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!
  • Reduce E build cost of cloak and increase maintenance cost.

    6
    0 Votes
    6 Posts
    535 Views
    MazorNoobM
    Vision changes probably make it harder or no longer possible to maneuver a stealth drop behind enemy lines as Cybran. I didn't check that ingame, but it sounds like +20% vision to everything puts an end to that strategy.
  • Buff Wagner back

    36
    0 Votes
    36 Posts
    4k Views
    Sylph_S
    (Torpedo dmg increase or not, I don't see wagners working like submarines, currently. I find the comments about wagners necessitaing torpedo bombers to be really misleading, since if the wagners are doing much of any damage, they are vulnerable to the usual air-to-ground solutions that work against hover units. gunships, bombers etc. If wagners are using torpedoes to clean up submarines and the like, then I stand corrected - but I can't see how it'd happen, currently.) @tagada I totally agree with the idea that wagners are simply too different from hover units - it seems that comparisons between wagners and hover units are basically not useful. At the end of the day, the final metric, I think, just has to be whether wagers are: dominating games, used-but-NOT-dominating, or underused. My very personal experience is that they are underused, but it's not an important opinion - I'm not pro and have limited experience, so I defer to the opinions of other players. Ultimately, though, I think it's just important to adjust them based on whether they're overperforming or unused, rather than trying to draw parallels to hover units.
  • Static T3 arty stats need some tweaking

    22
    5 Votes
    22 Posts
    2k Views
    waffelzNoobW
    please dont flood my post with incorrect takes
  • The new balance frontier: Modes and settings

    7
    1 Votes
    7 Posts
    424 Views
    DeribusD
    That doesn't answer why. What problem exists that this is attempting to solve? And how would it solve it better than balance changes? So... make these mods and play them as mods. Why push them to default game?
  • My thoughts about balance

    101
    0 Votes
    101 Posts
    11k Views
    T
    Nuke is bad
  • Cruisers out range t2 arty

    Locked
    5
    0 Votes
    5 Posts
    485 Views
    maudlin27M
    Locking as I can’t see this discussion going anywhere constructive and the op is a long way from the guidelines for balance threads
  • The Fatboy

    31
    5
    2 Votes
    31 Posts
    3k Views
    ComradeStrykerC
    @Caliber The Shield recharge time does play a big factor in how the unit plays. This is one reason why Titans were -and still are- incredible at raiding. The only time it can remotely be on the offensive is when the shield is up. Take it out, and the unit practically is out of action for 2 minutes. But 30 seconds does seem a little short. Unless you made another counterbalance; Perhaps a lower max shield HP? ~ Stryker
  • The Problems With The UEF - Part 7 (The Ravager)

    31
    2
    9 Votes
    31 Posts
    4k Views
    ComradeStrykerC
    @caliber The TMD effect... now that's something I didn't think about. It does look cool, I'll give it that. My only concern with that is the impact effects. Those have a blueish hue to them, as the original fire effect is blue. Did you adjust those as well? ~ Stryker
  • Suggestion: Gibbed Structure Wrecks Leave Secondary Debris

    1
    4 Votes
    1 Posts
    224 Views
    No one has replied
  • Shield 'spreading'

    1
    3 Votes
    1 Posts
    339 Views
    No one has replied
  • Pending Balance Changes Feedback Thread

    279
    2 Votes
    279 Posts
    54k Views
    DeribusD
    I'm not actually bothered I just found it amusing
  • Idea for Kamikaze units in FAF

    kamikaze new units
    29
    6 Votes
    29 Posts
    3k Views
    N
    @mazornoob in early-mid game beatle is greate when dealing with t2 spam where there is no ACU near
  • Merci bugged?

    2
    0 Votes
    2 Posts
    269 Views
    DeribusD
    600 was always the intended amount of damage. Why it's 600 and not 79*20 is... complicated, but there's a thread in the Discord Balance Discussion about it.
  • Mercy Change - Not ready yet

    43
    2
    4 Votes
    43 Posts
    4k Views
    T
    @strife said in Mercy Change - Not ready yet: @SpikeyNoob I like that the visual effect of the "projectile" has been changed back to the original one. Would it be possible to make the fog bluish as well? So that it matches the color of the projectile? I guess it will look quite good together. Or, perhaps, changing the color of the projectile to be green like the fog?
  • Hover tanks for cybran?

    8
    0 Votes
    8 Posts
    649 Views
    Sylph_S
    I guess the idea is that cybran have other advantages, like destroyers that can fight on water or land much like said hover units can. Of course, it's not as good in practice as hover tanks or artillery (most of the time), but that's the idea, I believe. That 'destroyers walk on land', combined with UEF getting naval jamming and cybran getting naval stealth, are, I suspect, the reason those factions don't get hover units/engineers. I believe that it's all supposed to balance out in the long run. I'm not a terribly experienced player, so my struggles against jamming and stealth when it comes to destroyer+frigate combat might be simply a sign of my low skill; but I imagine that's the idea behind no hover T1 / flak. If I really, really wanted hover stuff in T1, I'd pick aeon or seraphim, and if I wanted the intel (and by extention, naval range) I'd pick cybran or UEF. As it stands, I only pick random. I'd be very interested to watch replays/games where the lack of hover units hamstrings cybran, because I've not seen it so far, but totally believe that it happens, and would love to see examples to prepare me. Do you have examples?
  • Improving and normalising Rhino stats

    2
    2
    1 Votes
    2 Posts
    323 Views
    ZeldafanboyZ
    I agree that the buildtime/mass and energy/buildtime ratios should be changed to match as they are uniquely worse for seemingly no reason, but I would rather have the Rhino actually do 100 DPS instead of making it cheaper
  • Nuke Sub Rework

    65
    6 Votes
    65 Posts
    7k Views
    C
    @melanol Non factor. It's a transportable luggage unit with a script to add and remove ammo when added to storage. Payload and range can be whatever you want on either launch platform. Could even make the warheads able to self-destruct and transportable by ACU/SACU/engineer for a bit of ground-and-pound. @Fichom I felt that an idea to rework nuke subs fit perfectly in in thread titled "Nuke Sub Rework".
  • Balance Patch 3761

    Locked
    1
    0 Votes
    1 Posts
    779 Views
    No one has replied
  • Beta T2&T3 structure reclaim changes

    5
    0 Votes
    5 Posts
    449 Views
    KnownSniperK
    excuse me its not in beta its main balance
  • Balance Q&A session saturday 19:30 CET

    4
    12 Votes
    4 Posts
    33k Views
    KnownSniperK
    Since tomorrow is the release of the patch on faf i will be doing a stream going over all the changes + insights in what's currently planned for the next one. It wll be on 15/07 19:00 CET