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  • 390 Topics
    9k Posts
    P
    Without a true counter, this unit really should be just a T3 unit with vision. It's really that simple. ANY UNIT, which can't be targeted but can target, just sets the stage to be hated in RTS. GPG was wrong. Maybe this unit should have been SP only. @CumCitron, @Ske - Should UEF really have only (3) T4 units? Fine. But UEF deserves something for the subtraction. You can't even build this out of spite now (or is that the only reason remaining?). @DommyMommyDostya - Its no DPS increase as much of the wasted damage is in traversing time arising out of the 4500% targeting speed. Thats my take. @nomander, ty for break out response but your vitriol is surprising! I just wrote a provocative post because it was fun for me to write, and I wanted it to be at least entertaining. I wanted to point out the heavy hand here seen. I meant no personal slight at balance team. I'd support the game if I wasn't poor, and your & others volunteer efforts don't get thanked enough. Yes, I'm a drifter who could disappear into static. Since you replied, for what its worth: "Not an arguement" - I'll try again, there's an "a" and "b" to the argument I meant to convey: a. Slow response units are less fun to use. This was never a Megalith or FB, it was a scalpel. It rewarded micro through timing, punishing that shield breakdown/stray engie. Now it's by comparison, a limp, localized lag laser. b. Because it fires while retargetting, that grass cutting DPS is utterly wasted. So, this appears to me the biggest nerf- its less fun and less effective. Math can't see this. An AI wouldn't either. But only a human is going to be like "WTF, this thing so slow, unresponsive, and wasteful of a preciously short firing time". "Post a replay of transports [shielding]..." - I doubt you've never have seen people do this. Its very ineffective but I didn't make it up, either. Was stupid of me to distract from 1 AoE ->.5 Thats the real nerf here sir. "Yes... second sentence = nonsense" - I meant to sort of restate 1b, the shortened firing time means it fires uselessly as it moves to target. So not only does it not switch between targets quickly (a pivot movement), but it also shoots as it approaches the new target. This happens if you change targets mid firing cycle. So if perhaps, you've qued some targets and one dies (or you retarget), before the laser is finished, the rest of the charge goes into the dirt while the sat moves to the new target. (See minute 2-3 of this replay https://replay.faforever.com/27635804 )..So after wasting the shot, it arrives over the new target on cool down. Now if the DPS was 'shield poping' (you show that its not), might be good use of hover-bomb-esque hold fire micro. 4 & 5. This is still new behavior and therefore adds weight to the total scale of the nerf. But other than that fact, I'm wrong, fair enough & thank you. I read the Charge Cost & Drain rate incorrectly (I see that's the total duration of the firing cycle). Agreed, its a nerf. Just replying to the issues you had with my points. I didn't go into GitHub, or Discord and 100% only read the FAF News Change Log page, and then tried the unit. Again, this balance change was just very significant. Very unlikely to ever use this unit, (164) t3 scouts seem like a better investment.
  • 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 16/01/2026)

    Pinned Locked banned exploits moderation rules
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  • New "Random Events" AND Roguelike-Mode Mod!

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    NuggetsN
    @zopniky said: First: amazing work insane. This is the most fun I've had in FAF for a long time. Please do more or share your process of coming up with the idea altogether. Chiming in to quickly bug report that the Gemini class did not result in an extra commander but it reduced my commander's health appropriately. Replay at https://replay.faforever.com/27656374 Yeah i had that issue aswell, the same day you played this game i fixed that and it "should" work. That was played on v7 and we are now at v10. Well all I'm really doing at the moment is balancing / removing classes. Because even though I thought they are fine, they are kinda all over the place with the balancing. We are now down to 68 classes!
  • DropEngie Mod Showcase

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    F
    Great mod, but it doesnt seem to always work though, sometimes it screws up and im not sure why, could be the order you drop them in?
  • Stepping away from FAF — permanently

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    NuggetsN
    @Nomander said: He mentioned that it's anything he contributed "after this post", and to "treat it as unsupported and remove it where practical." I don't think he meant anything bad, just asking for people to take care of the maintenance/cleanup. Well considering he took (or is taking) everything down, I do not think that is the case.
  • 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!'.
  • Energy and mass discounts question

