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
  • Share your worst FAF client memory usage in 2026!

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    7 Votes
    9 Posts
    347 Views
    George_W_CrushG
    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]
  • "Build dummy unit"? descynr without error message or cheat?

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    2 Votes
    6 Posts
    148 Views
    maggeM
    When the host has cheats enabled, you should expect cheats to be allowed.
  • Something Needs to Be Done About the TMM Queue

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    2 Votes
    6 Posts
    189 Views
    N
    I would love to know the win/loss stats on games where there's a match up between a team with two lower rated players and one player 300 pointrs stronger than everyone on the opposition. My suspicion is that the stronger player pwns all.... Though that might just be at around my own level where that happens.
  • Sharing my factory unit queue templates

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    7 Posts
    457 Views
    wilson_W
    You gotta save T3 > T2 > T1 for them to be in said order when cycling through.
  • Filters not working?

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    100 Views
    C
    @nomander I can add a bit more here - if you enter the filter details, search, and THEN save the query it will remember the filter details for that saved Favorite.
  • MapGen Selection Tool/Website

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    16 Posts
    370 Views
    SheppyS
    I added a option to enter a specific map hash, and a version selector: [image: 1783102920911-adc49b3c-6abc-4b4e-b98b-816b9f5bf02d-grafik.png] will do multiselect next.
  • There was a good days

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    8 Posts
    220 Views
    D
    @ipconfig-release sorry I need to take everything seriously since it's FAF Forums.
  • Content Creators Updated

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    5 Votes
    8 Posts
    211 Views
    HotCheeseInRearH
    I'm a neophyte but working on tutorials: Creator Description Link Cheese's Cheese FAF Tutorials, Tricks. Focus on math. https://www.youtube.com/@CheesesCheeseFAF
  • Anyway to see the build grid?

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    149 Views
    C
    @IndexLibrorum Looks like that is the final version he posted a preview of above. Thanks for the heads up!
  • LEGO/GoBrick MOC for the Cybran Mantis

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    4 Posts
    208 Views
    IndexLibrorumI
    This one is much improved! Double hinge on the legs is absolutely the way to go, and the extra details look really good.
  • Replays cutoff after the first disconnect/ejection?

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

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    1 Votes
    2 Posts
    67 Views
    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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    1 Votes
    3 Posts
    68 Views
    C
    @magge thank you!
  • How will you know when your game will be unrated due to desync?

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    1 Votes
    3 Posts
    107 Views
    NuggetsN
    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
    167 Views
    NuggetsN
    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...
  • Carrier fix

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    2 Votes
    4 Posts
    128 Views
    AkirapwnzA
    thanks for the reply!
  • Replay Watching

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    2 Votes
    4 Posts
    134 Views
    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
    2 Posts
    70 Views
    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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    6 Votes
    10 Posts
    388 Views
    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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    1 Votes
    36 Posts
    736 Views
    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.