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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!
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    Recent Best Controversial
    • My Favorite Things

      This is a borderline shitpost, but I have a job where my mind wanders sometimes, and I come up with lots of weird stuff. Last week, I was taken with the absurd idea of making a satirical song about FAF to the tune of 'My Favorite Things' from Sound of music. Don't ask why.

      For better or worse, here is the result. 😆

      "ASFs spew from a surfaced Atlantis
      Three engies lost to a single rushed Mantis
      Point defence rapidly blasting their beams
      These are a few of my favorite things!

      2 minute bombers, and engineers juking
      SMD snipes and the subsequent nuking
      Seeing your enemies power-stalling
      These are a few of my favorite things!

      Fatboys out-ranging Galactic Colossus
      Monkeylords stealthing and bloody Ahwassas
      Allies and all their "assist me plz" pings
      These are a few of my favorite things!

      When the com snipes and CTRL-Ks
      have me feeling sad
      I simply remember my favorite things
      And then I don't feel so bad!

      Rapid-fire arty and tactical missiles
      mass fabs exploding, reactors so fissile
      Mazers and cloaking and teleporting
      These are a few of my favorite things!

      Soulrippers belching out plumes of pollution
      Salvations finding their firing solutions
      Flak tearing bombers apart by the wings
      These are a few of my favorite things!

      Walking destroyers and cruise missiles soaring
      "Commander under attack" AI warnings
      Cheap ghetto gunships full of mech marines
      These are a few of my favorite things!

      When the com snipes and CTRL-Ks
      have me feeling sad
      I simply remember my favorite things
      And then I don't feeeeeeel... sooooo bad!

      posted in General Discussion
      DoompantsD
      Doompants
    • BlackOpsFAF Balance and Patch Mod 2026

      Friends! Robots! Spikey space socialists!

      I have toiled, sweat, guessed, and variable-swapped my way through a variety of Blackops lua files, and am proud to present to you a LARGE number of bug fixes and balance changes for all three Blackops mods.

      Our GRB playgroup plays BlackOps pretty much exclusively, and this started as a balance patch for us. But then it contained a fix, and then another fix. And now it's more bugfix than balance, but it's all one mod, so I offer it to you all so that you may benefit from my efforts, but no I don't code regularly and i don't have time to pull them apart. We know Blackops pretty well tho and trust me. The balance is good.

      Version 3 adds:

      • UEF Seawolf weapon fix, xolves lag and restores AoE concussion torpedos
      • Nomads SMD now targets Satellites like the other factions.
      • Nomads Deadline Satellites now susceptible to the BlackOps method of SMD defense.
      • Nomads Bullfrog Experimental once again buildable.
      • Thx Zopto for the idea of upgrading Nomads and handing his code over to be included in this patch so that all the satellite changes are in one place. Look for his "Nomads Commander BlackOps" mod if you want to also update the Nomads to BlackOps ACUs levels of upgrade power.

      HERE IS WHAT I BRING YOU AS OF VERSION 2:

      A) BUG FIXES

      • AEON ACU HITBOX FIX -- Typo in Aeon ACU would make some weapons (esp beam weapons) sometimes pass through and not hit the ACU at some angles. Fixed.
      • AEON CHRONODAMPENER PARTICLE FIX -- No change to weapon, but particle wave from the EMP was going map-wide. Fixed
      • CYBRAN ACU with Mazer would bug out after riding in transport, and Mazer would not fire, or fire erratically. Fixed.
      • SERA ACU TML FIX - Used to build one missile, then allow unlimited firing on cooldown. Now properly decrements missile on launch.
      • SERA OVERCHARGE TREE FIX - Bonus overcharge damage never applied, OC always capped at 15k. Now adds appropriate bonus, maxing out at 15k + 18k for 32k total at max level. May nerf at some point, but those are BlackOps' numbers, they just didn't work. Now they do.
      • AEON T4 TEMPEST - was bugging out when taking fatal damage, and freezing instead of wrecking.
      • BLACKOPS DRONE FIXES -- Late 2025, the drone units of the Tempest, Goliath, and Yenzotha Hover Tank broke and would land immediately on spawn. I have managed to fix the Goliath and Yenzotha, though a bug eludes me with the Tempest and while they do dock, their anti air gun has broken somehow. Keeping it on a list to fix.
      • CRASH DAMAGE for BlackOps version of Czar and Citadel set to 7000 since FAF crash damage patch changes didin't reach these units.
      • UEF T4 Stellar Generator - Wasn't able to be built on wreckage, now it can. Thx Blackrobe for the heads up.

