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  • 385 Topics
    9k Posts
    C
    My 5 cents Absolver - yes its really good at what it does but is role is very niche - ironically its best used against its own faction, due to harbingers having shields, usefull against seraphim with t3 mobile shields, limited against uef and absolutely pointless against cybran, making absolver emp would make the unit more versatile against all factions and units, but if not done reservedly could easily become op, I always thought that shield breaker would suit cybran better as they dont use mobile shields. Czar - best used against asf as mentioned above, but rubbish as air to ground despite having big laser, a small speed buff would make it better to use in both situations but something that big moving quickly could look strange, so hp buff would be prefered as it takes only 25 or less asf to kill it Spearhead is annoying as hell, most of the annoying units in faf belong to UEF, lower hp would be nice, also consider to prevent fire when moving. Novax - obviously Othuum - speed buff would be nice to counter short range, another point for seraphim would be to match mobile shield speed with othuums, come to think of it all of the t2 shields move at different speeds to the main fighting units wich has always bugged me. Stealth - is brutally effective but rather than changing stealth costs consider making t1 scouts cheaper, not the build time just mass and energy, navy stealth is far more jarring as distances are much greater I have no thoughts about the mercy its very rarely used, however I have seen it used to devestating effect but I have also seen it acheive absolutely nothing so meh. same with the paragon very rarely seen maybe 1-100 games and ive also seen people with para get stomped, so if you can get away with making one without being punshed then you probably deserve to win at that point anyway.
  • 33 Topics
    603 Posts
    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 30/07/2025)

    Pinned Locked banned exploits moderation rules
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    No one has replied
  • Replays cutoff after the first disconnect/ejection?

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    N
    https://github.com/FAForever/fa/pull/7153
  • AI Wave Survival - Air Nightmare Slykar

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    S
    Current Record: Mods and Setting from above 6 Min Build time 33 Min Hold time Beat it with 9-10 Player, below 33 Min Hold time Setting, share your replay and tell how many tries
  • Attached user profile notes - how to view all of them?

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    C
    @magge thank you!
  • How will you know when your game will be unrated due to desync?

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    N
    In practical terms... If you see desync message once in a game nothing is over yet, but if you see 2 messages then it is unranked because too many desyncs happened.
  • 9 Votes
    3 Posts
    151 Views
    N
    Unfortunately I must report that dp consist of weakminded players and only 3 players (me included) can apparently play at a set time during the weekend. I guess we lost...
  • Share your worst FAF client memory usage in 2026!

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    N
    @c0rtex said: @Skrat Where do you find the Python client? Just google "faf python client" and its the first result. Alternatively here is the direct link: https://github.com/FAForever/client/releases
  • Carrier fix

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    AkirapwnzA
    thanks for the reply!
  • FA Companion / Training Tool

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    SheppyS
    @Deribus yes it will be implemented in the next Update alongside the reclaim/income split and some more specific categories of units: + return { + "combat_units": 0, + "combat_unit_in_base": # idle combat units 30 of start location + "labs": # UnitName Mech Marine, Hunter, Flare or Selen + "tanks": # TECH1 & TANK + "arties": # TECH1 & INDIRECTFIRE + "buildpower": # via BuildRate + "buildpower_t1_engies": # via BuildRate + "t1": # TECH1 & mobileCombat + "t2": # TECH2 + "t3": # TECH3 + "t4": # EXPERIMENTAL + "t1_navy": # TECH1 & NAVAL + "t1_land": # TECH1 & LAND + "t1_air": # TECH1 & AIR + "radars_and_sonars": # RADAR & not SCOUT + "t2_navy": # TECH2 & NAVAL + "t2_land":# TECH2 & LAND + "t2_air":# TECH2 & AIR + "t3_navy": # TECH3 & NAVAL + "t3_land":# TECH3 & LAND + "t3_air":# TECH3 & AIR + "inties": # AIR & TECH1 & ANTIAIR + "swifties": # unit name Swift Wind + "asf": # category ASF + "frigs": # FRIGATE + "subs": # catetory T1SUBMARINE or T3SUBMARINE + "nuke": # NUKE + "tmd": # Description": "Tactical Missile Defense" + } I also wanted to review your games and think about if there are any data driven things aren't covered yet/open up the rule engine to custom rules.
  • 2 Votes
    18 Posts
    520 Views
    cychwa_klaymbergC
    New version SWLandWarTMRebalance (v35) is available. The new patch is built around 2 things. Firstly, the fleet, as well as land units, have been reworked for Survival modes and for naval warfare in versus. The fleet now has twice the health, but submarines have received a 50% damage boost. T2 pseudo-experimental ships have also been reworked and moved to T3. This UEF ship has also become a Seraphim faction ship. Secondly, the mod had a huge problem with scaling the economy, in my opinion. It was possible to achieve some crazy income figures, especially when a player left one team (either desync or something) and their economy was transferred to another player. Having received an economic boost, this player built matter fabricators much faster, and as a result, it was almost impossible to win due to the lack of artillery, air, or any other means (we are playing Land War mode). So Balthazar kindly helped me out and created a mod that adds limits on fabricators to the game. Now you can't spam them in large quantities. Currently, the limit is set at 25, but this may be changed later. I am very grateful to Balthazar, thank him very much. However, now that there are strict limits on fabricators, I've moved the T2 UEF matter fabricator as an intermediate mass extractor between T2 and T3. Now the T3 mass extractor produces more mass than before, and therefore costs more. However, I had to remove T3 mass extractors from other factions; they are only upgraded in the UEF. I hope this won't confuse players too much. Also, the AEON faction's Mass Fabricator has become a building that generates a very small income (0.25), but retains the same adjacency bonuses and provides a very significant discount to factories, especially when building expensive units. There is no limit on UEF and AEON Mass Fabricators, as they now have different functions. Also, T4 (T3 reworked) Mass Fabricators are now built only on HydroCarbon plant nodes. This makes these nodes additional areas of interest.
  • MapGen Selection Tool/Website

