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    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!

    BlackOpsFAF Balance and Patch Mod 2026

    Scheduled Pinned Locked Moved Modding & Tools
    12 Posts 5 Posters 407 Views 3 Watching
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    • N Offline
      Nomander Balance Team
      last edited by

      Your mention of air staging reminds me that blackops' air stagings repair slowly and cost mass to repair, while FAF's air stagings repair for only energy and do it quickly. Would be nice to bring to parity.

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      • DoompantsD Offline
        Doompants @Zopto
        last edited by

        @Zopto Wow. We hadn't noticed the Inquisitor bug. That sounds gross. lol.

        I dove deep on these fixes because I had two weeks off and my wife did not. I can't promise I'll be an ongoing champion for this, now that I'm back to work because life is pretty busy, but I thank you for posting. I will take a look.

        Gamebreaking stuff like the Inquisitor I'm certainly a lot more willing to spend my time trying to get working. Unit descriptions, not as much, but with your level of detail, if it can be a quick fix, it may get done.

        Tell me though -- did your friends just play house rules with Blackops Teleporting? I'm not crazy right? It's fun, but it's pretty dang OP. I wonder sometimes why it doesn't overtake the mod on 20x20+ maps.

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        • Z Offline
          Zopto @Doompants
          last edited by

          @Doompants Oh yeah we absolutely have a set of house rules regarding the teleporting. We banned offensive teleporting but still allowed defensive teleportation for the purposes of running away or base defense. That's what ended up satisfying the most people and worked as a decent compromise.

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          • DoompantsD Offline
            Doompants
            last edited by

            Cool, well if you try the TP balance, let me know what you think. I think it's still very powerful offensively due to the strength of upgraded ACUS in BlackOps, but it's a little bit harder to rush, and a little easier to see coming if people actually scout, and the longer channel time is not as long as vanilla, but we've definitely had people overstay and die trying to get out, (or super-clutch escapes) which just doesn't happen in unbalanced BlackOps. Also the range on T2 and T3 Anti-TP towers are a lot bigger.

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            • S Offline
              Szasz @Doompants
              last edited by Szasz

              This post is deleted!
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              • S Offline
                Szasz
                last edited by Szasz

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                • S Offline
                  Szasz
                  last edited by

                  Hey Doompants,

                  Did you touch artilleries in any way?
                  The mod '1.5x T2 Artillery Range, 75% cost' conflicts with yours resulting the game getting stuck during loading.
                  Yet that mod is a simple script changing only a few values dynamically:

                  LOG('[Blueprints.lua Line number 1 inside mod is line '..debug.getinfo(1).currentline..'] after hooking blueprints.lua!') -- printig the real line number after hooking
                  
                  local OldModBlueprints = ModBlueprints
                  
                  function ModBlueprints(all_blueprints)
                  	OldModBlueprints(all_blueprints)
                  
                  	for id,bp in all_blueprints.Unit do
                  
                  		-- build Category Array for faster access like "Categories.LAND" or "Categories.EXPERIMENTAL"
                  		local Categories = {}
                  		for _, cat in bp.Categories do
                  			Categories[cat] = true
                  		end
                  		
                  		if Categories.TECH2 and Categories.STRUCTURE and Categories.ARTILLERY then
                  
                  			if bp.Economy.BuildCostMass then
                  				bp.Economy.BuildCostMass = bp.Economy.BuildCostMass * 0.75
                  			end
                  			
                  			if bp.Weapon then
                                  -- Loop over all Weapons
                                  for _,weapon in bp.Weapon do
                  
                  					if weapon.MaxRadius then
                  						weapon.MaxRadius = weapon.MaxRadius * 1.75
                  					end
                  					if weapon.MuzzleVelocity then
                  						weapon.MuzzleVelocity  = weapon.MuzzleVelocity  * 1.25
                  					end
                  					if weapon.ProjectileLifetimeUsesMultiplier then
                  						weapon.ProjectileLifetimeUsesMultiplier = weapon.ProjectileLifetimeUsesMultiplier * 2
                  					end
                  				end
                  			end
                  		end
                  	end 
                  end 
                  
                  
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                  • DoompantsD Offline
                    Doompants
                    last edited by

                    Everything I fixed or balanced is in the readme. There was nothing to do with T2 arty at all. I'll try to give it a quick look into it tomorrow after work tho. Who knows what weird shit I may have done. Hahah.

                    I have a version 3 I'm going to try to get done for tomorrow too. I not only fixed that Seawolf bug, but I reinstated their concussion torpedos so they work properly now with an AoE that matches the blast projectile. Can hit hover units too. Super stoked.

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                    • DoompantsD Offline
                      Doompants
                      last edited by

                      New stuff in V3:

                      • Fixed the Seawolf as mentioned, and in doing so reinstated the concussion torpedo - medium AoE torpedo that can hit hover units.
                      • Nomads stuff! Extended the Blackops SMD-kills-satellites to include Nomad Deadline Satellite (and enable Nomad SMD to Shoot down Artemis and Novax satellites).
                      • Also Nomads: Bullfrog Experimental Tank back on the construct list.

                      We're playing with Zopto's "Nomads Commander BlackOps" mod, and that paired with this actually make Nomads a faction that can contend in BlackOps games. (Could still use a bit of love, but it's a start!)

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                      • P Offline
                        Punzler
                        last edited by Punzler

                        Ha! I found a kindred soul! I just uploaded some of my own small Blackops changes to the vault, to play with my friends and thought why not go and see what's new on the formus. heh 😄
                        Uhm, do you mind if I incoporate your changes into my own stuff? Especially the bugfixes. but also the balance changes, they look reasonable enough. but I am not intrested in the nomads parts. I'll obviously make sure to credit you and the others.

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