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    FichomF
    @Nomander said: @Fichom said: And here's my document that outlines how adjacency bonuses stack up (or don't) with additional engineering: https://docs.google.com/document/d/1UT6xJbBYUu3jX1YIlK_v4Ma9IqMjEWQNNcrg_rI47gI/edit?tab=t.0 It's not really useful to think of mass discount adjacency as a discount on unit costs because it doesn't cause the unit to scale its per mass effectiveness in the same way as a reduced unit cost. Trying to calculate that reduced unit cost alongside adjacency is not useful for the same reason. It's better to think of mass discount adjacency as a bonus mass income that is greater than the bonus income from storages but is affected by mass stalls, requires building an expensive adjacent structure, and locks up the bonus income in that structure's expenditure. Yep, that's a fair observation and I am a low-ish rated noob, so I will defer to you for tactical context - my original motivation was just to figure out how much additional BP thwarts the adjacency bonus: was actually mostly interested in how bad is assisting air factories (given the loss of efficiency).
  • Union control big trouble

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    HotCheeseInRearH
    @brainstormer video explaining You can hit alt+f2 (labeled something like open spawn unit menu in hotkeys), then double click the name at the top you want to control. If you have no scoreboard mod, just click the name on the scoreboard you want to control. If you have reui, shift click the ACU icon corresponding to the player you want to control. For SSBHC (needs to be this version) shift click the ACU icon corresponding to the player you want to control.
  • 2 Votes
    19 Posts
    562 Views
    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.
  • Mystery power draws - how to pinpoint?

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    HotCheeseInRearH
    Economic overlay does have the nasty problem of no scaling whatsoever. Fine at a 1280 × 1024 19" LCD the game is designed for. Sort of unusable on modern high res monitors
  • Hotbuild/Hotkey standalone Mod

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    P
    Strangely enough, there is a 'Hotbuild' uploaded by Zulan in the Mod vault! It's from 2015. When I click Install, it does not appear to install it. However, when I checked my mods folder, there is directory named 'hot' which contains the mod. I assume the client is blocking the mod, because Hotbuild mod was 'banned' when the feature was integrated into FAF. The 2015 version appears to be a modified version designed to be compatible with Nomads. I'm going to see if I can get it working on the Steam version of SCFA.
  • New FAF Tournament website feedback thread

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    NuggetsN
    Maybe i misunderstood? I thought you can reapply and they see your request again. Or are you saying you can click reapply multiple times without them declining? One way or another only one join request could be seen i believe (if i remember correctly)
  • The ReUI Slop department - minigames and other fun stuff

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    NuggetsN
    V14 update for game master: Fixed some issues that were vibing in the mod for a while such as reclaim spawned by this mod taking ages Remove income modifications and replaced it with one time resource gifts (income modification was sometimes creating bugs causing players to stall billions of resources) Integrated random events (v19) into the mod! Any event from random events can now manually be triggered (including a search feature)! Duration can also be set per event V3 update for "minigames": You now wager mass when playing against a teammate
  • New Setons Tourney Format Suggestion

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    SheppyS
    I don't play setons and I loved watching the stream and the format. Have never been this close ever touching this map again after the tourney.
  • FA Companion / Training Tool

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    SheppyS
    Positional Buildorders are now supported (including basic symmetries) [image: 1784735221534-1ae82884-b7f9-45ea-8a30-2cfb34bb0781-grafik.png]
  • Galactic War 2025

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    speed2S
    Small improvement in the galaxy view [image: 1784487266835-godot_v4.7-stable_win64_2026-07-19_17-52-58.png]
  • Share your worst FAF client memory usage in 2026!

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    MoraxM
    Update: down to 75 MB usage after optimizing a few things with the Python client. That is basically free compared to Star Citizen hahahaha [image: image.png]
  • Is there a good explanation why SupCom never became a proper cybersport?

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    wilson_W
    That would be huge. But even then, the player base is too small. Quake had a super small competitive scene as well in the end, nonetheless ID kept it alive for very long, and even kept hosting the QuakeCon for the QPL finals. Unfortunately, there is no publisher support for FAF. You can tell the difference in production value if you compare the average FAF stream to QPL: https://www.youtube.com/watch?v=VI4M5u5IxAA @ZLO said: Edit2: so basically my point is that at 1rst game was popular, but was not that great, but later it is great, but no longer popular If the mechanics or balancing are crap, there's literally zero percent chance to become a big esport title. The only way around that is if we're talking successors for an existing series like Counter-Strike. There's a huge fanbase willing to wait.
  • "Build dummy unit"? descynr without error message or cheat?

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    maggeM
    When the host has cheats enabled, you should expect cheats to be allowed.