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    KnownSniperK
    Finally a new domain for grimplex
  • Replay Watching

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    D
    @BLITZ_Molloy said: Who is still active doing Youtube casts? Fair play to Gyle for sticking with it but I used enjoy watching the casters had more competitive insights. https://www.youtube.com/@StrategicLaunch is doing daily casts
  • 0 Votes
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    JipJ
    If I recall correct, you can do CTRL + ALT + Right Click to permanently mute a player for that session.
  • aeon t3 facs april fools too late?

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    SaverS
    This will be my final reply in this forum thread, and I'd like to take the opportunity to elaborate one last time. I revisited this redesign project because I was not entirely satisfied with the models at the time either—specifically, the models that existed before the last patch. Instead of simply complaining or criticizing, I asked for the topic to be given another chance and offered my help by contributing my own free time and effort, just as everyone else who works on FAF does. I also have the advantage of having spent time learning modding as a hobby since 2020. Through numerous tutorials, I taught myself how to use tools such as Blender, GIMP, and others, which allowed me to turn my ideas into something tangible. This was similar to the first project I had the opportunity to contribute to for FAF: the upgrade of the Aeon T2 Shield to a T3 Shield. Once my proposal was accepted, I communicated every change openly through the forum thread "Redesign of All HQ and Support Factories." In addition, anyone was free to test the models themselves through a dedicated mod (Savers Factory Rework – 06/2025). I was also happy to consider suggestions for improvements, especially when they were presented in a specific and constructive manner. After all, it is difficult to work with comments such as "bad" or "doesn't fit" when the models have not even been tested in-game. In particular, due to the discussions surrounding the Aeon Land Factory, I created an additional comparison mod that included several different design iterations and approaches (Savers Factory Rework + FAF – 09/2025). Furthermore, after the factory model adjustments were completed—but while they were still in the mod phase—a news post was published in the FAF client explicitly asking for community feedback (11.2025). This raises a genuine question: what additional forms of communication would you consider appropriate? Naturally, any approach should inform interested players without becoming intrusive or annoying to others. If this topic truly matters to you, then I can only encourage you to provide concrete and constructive suggestions—or, even better, become actively involved yourself. Finally, I would like to leave you with one thought: FAF exists because people are willing to invest their free time, whether through programming, balancing, organizing, modding, testing, or providing constructive feedback. Not every decision will satisfy everyone, and not every change will turn out perfectly. However, progress only happens when opinions become concrete proposals and criticism becomes actual participation. I have done my best to make this development process as transparent as possible and to provide everyone with opportunities to test the changes and share their feedback. What each individual chooses to do with those opportunities is ultimately up to them. With that said, I consider my participation in this forum thread concluded and will not be replying further here. I do, however, hope that the discussion continues in a constructive manner and that those who care deeply about this topic will continue to contribute their ideas, feedback, and efforts in the future.
  • Is this a cheat or not?

