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  • 357 Topics
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    N
    Game version 3822 (19th of May 2025) This patch summary will be focused on balance and gameplay changes. The full patchnotes can be found here. The hotfixes 3823 and 3824 are also included. If you wish to discuss changes with the balance team you can respond in this topic, make a topic on this forum, make a thread on the Discord balance suggestions forum, or discuss it in the Discord balance discussion channel. The balance team is open to new members, please see the membership page for the variety of ways you can contribute (it is not only high-level game knowledge!) and the application process. Summary: Balance: Land: Othuum Buff Aeon ACU Sensors Nerf Aeon Sniper Buff/Fix Navy: UEF Cooper and Valiant Buff Cybran Cruiser TMD Buff Solace Nerf/Buff/Fix Tempest retargeting Fix Other: Seraphim transports landing on plateaus Fix T3 artillery balance (relative to Aeon) Teleport minimum time Nerf TML and TMD Changes: Seraphim/UEF nerf, TMD Fix Minor gameplay changes: Mass fabricators can now use overflow Increased Paragon update rate; can OC using Paragon energy Air staging detaches aircraft on death. Transfer of units in factories Features: Decapitation Rated Victory Condition Disconnect Share Options Preparation Drawing Balance Changes The changes are focused on making units more viable or fixing a few long-standing issues. Land: (#6728) Improve Othuum's ranged capabilities and pathfinding so that it can better compete with higher range units, particularly Harbingers. Some DPS is shifted from the short ranged weapons to the long range weapon. The muzzle velocity is slightly reduced to encourage occasional dodging. To improve pathfinding the Othuums hitbox is made shorter, this reduces how often Othuums in larger formations bump into the rear of the Othuum in front of them. Othuum: T3 Siege Tank (XSL0303): Thau Cannon: Reload time: 4.0 -> 3.4 seconds (DPS 156 -> 184) Muzzle velocity: 40 -> 36 Aire-au Bolters (x2): Damage: 64 -> 57 (DPS 256 -> 228) Collision Size Z: 2.3 -> 2.0 Collision offset Z: 0 -> 0.2 (#6745) Reduce the Aeon ACU sensor upgrade's omni radius to make fire beetles a more viable option against Aeon, and to allow more counterplay for cloaked units in general. Aeon ACU (UAL0001) Sensor System: Omni radius: 80 -> 36 (#6771) Fix the Aeon sniper missing when walking towards/away from the target due to insufficient turret pitch speed to compensate the walk animation. Sprite Striker: T3 Sniper Bot (XAL0305) Turret pitch speed: 30 -> 50 Navy: (#6690) The UEF T2 navy stage has been rather weak with their destroyer often losing to other destroyers. To address this, the DPS, speed, and turn rate are increased at the cost of HP. The speed and turn rate should allow the destroyer to take better fights, and the increased damage with reduced HP should encourage more proactive usage while also making shield boats more synergistic. UEF Destroyer "Valiant" (UES0201): Max speed, acceleration, and braking: 5.0 -> 5.5 Turn rate: 50 -> 55 Gauss cannon damage: 275 -> 305 (DPS 275 -> 305) HP: 8000 -> 7200 (#6414) Adjust the Cooper's stats to compensate for previous changes to its hitbox, which allowed torpedoes to hit it more reliably. This also serves as an additional buff to the Cooper, as it was one of the primary reasons UEF navy underperformed. UEF naval gameplay now relies less on building as few Coopers as you can get away with, and overbuilding them is less punishing. The Cooper is made slightly larger to prevent it from becoming too effective against Exodus in the early Tech 2 naval stage. Its SonarRadius was smaller than its WaterVisionRadius, rendering this stat pointless, the sonar radius is increased so the Cooper can now spot other naval units more effectively. Cooper: T2 Torpedo Boat (XES0102): Angler Torpedo Reload Time: 3.3 seconds -> 3.2 seconds (DPS 97 -> 100) Economy Energy Cost: 6480 --> 6000 Mass Cost: 810 --> 750 Build Time: 3240 --> 3000 Intel Sonar Radius: 36 --> 72 Hitbox size: Size X (Width): 0.75 --> 0.8 Size Y (Height): 0.925 --> 1.0 Size Z (Length): 2.0 --> 2.2 (#6744) Cybran navy's missile deflector TMD has been underperforming. The buff enables it to defend against missile cruisers of other factions. Since deflectors ignore missile HP, they are given less fire rate and range than the gun TMD of UEF and Seraphim. Cybran cruiser (URS0202) and carrier (URS0303) Missile Deflectors: Reload time: 4/2.5 seconds -> 1.9 seconds Range: 20/26 -> 44 Max target height: 8/10 -> infinite (#6522, #6785) In #5725 the number of child projectiles for the Solace was accidentally increased from 2 to 3 resulting in massively increased total damage. This change is reversed only partially as the Solace was underused with the lower damage. In addition, the damage is now properly split from the main projectile to the child projectile, which comes into play when the main projectile falls on top of an enemy. Solace: T3 Torpedo Bomber (XAA0306): Damage per volley: 6000 -> 5000 Number of child projectiles per torpedo: 3 -> 2 Main projectile damage: 400 -> 1000 Child projectile damage: 400 -> 500 (#6790) The Aeon Tempest: Experimental Battleship (UAS0401) can now be retargeted while its cannon is charging without triggering a full 12.5 second reload. Other: (#6755) Fix seraphim t1 and t2 transports being unable to drop units on small plateaus. (#6481, #6482) Rebalance