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    Recent Best Controversial
    • RE: BlackOpsFAF Balance and Patch Mod 2026

      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!)

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF Balance and Patch Mod 2026

      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.

      posted in Modding & Tools
      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: Novax rework

      @Nomander @caliber

      I saw questions about how to get the SMD to target the Novax. It may benefit you to look into the BlackOps mod.

      If you aren't aware, BlackOps adds a host of new experimentals, one of which is a nuke satellite (Artemis Satellite - Aeon) and when they added that, they also added code to allow SMD to target the satellite and shoot it down. They did that by modifying the blueprints for the 4 factional SMD themselves.

      Now THEIR choice was to have the anti-sattelite fire NOT consume SMD missiles, but that is something that could be done either way.

      In a balance/fix patch my playgroup uses, we took the untargettable tag off the Novax and now we also use the SMD to shoot down either satellite. We gave the Novax Sat enough hitpoints that it takes fewer missiles to shoot down than the Artemis, but it still takes a number of missiles to bring down, so it's easily balanceable.

      I don't think it's a bad idea for Novax Balance, although it makes more sense in BlackOps where there is more than one satellite.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Interesting. EES0302 is actually the Escort Frigate. Seawolf is EES0301.

      We hadn't noticed lag or caught that the torps weren't doing damage. I'll test that one and add it to the list for next time. Might be a bit, but this is definitely more the kind of bug I want to devote time to figuring out.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-ACUs only for FAF v20

      It's honestly the same reason why the Sera ACU 'fix' to the Overcharge upgrade (and really all Blackops ACUS in general) still uses the old 15k max damage overcharge system, is because BlackOps ACU blueprints were modeled off the old vanilla ACUs but with all their additions added. When you load BlackOps ACUs to get the expanded weapons and upgrades you also get the old Overcharge code and the old teleport code.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-ACUs only for FAF v20

      Not sure what you mean by 'why I don't use FAF tp'.. If you're asking about my balance changes to BlackOps ACUs, I wrote that part years ago by just changing numbers. It predated the changes to FAF teleport and I just kept it in. BlackOps ACUs has the teleport built into the ACU unit blueprints I believe. Could be worth looking into, but again, I have to remind people I am not a coder, I'm mostly just hacking in fixes, so it takes a bunch of my time to go in and try to figure out how this stuff works. If I need to understand how base FAF teleporting works, and how BlackOps ACU teleports works differently in comparison, that might be more than I have time to sit down and figure out.

      The fixes I did get done happened because my playgroup love this mod and i literally had 2 weeks off to charge up my ADHD hyperfixation super-powers and bodge my way though it. 🙂

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Thx for the clarification Szasz. I had to learn a lot of the structure of BlackOps on the go in order to make the changes I did, so I can't promise I'll find the time and motivation to learn how all these UI and stat block changes need to be made, but I will keep a list -- I am not going to say I'll never get to it.

      My priority is/was bugs that break the mod (or when changes to FAF break it), and balance that is WAY off. The one exception to that was making the Novax targettable.. I was drunk with power and wanted to learn if I could do it. 😄

      • I will definitely look into the Sera ACU upgrade though. (typos are easy fixes).
      • I will look into the ED5 fixes if I can find the time. Team chat misalignment is less likely, but like I say, I'll note it.
      • I am 95% certain that I can put storage around a T2 MEX with my commander, but i also have some custom hotkeys I've set up for it, so that could be the difference. I could be mistaken though so I'll try to remember to test it tonight when we play.
      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF Balance and Patch Mod 2026

      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.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF Balance and Patch Mod 2026

      @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.

      posted in Modding & Tools
      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
    • 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
    • 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
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      @Szasz And everyone else;

      I've made some big breakthrough fixing some of the bug's my crew is aware of and I'm going to expand my original TP balance patch to include these fixes. It's mostly for my play group because we always use BlackOps, but of course I'll share it for everyone when it's done, and you'll be able to see it in a search for BlackOpsFAF like the mods themselves.

      Szasz I ping you specifically because I haven't seen some of the bugs you mention.