      B) BALANCE

      ACUS:
      I have done a lot of sandbox testing to confirm what our group suspected about BlackOps ACUs. Please trust that these changes are rooted in a lot of testing specifically to test 1v1 scenarios, because they are.

      • AEON ACU - Aeon was Best of the Best in BlackOps and in testing, won handily versus all other ACU in any situation we tried. First in raw damage, top tier range, on a beam weapon that never misses. Our change reduces damage, but actually buffs range at T3 to tie the UEF's gatling at max range, giving Aeon an identity where they can snipe and kite at max range, but other ACUS have a chance to out-DPS them if they can close into fire range now, which they never had before.
      • CYBRAN ACU - Conversely, Cybran was bottom of our testing on 1v1, with the least range, and surprisingly poor damage. Considering Mazer was the original ACU death laz0r, we couldn't in good conscience let this stand. And so Cybran Mazer has been given a big damage upgrade but is still the shortest range. Cybran has stealth OR movespeed upgrades though, so Cybran is the stalker murder hobo, and if they catch you, that's their ticket to fry you. You will fear the Mazer once again.
      • UEF ACU needed the least changes. They're already tanky, and they had a strong weapon in the chain gun. Being projectile based means the damage hits structures 100%, but it is super jukeable at long range by ACUs and units. That offsets a lot of potential damage in situations that matter though, so we gave them a small damage buff and they're now the strongest gun after Mazer. Long range, but as said, it's dodgeable at that range so Aeon should kite, and Cybran/Sera should choose their options carefully and take dance lessons.
      • SERA ACU: We loved the BlackOps Cybran speed buff so much we've given a portion of it to the big Emu ACU. The (previously broken) Overcharge tree is not only fixed, but now adds 33% speed at T1 and 66% speed if you go up to T3. That's slower than the 100% max speed Cybran can take, but it gives them mobility to dodge ballistics better, and close on (or kite) Aeon and UEF. Arguably buys them more time vs Cybran before they die. Also enables faster hit and run TML strats!

      T3 POINT DEFENSE
      The other area the GRB crew felt needed balance was T3 PD. They were pretty wild across the table. Aeon was again gifted a PD bordering on OP, and Seraphim was given a total dud. While not as bad as the gap in ACUS, we made some tweaks.

      • AEON Aria T3 PD - As stated, we felt it was too good. Second best range, best DPS, and it's a never-miss continuous un-jukeable beam. Same issues with the ACU. Since Aeon having range and beams is in flavor, the DPS needed a nerf to put it behind (shorter range, dodgeable) Ravagers and (shorter range, lower DPS) Manticores.
      • UTTUATHUUM Sera T3 PD - Long underpowered, it's gotten a damage buff so that while it still last place on direct damage, the buff also effects the AoE, and it is now actually very competitive against swarms of units, which is what its design always implied it was supposed to excel at.
      • CYBRAN MANTICORE AND UEF RAVAGERS: untouched. Ravagers are raw damage king but jukeable at range, and Manticore is decent, but has EMP to make up for it.

      COMPLETELY NEW NOVAX COUNTERPLAY

      Drunk with power, I have used my abilities to solve a conundrum introduced with BlackOps that will also appease Novax-haters alike:

      • NOVAX can now be SHOT DOWN -- When BlackOps added its Artemis Nuke Satellite (Aeon) it also patched SMD buildings to not only shoot the projectile, but actually wreck the satellite with non-missile-consuming rockets, like some sort of orbital layer SAM.

