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!
  • Add upgrade t2 shields for aeon

    aeon balance
    50
    1 Votes
    50 Posts
    5k Views
    BlackrobeB
    @Tagada The BrewLan Mod by Balthazar has the option to upgrade the Aeon T2 shield to the T3, including the animation for the upgrade. I'd love to see the T2 upgrade to T3 integrated into FAF, provided he's ok with it.
  • Increase aeon lab's projectile lifetime for ghetto gunship

    1
    1
    3 Votes
    1 Posts
    291 Views
    No one has replied
  • Ythotha, time for a change

    29
    0 Votes
    29 Posts
    3k Views
    JipJ
    We've been trying to fix that, but to no avail
  • Ideas for Mercy changes

    44
    1
    2 Votes
    44 Posts
    5k Views
    phongP
    I'm not sure flipping health and damage solves the problem of mercy snipes. The current situation feels oppressive, I think, because any counterplay to mercies needs to be preventative, there is no mitigation possible. Other air snipes give you a small time window to dodge and bring AA or inties to help, but you get no such chance at saving yourself with mercies. And since one can use spread-attack to force air units to clump, requiring many more mercies for a snipe doesn't help with what I described and would only amount to a cosmetic change, at least from this point of view, I think.
  • Smol ACU Adjustment

    138
    1 Votes
    138 Posts
    16k Views
    J
    We really need to just stay away from gun range, it's too important to fuck with.
  • How do you feel about recent Navy changes?

    23
    3 Votes
    23 Posts
    2k Views
    MazorNoobM
    Remove radar from Cyb frigates and make moles amphibious. Edit: And I guess boost mole radar when in water from 45 to 80? Yadda yadda radar waves work better in water or something.
  • Teleport speed

    11
    1 Votes
    11 Posts
    959 Views
    arma473A
    The Mazer bug after teleport usually happens when the ACU teleports too close to its target If you aim at something further away, the mazer will turn on. Then you can aim at stuff closer to you.
  • Allow wagners to surface like subs

    14
    0 Votes
    14 Posts
    1k Views
    T
    While it might seem like a cool idea, it's neither feasible from the code perspective nor balance one. You can't have units that can go under your naval force and suddenly submerge and obliterate your cruisers/destroyers.
  • Should there even exist nuke subs?

    9
    0 Votes
    9 Posts
    969 Views
    kirovreportingK
    cheaper nuke subs make total obsolete whole setons naval battles t1 spam and other sh*t which is based
  • Burning structures

    5
    0 Votes
    5 Posts
    489 Views
    ComradeStrykerC
    I'll bite. The perfect addition to this proposal would be to allow Napalm to stick to units and make them keep burning even after they leave the AoE. Improved fire effects, overall! More realistic, no?! ~ Stryker
  • Adjust the build skirt of naval factories

    75
    1
    4 Votes
    75 Posts
    7k Views
    FearghalF
    OK, thanks for info!
  • Tactical missile launchers

    39
    0 Votes
    39 Posts
    3k Views
    C
    @dragun101 said in Tactical missile launchers: You meant in front in the front half tmd defensive circle? Yes
  • Should subs cloak while idle, submerged and stationary?

    19
    1 Votes
    19 Posts
    1k Views
    C
    What if T1 subs have cloak but no stealth and no sonar; also T1 scout planes have no sonar? Makes subs vs mexes & engies strong without affecting subs vs navy. Also means moving sub loses to lurking sub every time (if they engage at all).
  • Balance Q&A session sunday 19:30 CET

    10
    7 Votes
    10 Posts
    1k Views
    O
    Hey, it's your number one fan from Brittany. Please unban me from stream chat. Either that or I'm shadow banned on twitch already.
  • Cruisers and torp bomber/bomber scaling disparity.

    2
    3 Votes
    2 Posts
    394 Views
    MachM
    idk if off topic, but, I always find it weird that any missile weapons don't just retarget the enemy and instead self destruct, if anywhere, this should be at least done on cybran cruisers to make their aa less trash in comparison to others, so far nanodart was changed from what it used to be (slow moving missile that speeds up over time) to be more in line with what other cruisers have (immediately fast moving missile) simply because of how bad it originally was even disregarding overkill, and is now about as good as other cruisers at it, but it lost what it originally was so if it could change its target mid-flight, being slow moving again but able to retarget might in fact make it more unique of weapon, letting cruisers create a "cloud" of damage above them that anything flying through would get wrecked by, like a flying swarm of mines, instead of just another boring missile weapon that instantly gets full speed and charges directly at initial target like all the others, but of course idk how sim speed would like having so many missiles in the air at same time, looking for targets for uef and aeon I instead suggest, like you said, simply making them target properly like tmd does, to not overkill, but idk if that can even work for units with different hps instead of homogeneous ones (tactical missiles) that are all same hp
  • About the veterancy system

