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!
  • Redesign of all HQ and support factories

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    SaverS
    Hello, Based on the review and feedback from @nory, I initially implemented three adjustments: Fixed an issue in the LOD1 model of the Seraphim T2 Land Factory, as it did not match the LOD0 model. Mistake: [image: 1779710145352-35.jpg] Fix: [image: 1779710149590-36.jpg] Added an additional indicator to the Cybran T2 Naval Factory. This adjustment also required further changes to the animations of the T1 to T3 HQ factories. Current:[image: 1779710220364-33.jpg] New:[image: 1779710261644-34.jpg] Fixed minor issues in the build animations of the Cybran Land Factories from T1 to T3, which caused unintended movement of the construction arms. Since these adjustments are no longer part of the mod, they can only be viewed in FAF’s test mode. However, these changes are not immediately available yet, so the screenshots will have to suffice for a first impression for now. After that, I will take another look at the Aeon Land Factory to see what further improvements can be made.
  • map-gen design vote

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    Brutus5000B
    Raise a feature request in the github repo then and explain what you need. Nothing will be done if a feature request only exists in someone's head...
  • We need a better way to introduce balance patches

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    RadianceR
    Hello, there is a "Tester" role in the discord currently, but not sure how it's being used. I would say, balance changes could be released towards the FAFDEV Game mode for a few weeks to gain feedback before they are actually pushed to the regular game.
  • Idea: Tilt Shift

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    FichomF
    You could do it with that + manual blur effects, but that's a lot of work - even the given example in the link is not very well made. There are trees and pillars that have 3 levels of blur, which wouldn't happen with tilt shift (you'd essentially get Z-axis dependent blur, while in the example image it's Y-axis).
  • Idea: Extended veterancy

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    N
    @cychwa_klaymberg said: @Nuggets Unfortunately, I haven't used Discord for over a year due to blocking. Maybe you could upload this to Google Drive, for example? Sent as pm
  • Idea: Ping limit

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    N
    Yes, others will still see the pings.
  • Idea: A new game project that follows the ideas of Sup Com FA and FAF

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    cychwa_klaymbergC
    I agree. An idea is worthless, but the time of the people who put in the work to make it happen is. I'm making what's called a mod myself, with my own vision. Some people like it, some don't—that's their choice. But no one should rush into making mods based on someone else's ideas. The game is currently well-balanced, enjoyable, and doesn't have the problems you're trying to solve with your ideas. Also, you could simply make some minor changes or ask the Discord community for help, where they might be able to teach you how.
  • Idea: Dependence of unit efficiency on remaining durability.

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    FtXCommandoF
    Creates way more problems than it solves, the game doesn’t need even more snowbally combat
  • 0 Votes
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    D
    @IndexLibrorum said: Ideas such as these are best worked out as a mod. It is exceedingly unlikely any such changes will be made to the default game. I suspect I don't have much time left before FAF ends up on the "undesirables list"; the EA and Ubisoft launchers were recently "isolated." So I'll slowly lay out all my thoughts. If you like anything, I'll be happy.
  • Idea: Experience Fabricator.

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    D
    There was little confidence that the balance team would agree to the integration in its original form. Perhaps some enthusiasts will like it, with the subsequent creation of a separate mod partially implementing the idea.
  • 0 Votes
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    cychwa_klaymbergC
    As stated above, this will only speed up the transition to T3 because it is always more profitable to equip a mass extractor with storage facilities, even if, in your case, this will cost additional energy. This doesn't solve the problem of quickly transitioning to T3; in fact, it exacerbates it, because more mass means a faster transition to the really killer things and ignoring those units that quickly lose relevance. If you want to make the transition longer and make T1-T2 units last longer, you can create a mod to increase the transition time to T2 and T3, respectively. Besides, I play a modpack that implements this; it has a really long ramp-up to T3 and truly huge armies of T1 and T2 units. You can check out my thread.
  • Mass priority for upgrading mexes

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    cychwa_klaymbergC
    @IndexLibrorum said: What's next, having your tanks auto-move to the closest enemies without having to give orders, so as 'not to have the hassle'? yeah! And let the nuclear missile automatically target any player who doesn't have anti-nukes! Otherwise, scouting enemies is difficult!
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  • Idea: Speed ​​up the initial deployment of the base.

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    D
    Okay, I realized this isn't what I need. At least, it's not suitable for the main part of the sessions.
  • Is it possible to add a maximum rating value?

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    ShadySocksS
    https://github.com/FAForever/downlords-faf-client/pull/3494
  • Add popular maps to match search?

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    ipconfig-releaseI
    This has already been discussed in the past, see here for the arguments everyone gave back then, pretty sure that's still the general consensus.
  • App text adjustment (lobby text size, general chat, etc.)

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    True_GuesserT
    @IndexLibrorum said in App text adjustment (lobby text size, general chat, etc.): Your font is strange too. Why is it in what looks lime Times New Roman? It's some sans serif for me. I think it has to do with changing a registry file, but I'm not certain. None of my other games have this issue, and I don't know what Windows settings FAF relies on.
  • Global Foe Mute, and Forced Mute instead of Ban

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    IndexLibrorumI
    @Nomander said in Global Foe Mute, and Forced Mute instead of Ban: Also personally I don't really like the idea of global mutes given out by mods, I prefer some reputation system that shamefully marks people and lets individuals decide if they want to mute them or ban them from their lobbies That's nice, but the modteam does see a lot of utility in having such a function. As do many players, based on the upvotes on the primary post in this thread and how often this feature has been requested of or suggested to us in the past. Toxicity and verbal abuse is something we deal with on a daily basis, and it's the reason for a significant chunk of the bans we hand out every week. Being able to globally mute players would allow us to be more precise with our penalties, without affecting the rest of the player base by removing otherwise active players. If players are otherwise toxic, such as by reclaiming allied units, we can still deal with them by revoking their access to the game, but it would be very valuable to us to have an additional tool in our arsenal (similar to the warning system that was recently added, and now we can finally hand out warnings without having to immediately resort to bans).
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  • 0 Votes
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    SkratS
    Separately, I would like to mention the difficulties of the players from Russia. Cloudflare, which the FAF actively uses, was blocked in Russia. If we make detailed instructions with other players from Russia to solve this problem. Will the faf administration be able to post it for all newbies from Russia and for those who haven't visited for a long time? For example, on the authorization page?