      Weird solution, but NEAT. It really bothered us though that mechanically, you could shoot the Artemis down but not the Novax. So we fixed it! Novax can be shot down with roughly 28 seconds of the same non-missile consuming SMD fire. To give an idea what that looks like; Novax can easily take down several unshielded SMD before it dies, but a shielded SMD is suddenly a real defense, and necessitates bringing multiple satellites, meaning Novax is now generally more about map control and less about cracking core bases. That said, even with two shielded SMD defending a location, 4 or 5 Novax can usually still last long enough to punch through shields and snipe a building (or ACU?), so they can still target high profile targets, they just won't level the whole base place uncontested if there's still an SMD standing.

      TELEPORT BALANCE DEETS:

      This is the balance fix that started it all for us.

      Personally, I find the built-in BlackOps TP upgrade brutally OP, and our meta found that a rushed Teleport with a weapon upgrade could start crossing the map in 10 or 12 minutes in some team games, and if you were first to get there, within seconds of your TP going live, you could assassinate multiple ACUS. Seriously, if you haven't tried it, run a BlackOps game without this patch and rush Teleport and Chain gun with Seraphim ACU.

      Our balance attempts to do the following;

      • make first TP a little harder and slower to pull off
      • makes the fact that a player is attempting that route easier to scout the infrastructure they need.
      • Makes the time spend channeling tele that is slower than BlackOps but still faster than vanilla in order to give more counterplay and produce more risk of failed escapes.
      • Still rewards fully upgraded BlackOps ACUS as a legitimate game end option (Which is still one of the hardest strats to counter).

      What we changed:

      • First, we increased TP time to just short of 15 seconds (math.) BlackOps on it's own lets you flash around with barely any limits. 15 seconds gives you lots of time to eat bombs or colossus fire if you made a mistake.
      • Second, you need energy storage. 100,000 energy storage to be allowed to Teleport. This means you have to spam storage buildings somewhere, and that has two effects; The first is that someone can scout that you are building a lot of storage, and they can know you may be going TP route. The second is that sniping that storage stops teleporting until you can build more, because prior to this, once an ACU hit complete teleport, they could go anywhere in 3 seconds and then go again and you really couldn't stop them if they had some RAS.
      • Lastly, we buffed the range covered by anti-Teleport towers. T2 were ridiculously small, T3 not as bad, but we increased both. The intent is to allow a handful of T2 to cover a moderate size base, or let one tower cover a mass expansion such that an assault has to come from outside a shield. T3 tower covers much more area, but offer a tradeoff -- more area, but a moderately increased death nuke makes it a juicy snipe target, much like nuke silos, T2/T3 power, or paragons. Also, very large power cost prevents simply spamming them everywhere. The choice should be multiple T2 towers, or one or two T3.

      For the number crunchers:

      Teleport ACU Upgrade costs: unchanged
      Teleport Energy required to start teleport: 100k in storage
      Teleport channel time: ~13 seconds
      Teleport distance: remains unlimited*

      (TP distance limit can be introduced with the addition of "MaxTeleRange = n" value under Defense in ACU blueprint)

      T2 Anti-Teleport Towers (All factions)

      Range increased from 20 to 30
      Energy upkeep raised to 750
      Volatile 'Deathnuke' damage unchanged

      T3 Anti-Teleport Towers (All factions)

      Range increased from 56 to 65
      Energy upkeep raised to 5000 (damn right)
      Volatile 'Deathnuke' damage increased significantly to 8000*
      Deathnuke range increased significantly to 8*

      DENOUEMENT

      I'll end this by saying that I did this for us, but I hope others find that this patch helps them enjoy Blackops, and maybe you'll even come to like our balance changes.

      A couple things i need to get out there:

      • If you know of a bug, I AM NOT A PROFESSIONAL CODER but please tell me what you find anyways. If there's a chance I can figure it out, I will give it a shot when I have time. Details or tips to reporduce are always good.
      • If you have a tooltip that needs changing or a place where they mispelled something, tell me but please don't get upset if I give it a pass. I am more interested in gameplay and keeping this mod working for myself and our friends, but maybe i'll find the time.
      • If you don't like my balance, or want the files split, or think the shields should have 3x the hitpoints: Good news. I figured out how to mod the changes I wanted to see, and you can too. 😄

      That said, if Uveso or anyone that gets rights to maintain BlackOps wants to steal what I've done, I'm game. It's probably very clunky, but all I'm here for is trying to make the BlackOps mod operable in the face of FAF patches that sometimes change things.

