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  • 393 Topics
    9k Posts
    N
    Buff brick DPS 295 -> ~304, returning 50% of the DPS it lost after the last nerf (down from 312.5) because: the nerf's goal was to make brick weaker vs Percy, and now Percy is strong vs brick, so there is space to buff the DPS the nerf's goal was to make brick weaker vs othuum/harb, and while in a 1-unit-composition matchup this nerf made it more fair per mass, the brick needs to be more unfair because their lack of shields makes sniper DPS and Ythotha AoE very strong. Their stats also struggle to beat GC/ythotha + harb/othuum compositions a bit too much, which makes getting Megalith too difficult. Monkeylord is not good against GC/Ythotha at all, so mega is required to fight those T4s efficiently without just winning hard in T2 and getting an overpowering army at later T3. Add the Pulsar, which is the unreleased cybran T3 long range anti shield unit. It was wanted by old balance team, then it got delayed and eventually canceled by Rhaelya looking for an alternative solution before adding new units. Since no alternatives have been proposed and I don't see what would work better, I think the unit should finally be added. It solves the shieldless arty's low DPS against snipers and the struggle against mid-late gun coms that OC all your bricks if you try to attack anything while easily tanking with shield upgrades and mobile shields. Make firebeetles jump at enemies. it looks cool and fits the theme makes them hit in the middle of unit clumps more consistently, including on attack move/attack orders. reduces pathfinding needed increases their effective attack range The jump range in my prototype is around 5, which is the current detonation trigger range, and is small compared to any gun (LABs have 14 range). I think after the last nerf beetle is pretty good for gameplay but is a little weak because it dies very easily, especially at T3 stage, if you don't have basically equal unit counts and are in range to tank for the beetles, so that's why I'm interested in trying this new mechanic as a straight buff.
  • 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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  • 2 Votes
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    883 Views
    cychwa_klaymbergC
    A new version of SWLandWarTMRebalance (v77) is available. This is a fairly complete and functional version of the mod, which includes a full-fledged research mechanic. Research is divided into several tabs. [image: 1793803036700-2026-11-04_17-32-28.png] [image: 1793803036712-2026-11-04_17-33-22.png] [image: 1793803036724-2026-11-04_17-34-27.png] [image: 1793804728217-2026-11-04_17-36-03.png] Here is the research available at the moment: Increasing the parameters of combat units increasing the specified parameters for combat units belonging to particular groups (implemented via additional categories) increases to stats for commanders and defenses, as well as economic boosts such as base income and percentage-based income increases and also research to increase limits for mass fabricators! abilities that appear on a separate panel and can be used by the player; they are subject to a cooldown timer. Such abilities include artillery strikes, nuclear missile launches, and the deployment of faction-specific unit groups (the composition of which can be upgraded). Furthermore, the research tree contains enhancements that increase the number of units deployed and reduce the cooldown time for these abilities. Ythotha’s Storm can be summoned anywhere, except for the enemy spawn point. You cannot simply cast the Itota’s Storm ability directly onto the enemy base. Summon Percival (sniper bots) at the clicked location; they act as a temporary squad that deals damage for 30 seconds before disappearing. *The nuclear missile is implemented by summoning a missile silo to the player's base and launching a free missile. The silo consumes no resources and disappears on its own. The missile travels across the entire map and can be intercepted by anti-missile defense systems Airstrikes are implemented by spawning bombers at a distance from the target; they then fly to drop their bombs at a location specified by the player. They can be shot down, and they also disappear after 30 seconds. You can even control them! and other useful things The mod may cause a black screen if any UI mods are installed that alter the interface or add new panels and windows. Additionally, if certain units (such as bombers or nuclear missiles) are prohibited by the map itself or by lobby settings, they will not spawn. To ensure a clean gameplay experience in my mod, I have removed the available bombers from the factory build menus. We play without air units anyway; however, should you choose to enable air units, please note that these specific units will not be available for construction in your factories. RP points are awarded automatically over time (based on settings configured in the lobby), and their accrual rate doubles every 10 minutes, as the game’s dynamics and player power scaling are non-linear. I consider this a good solution; in this aspect of the game, it is fair and balanced for all players, independent of the mass they have accumulated (i.e., their economic gameplay skills) or the mass they have destroyed. Everyone starts on the same footing—the conditions are equal for all. While the balance isn’t perfect and could certainly be improved, it is reasonably adequate.
  • Plans for the near future?

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    NuggetsN
    Thank you for your input kirovreporting, thankfully its not in your hands.
  • New "Random Events" AND Roguelike-Mode Mod!

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    cychwa_klaymbergC
    cool new visual and cool changes!
  • Hello! Any new possibilities recently?

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    M
    https://forum.faforever.com/topic/10502/projects-i-found-that-are-redoing-supreme-commander-forged-alliance If you are into VR, There is nothing technically preventing a VR mode for the rewrites: have the battlefield at your feet, or feel tiny next to a (very low poly and low res textures) commander.
  • Desync Postmortem

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    N
    @JaggedAppliance said: Yes these desyncs and crashes affected replays as well as live games. Actually they were really common in replays which helped a lot with testing. The reason why this fix was so difficult is because it's a memory corruption writing into random space. With the way your computer set up the game's memory it caused regular desyncs and crashes in replays. For a lot of other people it rarely did anything. So for Brutus's idea, this specific bug would be caught by luck in a simulation CI. Here's how I see potential improvements compared to my experience: Desync tracking would automatically and seriously tell devs of deysncs. I only noticed desyncs from constantly checking forums and chats, and eventually I had to go through a specific replay search to even have any data about desyncs, and even then there wasn't a really big response. Automation would've been a more serious alert and it could've even caught it much earlier on. The reason this specific patch wasn't caught early was because there was 0 testing in prod. It's a tricky bug, so fair enough that some testing in dev wouldn't catch it, but since we released it without any feature using it, it took all the way up until the painting feature for its effects to show, which made the change that introduced the bug disconnected from the updates exhibiting the bug. With AI we can do much better reviews. This bug was a very human error that is easily picked up by AI or I guess some linter. I don't think we do very complex patches most of the time, so static analysis should work quite easily. In this sense I think we could actually speed up engine patches because of their more reliable code, but of course it's best if we just have the backup testing in prod with the two points above.
  • FAf server issues?

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    H
    Same for me as well. Trying to host with the old client... Rooms you crash nearly immediately. Tried the new Rust client. Yesterday, all day after installing it work perfect, no issue, all was good. Not today i start up the Rust client. Each room crashed out within a minute or 30 seconds.
  • 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
  • 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.
  • 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
  • 0 Votes
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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.
  • 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