      • I have the Tempest Drones not following fixed. What is wrong with the air staging?
      • Which false stats are showing for ED5?
      • I have never seen the graphical glitch you're getting with the fatboy. Do you have any more info about how this is BlackOps related or whether map related?

      Currently I have solutions for:

      • Aeon ACU hitbox issue

      • Sera ACU TML bug

      • Sera ACU Overcharge Boost upgrades not working

      • Fix for Multiple Experimentals with drones not following.

      • And some balancing around BlackOps teleport nerf and the ridiculously OP Aeon ACU, and a buff for poor weak, short range cybran ACU. Make Mazers feared again!

      posted in Modding & Tools
      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: BlackOpsFAF-Unleashed only for FAF v26

      BlackOps ACUs upgraded before Factories results in not being able to build upgraded factories with ACU.

      Correct behavior: If the Factory HQ is upgraded first, the ACU will properly be able to build T2 and T3 factories when it reaches T2 and T3 respectively.

      Problem behavior: Only if ACU is upgraded first then:

      • when the factory HQ reaches t2, ACU cannot build T2 factory.
      • when factory reaches T3, a T3 ACU cannot build T3 factory.
      • if ACU is then upgraded to T4 upgrade, both T2 and T3 factories become available.

      Note that in all cases, T2(T3) engineers and SACUS are not affected and can build the T2 and T3 factories as soon as the first HQ is completed. Only the ACUs are bugging.

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      BlackOps Aeon ACU hitbox:

      Various weapons seem to have issues hitting the BlackOps Aeon ACU. I do not have an exhaustive list, but the most notable ones are focussed beam weapons and some ACU basic guns.

      To recreate:

      I used three T3 Aria PD and walked an Aeon ACU into range. As I walk the ACU around, some Aria beams will hit and do damage, but often the beams pass right through and do not inflict damage. With minimal positioning, it is often possible to find a place where the ACU can stand absolutely still and some of the beams will not hit. This is not limited to the T3 Aria PD, but it is one of the easiest to reproduce and see the effect. This weekend I was playing a game where My Cybran ACU was in a close firefight with my Aeon opponent and many of my shots passed through him at very close range, which was not because of juking.

      image.png

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Heavy Attack Drones:

      To recreate, simply build any one of these units:

      BSL 0401 - Seraphim T4 Hover Tank
      BEL 0402 - UEF T4 Assault Bot (Goliath)
      UAS 0401 - T4 Battleship (Tempest)

      The units when completed will have various numbers of "Heavy Defense Drones". These units used to autonomously defend the Experimental and add to their attack capabilities, but they now immediately land when the experimental is built and they will not interact with anything, nor will they follow the experimental.

      image.png

      image.png

      posted in Modding & Tools
      DoompantsD
      Doompants
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Hello friends! Wanted to post some of the accumulated bugs and issues we've discovered this fall. Hoping some of them might be quick easy fixes. I'll make this the TL;DR post, and then add examples further down. Currently we are experiencing the following in BlackOps:

      1. As DJ_Calaco mentions above, 'heavy attack drones' used by several BlackOps experimentals have stopped working. The Experimental will be built with the drones appearing, but the drones immediately land and do not follow the experimental or activate in any way. Units that are affected are UEF T4 Goliath, Seraphim T4 Hover Tank, and the BlackOps version of the Tempest T4 Battleship.

      2. BlackOps version of the Aeon ACU has hitbox problems, with many weapons often 'missing' or passing right through the Aeon ACU when they should be hitting. Most recently I saw this with my unupgraded Cybran ACU at very close range, but it is easily demonstratable vs various PD and especially narrow beam weapons.

      3. There is a problem with ACUS being able to build copies of the T2 and T3 factories if the ACU upgrade happened before the factory HQ upgrades did. IE: When the ACU upgrades first, a T2 ACU cannot build a T2 fac even once your T2 HQ completes (though T2 engineers can), and the same holds true for T3. If you do the final T4 upgrade on the ACU, everything starts to work, but this is clearly not intended.

      Thank you! Examples will follow.

      posted in Modding & Tools
      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