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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  • 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
  • Replays cutoff after the first disconnect/ejection?

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

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    1 Votes
    2 Posts
    82 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?

    3
    1 Votes
    3 Posts
    72 Views
    H
    @magge thank you!
  • How will you know when your game will be unrated due to desync?

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    1 Votes
    3 Posts
    117 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
    169 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
    153 Views
    NancyTheReaperN
    thanks for the reply!
  • Replay Watching

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    2 Votes
    4 Posts
    143 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
    83 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
    429 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?

    36
    1 Votes
    36 Posts
    906 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.
  • Just be decent in the game...

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    0 Votes
    2 Posts
    135 Views
    DeribusD
    Please make a report through the client or Discord, we do not allow reports to be publicly posted.
  • 0 Votes
    16 Posts
    524 Views
    H
    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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    1 Votes
    2 Posts
    77 Views
    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
  • 0 Votes
    3 Posts
    169 Views
    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
  • ETFreeman-db Feedback Thread

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    8 Votes
    17 Posts
    5k Views
    wilson_W
    Thanks for putting the time and effort, Mr. Free Guy!
  • are UEF drone respawns free?

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    0 Votes
    3 Posts
    117 Views
    NuggetsN
    [image: 1778348348008-f1dca383-d7c3-4118-94ec-0900a0fa9fad-image.jpeg] depending on the drone
  • 1 Votes
    4 Posts
    138 Views
    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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    0 Votes
    5 Posts
    95 Views
    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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    0 Votes
    3 Posts
    74 Views
    H
    Thanks!
  • Vanilla Campaigns difficulty spike

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    1 Votes
    4 Posts
    118 Views
    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