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  • 383 Topics
    9k Posts
    SkratS
    @KnownSniper Thanks for the feedback! I’m glad that different players are sharing their opinion, which is exactly why this post was created. As for priorities, I realise that some issues (such as the SACU rebalance) are very difficult to rebalance, which is why I didn’t even mention it in this post. In any case, the balance issues with T2/T3 units are more pressing than those with the Paragon, as the latter is rarely seen in game, in contrast to Titans or Mercy. I agree with you about Mercy, Novax (especially if they do change the firing mechanics and make single-shot damage, as Ftx mentioned above) and Spearheads. And I hope they’ll increase the turn rate or overall speed for the Othuum, if the first option seems too unnatural. As for Absolver, I agree that it can deal massive damage to shields, which is pretty cool given the cost, but its scope of application is far too limited. And it’ll never be as popular as Spearhead. Perhaps they should replace the shield damage with an EMP, rather than giving them both weapons. At the very least, it would be interesting to give it a go I agree that the CZAR is the most versatile Tier 4 unit, but because it’s so slow, you can easily protect yourself from it, and it doesn’t have stealth like the Soul Ripper to appear invisibly. I’m not suggesting upping the speed x2, but instead of 0–8, making it 0–10 or 0-11 that would be interesting for my opinion Titans. I agree that not every unit has to be as strong as another factions unit. But you can’t always make Percy straight away. Especially when you play 1v1 or 2v2/3v3 on an open map with a lot of mexes. You’ll have to spend a lot more mass on your Titans to stop a raid by any other T3 unit. I’m not suggesting make x2 DPS for Titans, but they do need a small buff Stealth. I agree that the Cybran ASF is weaker than the others without stealth. Perhaps the ASF is the one unit that shouldn’t be changed. But I don’t understand why you’re against making other types of stealth units more expensive. Especially the Mermaid and T3 Gunships/Strats. Increasing the energy drain from 100 to 200 (using the Mermaid as an example) will not make the unit unplayable. About the paragon. I like the suggestion of Drimer (GodFuper) on GitHub. I think it could be a compromise. [image: 1780765992742-29e44cb9-42ee-4dce-a9d1-5d7df3a2585e-image.jpeg]
  • 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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  • Replay Watching

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    V
    Well, sadly, not all older replays are replayable. Anything that is older than 4 years cannot be watched (except if you have a local file). They are stored on another server but iirc there are issues with connecting that server. One day someone will figure it out and we'll have all replays back
  • MapGen Selection Tool/Website

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    S
    It may work for some versions of the generator but there is no guarantee it continues to do so in future versions.
  • 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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    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: 1779573078064-95279c09-7a03-40f3-b261-4c2d1ba76c88-image.jpeg] Quick exaplanation: Add income: Adds income to a player of your choice Remove income: Removes income from a player (can make a player go negative) Nuke Strike: Shoots a nuke from off map to the clicked location Mavor Strike: Spawns a mavor shell in the air above the clicked location Neutral drop: Spawns neutral (civilian) unit of your choice (list with search function) Friendly drop: Same as neutral drop, except the spawned unit belongs to a player of your choice Enemy drop: Same thing, but hostile civilian Reclaim Rain: "Rains" reclaim to either a selected location, random location or everywhere on the map. Destroy Unit: Destroy next clicked unit Heal unit: Fully heals next clicked unit Shrink map: Shrink the map in 10 seconds (an announcement appears) -> like claustrophobia Buff player: Giff specific buffs (health / damage / speed / veterancy) to a player of your choice. Remove buffs: Fully remove all buffs from a player Annouce: 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!
  • This topic is deleted!

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  • 0 Votes
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    IndexLibrorumI
    @c0rtex I have a work in progress thread with more graphs based on data from 2025, but life events have thrown a spanner in the work. I might release a half-finished version. Edit: Released the thread: https://forum.faforever.com/topic/9918/faf-statistics-megathread-3-the-stats-are-at-it-again
  • 9 Votes
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  • 2 Votes
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    cychwa_klaymbergC
    So the new version SWLandWarTMRebalance (v31) is available. ACU and some experimental and pseudo-experimental from the Total Mayhem mod have received a damage increase based on their veterancy level. These units are marked with the "***" symbol in their descriptions. I hope this is a welcome change that will lead to these units being used not just as fodder, but will lead to more interesting gameplay, where the value of a leveled unit increases, making it worthwhile to keep it and regenerate it, as well as playing them more carefully. Additionally, and this is the main change in the new version, ACUs now have unlimited veterancy levels, meaning that by upgrading them and fighting with them, you can ultimately develop a unit with fairly high health and increased damage. This promotes intense commander gameplay and brings them back into the late game. Damage increasing works for all weapons and for upgrades that give damage or weapons (for example, Cybran ACU Laser) too. Experimentals now have a +15% damage bonus per veterancy level and are also capped at 5 levels. Commanders receive +10% damage per level and are not capped at any veterancy level. All others units have no changes. added some balance changes for ACUs, some EXPS stats. SERA mk1 - mk3 tant returned to a game with some changes. So now SERA has mk tank version like all anothers factions.
  • ETFreeman-db Feedback Thread

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    wilson_W
    Thanks for putting the time and effort, Mr. Free Guy!
  • are UEF drone respawns free?

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    N
    [image: 1778348348008-f1dca383-d7c3-4118-94ec-0900a0fa9fad-image.jpeg] depending on the drone
  • 1 Votes
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    DeribusD
    That question was answered in my first response, and as you keep using this thread to report players despite specific instruction not to do so I'll be locking it.
  • Is there a way to copy text from the lobby?

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    JipJ
    Soon maybe you can do this in-game: https://github.com/FAForever/fa/pull/7098#issuecomment-4322141766
  • Changing name of game from within the lobby - possible?

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    C
    Thanks!
  • Vanilla Campaigns difficulty spike

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    H
    @wilson_ Oh I know, but back when I played, 'hard' was still manageable. This just seems high of a difficulty spike, especially for mission 2