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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  • 391 Topics
    9k Posts
    SheppyS
    Looking forward to playing it, I love the directions the changes are moving the current meta.
  • 33 Topics
    603 Posts
    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • Replay Desync

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    Brutus5000B
    This is exactly what FAF is doing. Your local replay stream is saved locally, and the "consensus" replay is saved on the FAF server. "Consensus" means that this is the replay that matches the majority of the players still connected.
  • Co-op Feedback

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    ipconfig-releaseI
    @saver said in Co-op Feedback: @deletethis I don't know that the missions can also be played offline. Thanks for the info. This makes certain tests easier. I cry everytime I wish the FAQ section could be highlighted more somehow
  • wave mods

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    L
    If you have replays, where the game locks, but the ui is still active, there is a thread where some people are discussing. https://forum.faforever.com/topic/7980/game-getting-locked-up-in-infinite-loop/7?_=1722726098437
  • The final farewell.

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    EezyvilleE
    o7
  • did the name change time change?

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    F
    no
  • "Supcom On My Mind" Video by Syndicus

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  • Seraphim language, unit names.

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    speed2S
    @tankenabard https://youtu.be/JGQNCS6WU3w?si=urJ1ncw9C0n8ix0g&t=2021 33:41
  • This topic is deleted!

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  • ASF Micro

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    N
    This is about 0-75 ASF where micro is still possible without overkilling everything (stop command after that). Btw landed ASF are a brutal opponent since they will always get behind you flying into them, so you could sandbox vs that. Sera/Aeon > UEF >> Cyb in terms of ASF DPS quality (Cyb can easily overkill due to low muzzle velocity, UEF can overkill due to firing 2 shots). If you can win with cyb vs landed sera 100v100 head-on its probably extremely good micro. TL;DR: shift-g your asf to a move order nearby and behind them a bit before your cloud touches the enemy's. Turnrate and speed try not to overshoot the target by slowing down when approaching the target. So to maximize turn rate you need to keep the move order behind the ASF and reduce your speed by placing the move order close to the ASF (but not too close, they do not start a turn within 5 distance of the waypoint). Keeping your speed low allows you to turn in a smaller radius because turn rate is constant. Normally when you right click the game issues a formation to units, which means your move waypoints are actually spread out over the entire formation instead of onto one point (do the 3 console commands dbg navw dbg navp dbg navs to see navigation info). To get more control over your ASF you can shift-g every move order so that the waypoints go onto one point like you want them to. The "every single move command" part is easy because you only need 2-3 move commands to do a 360 degree turn, since there isn't a very high max turn rate or high damping on the turn rate. ASF formations were changed to be more spread out 2 years ago so you can't get the ultra tight formations like in ZLO's video. Shift-g makes tighter groups than what's in the video (because it has no formation). Watch out for cruisers/flak/sams when you do that of course. Imo shift-g makes ASF clouds survive better vs enemy ASF micro'd or even stopped, but nobody tested this idea. Getting good turns is about timing (0.5 s command delay + turn time) and clumping ASF so they actually obey you. Basically want to get the turn finished right when the enemy ASF pass by you, so you start the turn a bit before the clouds touch in my experience. Clicking in front of the enemy ASF is wrong, it doesn't maximize your turn rate or minimize speed. Your move orders are just a tool to get your ASF to move in the correct position and orientation, they don't guarantee a good result if clicked on top of the enemy (it just doesn't make sense). I mentioned ASF don't turn within 5 range of their waypoint, which can explain why large formations suck to move but also allows for a cool trick where you just hover ASF and get 500 DPS shooting at enemy gunships/T4s/strats.
  • Username rules updates

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    GiebmasseG
    Thank you for the constructive feedback and discussion. We are proceeding with a three month rename interval for now. We will monitor the situation for its impact and adjust if necessary. If a technical solution is implemented widely in FAF communication mediums (e.g. similar like discord unique handle), that allows better identification of players, we see no issue with going back to shorter rename periods. Regarding the rule on similar names, the wording of the rule is as following: Usernames that impersonate others or are visually identical to other usernames, for example by exploiting visually similar characters, are not allowed.
  • Did you guys remove my ability to change avatar?

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    SpikeyNoobS
  • Why do unfinished units/buildings ctrl k in FS games?

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    C
    I can confirm that this has happend to me several times with T3 HQs T2 and T2 Pgens and exp.
  • Antares Unit Mod - artillery pieces broken to varying degrees

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  • This topic is deleted!

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  • New Map Generator Options

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    S
    That is exactly what I was looking to implement. Sweet
  • This topic is deleted!

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  • did we loose player ratings?

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    G
    In multi-player games, you can't tell who the strong/weak opponents are? You normally play differently based on where the strong/weak players on each team are. I think that the gold/silver/etc system is really just a measure of how much you play rather than how strong a player is? I would like to have the ratings visible in-game. Having strong/weak players be disguised will make for worse games I think.
  • World map? Risk style?

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    R
    @innomen I made a variant of Dirt-Dan's Pacific map (with permission). It has been modified to work well with AI, fixing a number of pathing issues. It is an adaptive 16 player map, and can be played as a regular map with no AI. SE Asia is the resource capital of the map, but difficult to defend. China and the US both have fewer resources, but much more defendable. At 40km, it does play a bit long. I might make a 20 km version for playability speed. There are also a variety of Europe and World maps in the vault. Though anything over 40km, the board game Risk might actually be faster. If only there was a DefCon mod for Supreme Commander! Would make that 80km world domination map playable.
  • This topic is deleted!

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  • Multiple lags and Freezing (only lasts like 3 seconds)

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    Z
    could be network (use ethernet not wifi) could be internet (is CGNAT turned off at isp? it should be) could be slow cpu most likely one of those, maybe some other unusual thing