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!
  • Nerf cybran mmls please.

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    DeribusD
    Thing done
  • Chrono Dampener is not great.

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    S
    I agree it's never great and I never get it basically, but there is a use case in holding a hard point under static shields.
  • The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade)

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    TheWeakieT
    @melanol said in The Problems With The UEF - Part 2 (ACU Billy Nuke Upgrade): @comradestryker One launch costs 600k energy and drains 11k per tick, countered by small amounts of TMDs or shield. What is the point of the cooldown? Because every t3 land unit now becomes irrelevant with a single acu upgrade
  • Aeon gun - lack of utility feels bad

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    T
    @sladow-noob Oh, yes, good point. I suppose if it's every ones problem then it's not a problem. Edit: No sarcasm intended, I re-read it and it came out strange.
  • Suggestion for SAMS - Heavy AA

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    ComradeStrykerC
    I like the idea... perhaps a mod can be created so we can test it out?
  • Cybran Siren class t2 cruiser

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    waffelzNoobW
    they would be able to repair eachother which is pretty cool and would slightly make up for their dog ass anti air.
  • 2 Votes
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    ZeldafanboyZ
    I support this change, the battleship has the nuke launcher so the carrier can get the Tac launcher
  • Increase the lift factor of all transports

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    JipJ
    The changes by @clyf are released and available on the FAF game type
  • Balance Q&A session sunday 18:30 CET

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  • tml miss?

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    JipJ
    Will be solved with the next hot fix
  • Unbalanced Maps in Matchmaker

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    S
    Looks like something in the map got broken somehow. Custom games on the map gives the same faulty results. I took the map out for now. Thanks for reporting this Caliber.
  • Make T2 Arty Use High Firing Arcs

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    C
    Allowing the arc to be adjusted with a toggle would allow t2 arty behind hills to shoot at ships while being protected from them.
  • Increase T1 inties turn-rate

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    waffelzNoobW
    tis true, i'd be a common 800 if i played lobbies where telemazer was used
  • Some thoughts and suggestions about the Fatboy

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    F
    I agree that the Fatboy is by-far the worst land XP. It suffers from high cost, fragility, low speed, low DPS, and huge hitbox. Although it can win against other land XPs when microed and with radar, this comes at the cost of vulnerability to T2 arty, tml, bombers, battleships, nukes etc etc. Given how easy it is to counter, the fatboy should be as cheap as the Monkeylord.
  • no viable naval counter sera vs cybran

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    T
    Have you tried using the unit called the tech 2 torpedo bomber? It may be useful in this scenario.
  • Jamming proposals

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    C
    @spcr said in Jamming proposals: make jammers switch the spotted unit with any of the fake ones make radar identifications be lost once visuals are gone make the jammer blobs move in random directions switch radar ID's around (aka a T3 Air fighter could be switched with a T1 scout) and be kept like this until visuals are obtained or the unit leaves the jamming radius, ideally this should mess with defense targetting priorities . I believe currently these all require modifications to the engine. Position and movement of jammer blobs (1.,3.) is determined in-engine by static values from Lua. I've attempted to change a strategic icon in game (4.) and met with no success. Changing intel status (2.) likewise is an in-engine thing. Could do an entire re-implementation of jamming in lua with invisible dummy units ("light weight baby"). Ngl intel weapons sound pretty cool.
  • I am abandoning Aeon

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    F
    @sylph_ Originally, the tracking was quite good. As I recall, the strength of the tracking is determined primarily by the projectile's turn rate (in degrees/sec), so simply reducing the turn rate to a very small number can produce interesting effects. For example, in a mod, I once made submarine cruise missiles track moving targets, but with a low turn rate. As such, they were useless against frigates, but effective against carriers and battleships, but a battleship could still dodge the missiles when microed to dodge or stop/accelerate repeatedly. I think modifying MMLs to have limited tracking like this during the terminal phase - a lower turn rate of maybe 2 or 3 deg/sec - could make them more effective against large and slow-moving units, whilst still ineffective against small/fast units. As an aside, an interesting note about limited tracking like this is that missiles which miss will tend to hit behind and to the side of the target. Increasing the missile damage radius could also help ensure that missiles which fail to impact the intended target nonetheless hit something else behind it.
  • Non-Cybran stealth

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    Sylph_S
    @comradestryker said in Non-Cybran stealth: and just delete their ACU as soon as the match starts so they don't build anything you don't want them to build That's what I've been doing. The deleted-ACU AI still meddles from time to time, like occasionally ordering units to attack a base or similar. Such delected-ACU players seem to upgrade T2 radar to omni once they have more than +90 mass income (and similarly high energy, I assume). (Once I 'stop' to cancel deleted-ACU-player's omni radar upgrade, they don't seem to re-upgrade it unless I rebuild a T2 radar from scratch.) I didn't realise they were getting upgraded until I re-visited this topic, having been corrected!
  • gunships/transports landing on water

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    JipJ
    @waffelznoob said in gunships/transports landing on water: I've noticed u cant target things with gunships landed on water and have to first move them off before being able to give a focus attack order. Bit short on time so can't fact check as im not 1 billion % sure We can fix that
  • Are mobile shields of any use in land battles?

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    T
    Hey guys i lost a battleship because 30 frigs showed up and killed it so I will never make battleships because 30 frigs can kill the battleship.