cost, damage, reload, and accuracy stats of T3 static artillery to make them more equal against heavily shielded targets. Costs are now spread evenly across 70-79k mass to fit the varied DPS amounts of different artilleries. Overall they're more expensive, aside from Cybran. Accuracy and DPS are adjusted so that artilleries have similar performance for their new costs against heavily shielded late-game targets. Damage is adjusted to even out performance against different T3 shields and give UEF some diversity from Seraphim. Aeon Emissary (UAB2302): Mass cost: 73200 -> 79000 (+7.9%) Energy cost: 1372500 -> 1481000 (+7.9%) Build time: 120000 -> 129500 (+7.9%) Firing Randomness: 0.35 DPS with 4 T3 pgens: 1000 UEF Duke (UEB2302): Mass cost: 72000 -> 76000 (+5.6%) Energy cost: 1350000 -> 1424000 (+5.5%) Build time: 115000 -> 121400 (+5.6%) Firing Randomness: 0.525 -> 0.467 DPS with 4 T3 pgens: 917 -> 980 (+6.9%) Damage: 5500 -> 7840 Base Reload: 10s -> 13.3s Seraphim Hovatham (XSB2302): Mass cost: 70800 -> 73000 (+3.1%) Energy cost: 1327500 -> 1369000 (+3.1%) Build time: 110000 -> 113400 (+3.1%) Firing Randomness: 0.675 -> 0.560 DPS with 4 T3 pgens: 833 -> 935 (+12.3%) Damage: 5000 -> 5800 Base Reload: 10s -> 10.4s Cybran Disruptor (URB2302): Mass cost: 69600 -> 70000 (+0.6%) Energy cost: 1305000 -> 1313000 (+0.6%) Build time: 105000 -> 105600 (+0.6%) Firing Randomness: 0.75 -> 0.646 DPS with 4 T3 pgens: 804 -> 844 (+5.0%) Damage: 3700 -> 3800 Base Reload: 7.7s -> 7.5s The DPS isn't increased as much as other artillery due to the large accuracy buff and the large splash. (#6623) While the introduction of variable teleport speeds and costs was an overall positive change for the balance of the game, shorter-ranged jumps have become too powerful as a result. The previous minimum teleport time was set at 15 seconds, which was quite short and did not allow much leeway for counterplay. The changes aims to remedy this issue without nerfing the mechanic excessively. The minimum teleport time and minimum energy usage are both increased, alongside the introduction of a new formula for the distance-based variable teleport time and energy usage calculations. All ACUs, as well as Aeon and Seraphim SACUs Personal Teleporter TeleportDelay: 15 --> 20 TeleportFlatEnergyCost: 75000 --> 100000 Introduce a new formula for teleport time and energy usage. The energy usage per second is similar to before, and the teleport time at longer ranges is also similar to before. (#6738) Various adjustments to TMLs and TMDs to improve their functionality and make it less likely that TML will fly over TMD without being shot down. Tactical Missile Launchers (TMLs) The hitboxes of all tactical missiles are increased slightly, to prevent TMDs from missing them by overshooting. Seraphim and UEF TMLs fly lower. The max speed of the Seraphim TML is reduced because it was too fast compared to other TMLs; for example, it was able to reach its target over 10s faster at longer ranges. Additionally, the terminal speed of the missile as it nears its target is also reduced, so that it serves as a more legitimate balancing factor. Nerf the Seraphim ACU TML's oppressive close range combat potential by reducing its speed. Tactical Missile Defenses (TMDs) Cybran and UEF TMDs no longer run out of beamlength/lifetime, which could previously cause their projectiles to expire before reaching their target. This change should also ensure compatibility with mods that introduce missiles flying at very high altitudes. Unify the MuzzleVelocity stats of all UEF TMDs. Remove unnecessary firing tolerance stats, which theoretically could have caused TMDs to miss. Minor gameplay changes: (#6660) Fix mass fabricators not always using overflowed energy. (#6671) Increase the rate at which the Paragon updates its resource production from every 5 ticks to every 1 tick. This makes the Paragon react faster to high drain, reducing how often resources stall, are overflowed, or completely missed. For example, the Paragon can now refill energy used by overcharge. (#6665, #6743) Air staging now detaches aircraft when killed or ctrl-k'd (to work around an engine bug where aircraft get stuck inside air staging). (#6784) When factories are shared after death or manually, the unbuilt unit inside is rebuilt in the transferred factory. Features: (#6667) Add a new ranked victory condition: Decapitation Unlike Assassination, you do not lose control of your Army when your ACU is destroyed. Instead, you remain in control of your army until all ACUs on your team are destroyed. This makes ACU snipes less impactful: while you lose a strong unit, you still get to keep playing. With thanks to Sheikah for the original Decapitation mod, and thanks to Phong for suggesting its integration on the forums and on Github. (#5971, #6802) Implement options for separate share conditions when a player disconnects and sharing ACUs when a player disconnects. Currently the feature is disabled so that there can be a discussion on how the sharing of ACUs should be implemented and which options for share conditions/ACU sharing should be available. There are discussion posts on the forum and on Discord. (#6726) Introduce the ability to paint on the map (See the original patchnotes for details).
  • 33 Topics
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    D
    ACU and all units increase is physical size as they vet.
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  • Banning

