/BOs etc without logging in. You can create your own alerts based on the Information available. If you want to contribute BOs you need to be whitelisted.
  • 2 Votes
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    cychwa_klaymbergC
    A new version of SWLandWarTMRebalance (v55) is available. There are many small, specific fixes—honestly, I’ve already forgotten most of them... Nevertheless, here are the main changes added since my last comment here: The ACU Overcharge has been reworked. Its cooldown has been reduced to 8–10 seconds, depending on the faction and the commander's combat potential. In automatic mode, Overcharge deals 12,500 damage to a single target, whereas in manual mode, it deals 4,000 damage within a radius of 6 units. The Twister MK2 and MK3 received dome shields with capacities of 500 and 1000. The price of heavy T2 turrets has been increased to an average of 3,500, depending on their functionality. Small dome shields have also been added for heavy T1 turrets. However, their damage output has been reduced, making these turrets more defensive than offensive. T3 Mass Extractors can no longer be built from scratch by engineers or ACUs. The only way to obtain one is to build an intermediate Mass Extractor and upgrade it. This change prevents players from skipping the economic upgrade phase and introduces an element of risk (as intermediate extractors are prone to exploding).
  • Is there a good explanation why SupCom never became a proper cybersport?

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    ChildSupportC
    Why Forged Alliance Forever Isn't Currently an Esport As you may have already read, there are several reasons why Supreme Commander: Forged Alliance and Forged Alliance Forever (FAF) do not currently participate in what was once commonly called "cybersport" and is now generally known as esports. This isn't necessarily because the game is unsuitable for competitive play. FAF has a long history of tournaments, competitive players, casting, and organized events. However, there are several technical and logistical challenges that make operating at the level expected of a formal esport extremely difficult. Connections and Game Stability One of the largest obstacles is connectivity. As many FAF players are already aware, we continue to experience connection problems, disconnects, and desynchronization issues. These problems become particularly significant when attempting to organize events with high stakes. For the tournaments we currently run, organizers, players, and casters do their best to work around these issues. However, that becomes much harder when prize money, sponsors, competitive rankings, or professional-level events are involved. In a true esports environment, the outcome of a match should be determined as much as possible by player skill and decision-making, not by which player experiences a connection problem or technical failure. If we wanted to formalize FAF competition to that level while eliminating many of these variables, one potential solution would be hosting matches in a controlled environment, such as a LAN event. However, doing that introduces another major challenge: our player base. The Player Base Is Internationally Distributed FAF has a unique player base. Rather than having large, established competitive populations concentrated within individual regions, our community is essentially a mesh of players from many different countries who collectively keep the game alive. That international community is one of FAF's greatest strengths, but it also creates difficulties when attempting to organize traditional esports events. Our strongest players may be located thousands of miles apart. A tournament could involve players from North America, Europe, Asia, Australia, and other regions all competing in the same bracket. For normal online tournaments, this is manageable. More importantly, FAF currently does not have a sufficiently large competitive player base concentrated within every major region to easily support separate professional regional leagues. In other words, FAF's competitive scene works because the world effectively functions as one community. That model has allowed the game to remain competitive for many years, but it also makes transitioning from community-organized competition into a traditional esports structure considerably more difficult.
  • Chat messages not showing in replays after chat window update

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    NuggetsN
    The fix is already in fafdevelop to try out and see if you find any more issues
  • DropEngie Mod Showcase

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    HotCheeseInRearH
    @Firv All engies must have orders before boarding the transport. Send a clip of the issue. The order you drop them in does not matter, the engie with the build order closest to the mouse cursor when is selected to disembark next.
  • SCTA: Showmatch Return!

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  • 1 Votes
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    XanoxisX
    Probably same question was asked when Planetary Annihilation was planned. Or whatever other 'community project' that is totally, for sure, pinky swear, the Sup Com successor. I have played the demo, and they haven't even figured out a good UI so far, or even gotten close to what makes FAF good. They're still on their way to even make Sup Com clone that works well, yet alone a successor. And lets not even start on the balance of units, because it's hard to beat years of balance passes. FAF is not going anywhere, just because someone claims in their marketing for yet to be made game, that 'they're the best!'.