    Locked
    88
    2 Votes
    88 Posts
    10k Views
    T
    @jip said in About the veterancy system: A few months later, there was something wrong with the implementation of the veterancy system: it could hoard megabytes of worth of tables into memory! Read all about it here: https://github.com/FAForever/fa/pull/4686
  • AOE hitting above a submerged unit should deal 50% dmg

    31
    0 Votes
    31 Posts
    2k Views
    MachM
    @thewheelie said in AOE hitting above a submerged unit should deal 50% dmg: What does something like a unit getting nerfed has to do with this? Almost all of these changes happened for balance reasons and not for gameplay reasons and are thus irrelevant to the discussion. Blocking nukes with random air units was too strong so it was nerfed, crashing novax to block nukes was too strong so it was nerfed, crashing air t4's were too strong so it was nerfed. Groundfiring subs is not too strong so it isn't nerfed. Also most of these changes didn't even remove the mechanic. the reason groundfiring submarines seems it is not too strong is because so far this feature has always existed to "balance" submarines, so we never even saw submarines without it, they would more likely be overpowered without it, which is why they have to be rebalanced once this "feature" is fixed, instead of keeping nonsensical mechanic so as to not have to balance them I completely don't get the argument that it's not worth to preserve something if it only tends to be used in higher level plays. A higher skill ceiling is completely acceptable as long as it doesn't affect the skill floor, which groundfiring subs doesn't do. Almost every game in existence have a numerous amount of top lvl features that the vast majority of players will never use or use properly. Why do you think that is? I don't think I am a "high rated" player but I see groundfiring submarines happen all the time when there are any built in first place at point battleships are around (they mostly aren't, probably exactly because this counter exists so why bother with them), mostly it happens with harms another thing is that harms itself is also being balanced around this for some reason, it even had its underwater depth raised specifically so it can get hit by battleships no matter where it is placed (it used to sink to the bottom of ocean before, making groundfiring unreliable), speaking of backwards balancing I'm not saying harms should be op, but it should be rebalanced in other ways without being able to get hit by battleship surface cannons to offset its opness blocking nukes with air units and crashing novax did get removed, you literally can't block a nuke with air units now because it goes through them, and novax has a random trajectory making intentionally dropping it on anything specific effectively impossible loyalist deflecting billy is also impossible now (thus removed), crashing air units also can't go through shields anymore (removed), all these mechanics were removed, not merely units rebalanced I don't mind any of those mechanics being removed btw, except for loyalists billy deflect (it is a tactical missile and that's what they deflect) and nerfed t4 air crash damage (should be balanced with random trajectory like novax was instead imo), because those make no sense, just like balancing submarines around surface weapon groundfire and I know bugs with the game sometimes get turned into real features, but I don't see groundfiring submarines as one such feature, or why, for example, similar feature of loyalist deflecting billy is at the same time considered unacceptable in comparison and got removed unlike this one the value you get out of groundfiring submarines is too massive in comparison to other options for dealing with them, especially harms
  • Why are base SACU's getting a health nerf?

    Moved
    37
    0 Votes
    37 Posts
    3k Views
    E
    @chenbro101 said in Why are base SACU's getting a health nerf?: The cybran nano upgrade is a waste unless you stick them in water for navy reclaim. Tying the health to this overpriced upgrade means that they go from being cost efficient vs t3 units to something that is inferior to them. Unless the build cost is also reduced. Nano upgrade on Aoen and Cybran right now only makes sense vs a limited number of T1-T3 units. Very hard to stop if you dont have much to throw at it. Just not very good vs EXPs or large armies of Percies f.ex. The main issue is though that you need a certain amount of HP (which sera SACU gets with its version of the Nano upgrade) to make it relevant. Might be an idea to think about whether Cybran and Aoen should get some base HP increase with their Nano upgrade. At current they have a lot more regen from the nano but little HP gain from it.
  • Make snipers use E to shoot/reload their weaponry.

    11
    4 Votes
    11 Posts
    827 Views
    veteranasheV
    @thomashiatt don't worry, aeon has the Paragon.
  • 0 Votes
    25 Posts
    2k Views
    TerariiT
    @evildrew in a 0 rating average game your logic makes sense, but anyone with 1500+ rating and atleast some game and player knowledge would be able to counter any tele with ease. You just cannot assume that a defending player is always zoomed into his mexes with minimap closed and no intel whatsoever.