      And as always, Giant Robot Battles on Friday is always looking for the right personable, non-asshole, beer-league-level BlackOps lover to join, so you can always DM me if you're free Friday nights and looking for a group.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • Friday Night Giant Robot Battle: Beer league recurring group interested in adding a couple bodies

      ARE YOU an avid fan of SupCom and BlackOps?
      ARE YOU interested in a recurring Friday Night game group based in North America?
      ARE YOU chill with playing with mediocre old people who complain about stalling their eco and how bullshit restorer death balls are when they could have just built flak?
      ARE YOU comfortable using DISCORD and do you know what misophonia is, and how to set up push to talk? 😄

      If so, our group may be interested in meeting you!

      fcad0f43-5a1b-457b-b734-872851f68764-image.png

      We have been playing as a group every week for a number of years now, but life happens and we're down a few members and would like to get our weekly average back up to around 8 folks or so (we're at 5 or 6 currently). I asked about you, so here are some things about us:

      WE typically play using BlackOps mod, and play a variety of larger two-team or three-team maps (depending on numbers) and the occasional FFA or Phantom X games when we have odd numbers. Team games usually have decapitation on so you are still in until all your team ACUS are dead.
      WE start at 6:30Pacific/9:30Eastern and usually get 2 or 3 games in depending on length and brain power.
      WE are not pros, we are not Joes. We are somewhere in between mostly? If you don't consider yourself that good, we will happily give you tips. If you can scrub the floor with most people by minute 20 in a Setons game, you'll probably not find us terribly challenging.
      WE don't play a lot of meta maps like Dual Gap, Astro or YSNP, though sometimes Setons is cool.
      WE aren't here to discuss politics, but fair's fair we lean a little left on average (though we have some awesome conservative folk who ain't bigots) so no sense coming back for voice chat every week if you're not down with people being people, and robots being robots.
      WE swear and drink. By god, we do, but lets not get so absolutely shitcanned you can't play.

      PM me if you're interested, or reply below to mock or ask questions and we'll figure something out. Don't make me regret this like I regret posting things on Facebook Marketplace, by god.

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: Phantom X mod (new one) broke after dev patch.

      @spikeynoob excellent news!~ We'll test the crap out of it and let you know if we find anything. 🙂

      Thank you

      posted in Game Issues and Gameplay questions
      DoompantsD
      Doompants
    • RE: Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature

      FWIW, we actually found these tombstones break the PhantomX mod's win conditions. When an ACU pops the rest of their forces don't disappear.

      Didn't report it because we assumed they were reverting after this week. 🙂

      Otherwise I don't have a horse in this race, but maybe another reason to make it optional.

      posted in Suggestions
      DoompantsD
      Doompants
    • RE: Chicken Storm

      I personally don't think we see enough area denial, and chicken storms certainly make attacking a Seraphim position strategically different. People talk about a chicken advancing and dying, but I don't think they're nearly as powerful in that respect as if you are falling back, precisely because enemies can't follow you through the storm. I would be sad to see the timer reduced to a mere 10 seconds.

      posted in Balance Discussion
      DoompantsD
      Doompants
    • RE: My Favorite Things

      Never underestimate the value of the participation marks.

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: M28AI Devlog (v302)

      We were talking about AI in our games last night and something that came up is that none of the AI know how to play PhantomX. Is this something that you think would be possible in the future? I imagine the simple part is teaching an AI that they need to break if they're the Phantom, but more complex is simulating how they would come to decide who the other phantoms are and who are the innocents.

      Just a fun thought. Played a few games with M28 though and watching it kite me out is infuriating. Great job. lol

      posted in AI development
      DoompantsD
      Doompants
    • Phantom X - armies and structures remain when ACU dies.

      And yes, it's on Assassination. lol.

      But we've played several Phantom games now and every time a player dies, their stuff stays around. They are reported as dead, they count as an innocent or phantom death toward game victory, they cannot issue any orders -- but anything their base was doing continues to happen; factories still produce units, waypoints are followed, etc.