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    maggeM
    @HOSCHMOSCH If you would like more details about your ban, feel free to open a moderator ticket on Discord. The ban reason should already provide clear information, and since this was a repeated violation, you should already be aware of the issue. If you believe the ban was unjustified, you are welcome to submit an appeal via Discord - you are already familiar with the process. That said, please stop creating additional forum posts every time you get banned to draw attention to your disruptive behavior. It does not help your case and just damages your credibility.
  • Ladder

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    That seems about the same rate of success custom games have lol. I swear it's 1 re for every 3 attempts but we are all FAF crackheads who aren't overly bothered by it I haven't been huge into ladder over the years but in the last few weeks I played a lot before I left country for work and I felt that ladder had been connecting fairly reliably. I recommend keeping your spirits up and just sticking with it. A few times when a ladder game didn't reconnect I immediately rejoined que and seemed to get matched with the same group and had some great games.
  • UEF: how to deal with T2 mobile tac missiles?

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    DoompantsD
    AI uses TML very well to pick off valuable targets, so you really don't want them to set up. It's going to take proactive scouting to find where they are and some quick bomber or gunship strikes to take them out. Defensively, the upside is that T2 TMD is relatively cheap and can be spammed, but if you're playing for map control you clearly can't defend everything, so going on the offensive is better. Alternate option: Play cybran and get T3 loyalist bots ASAP and watch those missiles bounce back to the launchers that sent them. lol
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    DoompantsD
    Update: This post helped nab a great player who has been a hoot to have with us, so I figure it's worth a bump a month later to try again. We also have a couple new players that we've gotten into the game, so there's some fresh meat mixed in as they learn to GIT GUD. But averaging 5-8 players on Friday nights and we'd love to bump that up to 6-10, so if you're a fun person who loves the game win or lose, and who enjoys pivoting to some novelty modes like PhantomX and King of the Hill when we have odd numbers, give me a reply or a PM. Friendly reminder from last night to wait until battleships pass overhead before firing your Billy Backpack from underwater. lol [image: 1743878443562-ff04adf4-6575-4649-9748-1e4e24b51ddb-image.png]
  • Ladder Rant....because I am noob

