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!
  • purpose of sera t3 subs?

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    P
    @Hotcheese another fantastic suggestion ^.^
  • Vet system - issue and potential improvement

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    C
    @jip forgive my ignorance in these matters Jip I lack the understanding and technical skills you have and so i generalize quite a bit when talking about faf, by "they" i just meant those who have the authority to make these changes, no insult was meant.
  • Wasted energy

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    ZLOZ
    imho FAF is fine without massfabs, just don't overbuild power, or if you did massively overbuild - you can just reclaim it. imho in BAR there are some things that prevent turtle gameplay, and t1 massfabs are not very efficient and require space and they explode... BAR only has 1mex -> t2 mex -> t3 energy (afus) + massfabs while in FAF you have t1 mex -> t2 mex -> t2 mex with storage -> t3 mex -> massfabs or sacus you go from 2 mass per mex point to 27 while in BAR it is only like from 2 to 8 basically what i want to say is that FAF already has plenty of ecoing opportunities and i would not want it to have another somewhat efficient way of ecoing. Also often FAF maps feel like they have more space, and building explosions feel smaller, while in BAR you have less space and building explosions feel bigger Edit: You can also make an energy storage i kinda like cheaper and bigger energy storage in BAR... but in FAF storage space is also tied to overcharge, so making storages cheaper buffs the overcharge, so you can't do that for no reason Edit: also agree that massfabs in BAR are a big noob trap. Solar+massfab is like 22x less efficient than making mexes
  • Problem with repairing and advertising buildings.

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    FtXCommandoF
    https://forum.faforever.com/topic/3506/why-does-reclaiming-a-building-not-use-the-same-logic-as-building-a-building/5 I based it on this old thread. Well if it could then I don’t really see why it wouldn’t be adjusted, makes no sense for reclaim to work differently than building
  • Another Novax conversation

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    waffelzNoobW
    Give the Novax upgrade modules that add depth and complexity to a currently very basic and boring experimental. Missile upgrade module. Unlocks 4 missile weapons that rain down hell from space. Costs: 4800 mass, 120k energy. Strategic missile upgrade module. Drops a nuke directly below the novax. Costs: 24600 mass, 600k energy. Per missile: 4800 mass, 115k energy. Double Satellite module. Spawns in a second satellite from the same Novax station. Costs: 12000 mass, 240k energy. Tech 3 build suite upgrade module. Allows the novax to build anything underneath it. Costs: 2400 mass, 48k energy.
  • Is there Data on Current state of balance?

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    NuggetsN
    Its in a bad state
  • T4s partially submerged are invisible when shooting

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    speed2S
    @Ctrl-K said in T4s partially submerged are invisible when shooting: @speed2 perhaps you could enlighten us how to fix it then instead of showing off your "Fixed in Equilibrium". I dont know, I didnt make the fix, but you should be able to find it in EQ code
  • SACU Rebalance mod

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    ArranA
    If the mod is still being developed, I have a suggestion. Can we build SACU presets on the fly? How this would work: Where the presets are, replace them with the upgrades so all (left, back, right) are all visible simultaneously, next to one another. Select up to one upgrade option from each category. Like buttons, they get greyed out when selected. Once you have selected your desired upgrades, click the icon to build the basic SACU, the one that usually would build an SACU without upgrades. It will add to the build queue a SACU with your selected upgrades. Left clicking the in-progress build icon in the build tray will add duplicates of the same configuration SACU. Right clicking to remove, like with normal factory ques. Each different configuration added to the build queue will have its own icon, which can also be enumerated up or down as desired.
  • History of payback times for Mass Options and theoretical balance

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    SaverS
    @Nomander Thanks, and please excuse me, I phrased my question incorrectly. I wasn't asking about AI influence, but rather where the values ​​are displayed when an artillery piece is surrounded by power plants. But you're absolutely right, I can ask that question separately
  • Discussion about stealth fields Cybran

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    Balance team is going to add beetle energy consumption next patch. https://github.com/FAForever/fa/pull/6897
  • Data driven balance with automated replay watching

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    I now have 1400 ranked 1v1 and sentons games simulated of average ratings > 800 https://forum.faforever.com/post/69369 This is well structured dataset with an example of contents shown in above link and I am sure some good balance analysis can be done on some of this data now Please pm me for the full dataset, and I will continue to grow it
  • T4 mobile anti-air

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    @ThomasHiatt it's not uncommon to get like 200-300 ASAFs at the endgame You gotta shoot down enemy's 50 bombers before they get too close to your Yolo, you know
  • FAF Balance Team Feedback Survey | Summer '25

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    IndexLibrorumI
    @ComradeStryker Time to write more essays on how UEF should be buffed, ngl
  • TMD useless against ACU Tac Missiles

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    https://github.com/FAForever/fa/issues/6459
  • Aeon gun upgrade needs a rework

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    N
    The two upgrades will be the same cost and have a total cost identical to other gun upgrades (400m, 12000e, 400bt each). https://github.com/FAForever/fa/pull/6705
  • SUGGESTION: AEON T2 Shield Generator Fix

    aeon shield gen t2 shield balance
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    C
    @Nomander Thank you so much for this Information. Glad to hear that.
  • What are your opinions on the T3 arty balance changes?

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  • Make gunships fly at a higher height

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    waffelzNoobW
    it's not "dumb", it's an explosive reactor and the gunships happen to fly low enough to be affected by its explosion. also, increasing their flight height makes flak projectiles take longer to reach them. as a result flak needs to shoot further ahead on their trajectory, making it ever so slightly easier for gunships to dodge flak projectiles. no change comes without consequences
  • SACU's in Water too hard to kill

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    maudlin27M
    Ras sacu costs a lot more than 2500 mass in FAF, it’s around 6500 mass
  • Game version 3822

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