      We usually play modded, but I can reproduce in vanilla with all mods off. Started a couple of weeks ago. Easily reproducable even with AI -- just build a few things and then ctrl-k your ACU. Your buildings will all remain. You will be able to select, but not issue any new orders.

      If you want a replay, we did https://replay.faforever.com/18038205 last week. Takes 58 minutes for first death tho (dark green).

      Let me know if you have any questions.

      posted in Game Issues and Gameplay questions
      DoompantsD
      Doompants
    • RE: My Favorite Things

      Crashes at the 40-minute mark and people with potato computers. What else? 😄

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      @uveso OH I guarantee you you did. I blasted the hell out of our resident Aeon player who didn't expect it to be working. That'll teach them to read the forums. Lol.

      As a fun note, this getting fixed just in time to coincide with the TMD changes is interesting, because we always thought the Purifier was a little bit too hard to stop if you stacked multiples up and fired them together, but the TMD buff has made it a little more reasonable to stop multiple purifiers, so win/win.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • Phantom X mod (new one) broke after dev patch.

      New 'Mod' version of Phantom-X worked great for a week or two, but now after the latest Dev patch, it's doing the same thing as the previous version and then some:

      When ACU dies, player counts as dead, but units and buildings remain.
      NEW sometimes players don't count as dead and can continue to play! (Game will never count as over).

      https://replay.faforever.com/19423345

      posted in Game Issues and Gameplay questions
      DoompantsD
      Doompants
    • Picture worth 1000 words. lol

      9cbc8ef2-e62e-484c-960b-1faba0c199da-image.png

      #SimCity Challenge. 😆

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      New problem detected last night: Aeon Tempest (BlackOps version) won't wreck when killed. It just becomes an unmovable, unfiring, untargettable unit, and doesn't play the sinking animation, and cannot be reclaimed.

      This is in addition to the above-mentioned problem with the drones that it normally builds with.

      @Jip @Uveso I know there's been a lot going on but this is a great mod with great units. If any of these bugs might be easy fixes, or if you can see how a game patch might have broken things along the way, we would love even a partial fix! Thank you!

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: Phantom X mod (new one) broke after dev patch.

      No faults found! Everyone is dying again like they should... and somehow a longstanding issue where not everyone got the score graph is also fixed.

      Thank y'all very much. 🙂

      posted in Game Issues and Gameplay questions
      DoompantsD
      Doompants
    • RE: GOG Galaxy launcher for Forged Alliance Forever

      can confirm. Bought it on sale recently through GOG and switched so it frees up my steam library for family share when I'm playing FAF. Works great. Kids are quiet while daddy's killing fools with giant robots. lol

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Heads up BlackOps lovers:

      https://forum.faforever.com/topic/10009/blackopsfaf-balance-and-patch-mod-2026 is the patch mod for my crew that fixes many of the bugs I've found, and some of the bugs you all have found, and binds them in with a few ACU, PD and Teleport balance changes. Try it if you want! Fix list and changes are listed in the thread.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: Two games stopped playing ~40 minutes, and no connectivity screen. Everyone affected, no one hard locked. Exit Code -1.

      @jip Will definitely test it out. Thanks as always to you and @Uveso for getting on this stuff!

      posted in Game Issues and Gameplay questions
      DoompantsD
      Doompants
    • RE: Show interesting maps

      @Saver -- that Survival Escape map is a classic and has been around for years, but I never saw another one quite like it before. It's really one of a kind.

      posted in General Discussion
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-ACUs only for FAF v20

      Heads up BlackOps lovers:

      https://forum.faforever.com/topic/10009/blackopsfaf-balance-and-patch-mod-2026 is the patch mod for my crew that fixes many of the bugs I've found, and some of the bugs you all have found, and binds them in with a few ACU, PD and Teleport balance changes. Try it if you want! Fix list and changes are listed in the thread.

      My solutions are a little bit clumsy, but the bugs I mentioned above are fixed. Mazer fires after a transport, and Overcharge now has bonus damage (though BlackOps still uses the 15000dmg max system.. I'm not tackling that! :D)

      posted in Modding & Tools
      DoompantsD
      Doompants