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    BlackYpsB
    Good to hear that it's working now!
  • Personal Trainer Meeting | 30/03/25

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    H
    looking forward to the guides!
  • Rating Reset

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    waffelzNoobW
    hello, second account here to prove i am nuggets
  • Personal Trainer Meeting | 16/02/25

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  • About Mods

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    @kdrafa91 You can just compress the Notifications mod folder and send only the mod. The mod folder for Notifications is called "reminder".
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  • Looking for casual coop duo central european time

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  • Exodus has wrong icon

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    @RakeAnomander Mantis lost its bot icon shape for the tank icon shape a while back, but aside from that I don't think there are many such things because most types of units ("what they are") correctly corresponds to what it's good against. UEF destroyer is just an outlier because it has really weak torpedoes due to the existence of the cooper. In theory it can be confusing but people never faction mix coopers + other faction destros. An icon change we can draw parallels to was Brick/Percy getting the "x" symbol instead of the directfire "+" symbol to differentiate from Loyalist/Titan (12 years ago). Nobody would disagree with this change, and having separate cooper/valiant icons is a similar case.
  • Ask Wargaming.net to release the source code of SCFA

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    TheVVheelboyT
    100$k dollars is not even gonna cut it. If remember correctly Visionik was willing to offer much more for the rights to the game and he still heard no. There's also no reason for Linus to buy the IP or anything. If anything I think he would be more inclined with simply helping FAF do it's thing as a non-profit community project rather than try wrestling with Square enix for the rights to the IP and shit.
  • 6 Votes
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    CrofisC
    @IndexLibrorum i must have been mistaken then, was sure i got blocked from unpausing a few times. That's one problem less ig. Before making a somewhat lenghty explanation as to what i think the problem is, i'd like to make sure i'm not starting from a wrong assumption: in ladder (and even custom unless people decide to change the setting) everyone has 3 pauses, right? If not, what's the current system like?
  • I propose changes for co-op missions

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  • Transport not dropping on plateau

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    ZLOZ
    i have not watched either, but it is not just sera transports, it is just bigger transports may not drop in smaller areas
  • Current connection problems (Preferred Coturns for ICE)

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    Brutus5000B
    @Sturmgewehr said in Current connection problems (Preferred Coturns for ICE): Are they all self-hosted except for GLOBAL? So the servers at Hetzner like Germany 1 or Finland? Yes. All coturn servers except global are self hosted. Global can be either Xirsys or Cloudflare depending on our configuration right now. @Sturmgewehr said in Current connection problems (Preferred Coturns for ICE): During a test (as host -> lobby) I once tried to block all coturn server connections locally (firewall), so that players can only connect directly to me, to roughly understand how much delay / lag / connection problems coturn servers generate. Couldn't do this though, as once I blocked all coturn servers, I couldn't create a lobby or join other lobbies (tried this several times and with very few players in them to exclude any existing coturn server connections). I wonder if this is a bug in the software and it is never assumed here that there are simply no coturn servers? Yes, blocking all coturns for FAF is not a smart move The ICE protocol requires coturn. If you block all coturns the ICE adapter can only gather your local ip addresses. Since everybody uses a router in between, this will never reveal your public ip to others. And even if it could, it would still be required for hole-punching (you send data out on the port, so your firewall accepts incoming traffic on that port). Btw: No match worked yesterday. But since the coturn servers Finland is no longer in the list (off?), it works quite well. Coincidence. I cannot recommend Hetzner for DDoS protection. Yes I am quite pissed at Hetzner right now. It's not just their lack of DDoS handlng, is also there basically useless hardware firewall setup from the 90s. You can setup exactly 10 rules and each rule only takes on ip-range. That is not even sufficient to whitelist all cloudflare ip addresses. I have personally had the best experience with OVH. FAF used to run on OVH at the very beginning. It was very unreliable. Also we are talking about the one company that had a whole datacenter burn down so far. Hetzner has incredible good pricing for dedicated machines. But the rest slowly goes to shit.
  • My First Guide - The Keybind Guide

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    StrydxrS
    @TheWeakie I uh, genuinely didn't know you could do this, fair enough.
  • Trainer Team - The First Major Wiki Edit!!

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