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    JipJ
    @FtXCommando said: it isn’t very difficult to give navy units collision like land units okay, enlighten us . There's a few myths here that do not align with my own understanding of the engine, let me add some info: Submarines behave like underwater air units. This is because of their motion type as far as I am aware, maybe Balthazar knows better. That is why they can stack, because technically you can do the same with air units. @maudlin27 already mentioned this, especially gunships. Nobody does that though, because the average anti air gun of any significance has splash damage. In Steam FA, some tech 3 AA guns do not have splash damage. In FAForever, all tech 3 AA guns have splash damage. This is why. The easiest solution to make stacking submarines less attractive is to give torpedo's splash damage too. Problem immediately solved, the micro would no longer be about stacking (which is hardly micro - it's just one hotkey) and more about keeping the submarines separated so that the splash damage (of torpedo's) doesn't hit multiple submarines. Keeping submarines separated feels like more interesting gameplay to me, both in terms of watching and in terms of playing. But who am I . Normal move command obeys the collision box, subs aren’t any different No move command obeys any collision box. Yes, while moving units can bump into each other for some motion types/layers. But that has to do with moving in general, not with the (type of) move command. Regular move commands expect the selection to end up in some form of formation. The formation itself has the collision box of a unit as one of its parameters, in a loosely manner. The distribute order feature just sends all units to the same location, it does not attempt to make a formation. If you give a single unit a move command, it is equivalent to move command of the distribute orders feature. When there's just 1 unit, no formation logic is run and therefore no formation is made. Do not confuse this with formation move. Formation move means the units also move in formation. There is, without using distribute orders, always a formation in play even with regular move commands: the formation where they end up at! The only thing the distribute orders feature does is automate the task of assigning a move command to all the units in your selection as if you separately selected each unit and gave it a move command with just that unit in your selection. Source: https://github.com/FAForever/fa/pull/5908, hours and hours of investigating how move commands and formations work and behave. Not mentioned in this topic, but a similar myth: a large selection of naval units taking forever to respond to a (new) move command. This is intentional, as the formation logic has a 'delay' parameter where each row is delayed longer than the row before it. I think this is there to not deplete the pathfinding budget when you quickly issue many (move) orders, but I'm not sure. This is especially painful for naval units, since there's usually more rows since naval units are, uuhh - preeeeetty wide in the formation. Therefore there are more rows. And the more rows, the longer it takes for all units to start moving.
  • Just be decent in the game...

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    DeribusD
    Please make a report through the client or Discord, we do not allow reports to be publicly posted.
  • 0 Votes
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    278 Views
    C
    Would there be any stats on the highest ranked players throughout the years? Who was the highest rank ever, etc?
  • FAF replay command format question and parser question

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    JipJ
    I think you're right, this is what my parser in C# does: https://github.com/Garanas/cs-fa-replay-library/blob/main/FAForever.Replay/ReplayLoader.cs#L45
  • The ReUI Slop department - minigames and other fun stuff

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    N
    Updated the ui mods Chess, Battleship and Minesweeper into a singular mod "Minigames" so its easier for me to potentially add more / update. The "Minigames" mod is compatible with the standalone versions when playing multiplayer. Additionally I have created a new sim mod called "Game Master" with no dependencies with this panel when a player is in the observer slot: [image: 1781347937584-b0fa9efe-88a0-452c-b732-f37994502af2-image.jpeg] Quick exaplanation: Add / remove income: Adds or removes income to a player of your choice (can go negative Reset income: Remove all income modifications from the mod affecting a player Strike: Select between mavor or nuke -> Shoots that projectile to the next clicked location Care package: Spawns a "battle royale"-type drop (with a capturable beacon to get the units) on the next clicked location (select between tech and type) Unit spawn: Select any player or civilian to spawn any unit Mirror drops: Button to toggle if when spawning a unit it gets mirrored across the map (bottom left = top right) Auto drops: Button to toggle if care packages should start to automatically appear (from the battle royale mod) -> can set your own spawn interval Reclaim Rain: "Rains" reclaim to either a selected location, random location or everywhere on the map. Destroy Unit: Destroy next clicked unit Heal unit: Heals a unit of 25% of max health. Hold ctrl to heal to 100% of max health instead. Transform unit: Select a unit to transform into, then click the unit you want to transform. Stay in its original players control. Wololo: (Age of empires) Transfers next clicked unit to a player or civilian of your choice Modify terrain: Raise or lower terrain. Shrink map: Shrink the map in 20 seconds (an announcement appears) -> like claustrophobia Buff / nerf player: Giff specific buffs or nerfs (health / damage / speed / veterancy) to a player of your choice. Remove buffs: Fully remove all buffs from a player Announce Actions: Button to toggle an announcement for EVERYTHING you do via the panel (so if you spawn a unit it will say "a unit appeared" for example) Announce: Write a message that everyone sees at the top of their screen for a short duration All of this is possible without cheats as observer. No need to switch into any player PoV! All features can be used with shift to do them multiple times without reselecting them. Game panel is resizable but a bit buggy when resizing from the corner of the panel (if it completely breaks i added a hotkey that resets it to default -> if you want to use that you need to set it in keybinds first). FYI: Yes, you can spawn (or transform units into) more ACUs for a player so they have multiple lives.