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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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    Topics

    • KnownSniperK

      aeon t3 facs april fools too late?

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      SaverS
      This will be my final reply in this forum thread, and I'd like to take the opportunity to elaborate one last time. I revisited this redesign project because I was not entirely satisfied with the models at the time either—specifically, the models that existed before the last patch. Instead of simply complaining or criticizing, I asked for the topic to be given another chance and offered my help by contributing my own free time and effort, just as everyone else who works on FAF does. I also have the advantage of having spent time learning modding as a hobby since 2020. Through numerous tutorials, I taught myself how to use tools such as Blender, GIMP, and others, which allowed me to turn my ideas into something tangible. This was similar to the first project I had the opportunity to contribute to for FAF: the upgrade of the Aeon T2 Shield to a T3 Shield. Once my proposal was accepted, I communicated every change openly through the forum thread "Redesign of All HQ and Support Factories." In addition, anyone was free to test the models themselves through a dedicated mod (Savers Factory Rework – 06/2025). I was also happy to consider suggestions for improvements, especially when they were presented in a specific and constructive manner. After all, it is difficult to work with comments such as "bad" or "doesn't fit" when the models have not even been tested in-game. In particular, due to the discussions surrounding the Aeon Land Factory, I created an additional comparison mod that included several different design iterations and approaches (Savers Factory Rework + FAF – 09/2025). Furthermore, after the factory model adjustments were completed—but while they were still in the mod phase—a news post was published in the FAF client explicitly asking for community feedback (11.2025). This raises a genuine question: what additional forms of communication would you consider appropriate? Naturally, any approach should inform interested players without becoming intrusive or annoying to others. If this topic truly matters to you, then I can only encourage you to provide concrete and constructive suggestions—or, even better, become actively involved yourself. Finally, I would like to leave you with one thought: FAF exists because people are willing to invest their free time, whether through programming, balancing, organizing, modding, testing, or providing constructive feedback. Not every decision will satisfy everyone, and not every change will turn out perfectly. However, progress only happens when opinions become concrete proposals and criticism becomes actual participation. I have done my best to make this development process as transparent as possible and to provide everyone with opportunities to test the changes and share their feedback. What each individual chooses to do with those opportunities is ultimately up to them. With that said, I consider my participation in this forum thread concluded and will not be replying further here. I do, however, hope that the discussion continues in a constructive manner and that those who care deeply about this topic will continue to contribute their ideas, feedback, and efforts in the future.
    • KnownSniperK

      Co-op improvement suggestions

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      Brutus5000B
      @funkoff said in Co-op improvement suggestions: In my experience making missions, difficulty/challenge is a very hard thing to implement. Because FAF's economy is exponential, it's basically impossible to keep a consistent level of challenge without harshly punishing success. That is to say, it would be easy to simply nuke the player's base if they achieved more than 50 mass/sec income, and this would retain the challenge.... but it's also such a bastard, asshole move to do If that is the biggest problem one could just disable SACUs and mass fabs on mission level.
    • KnownSniperK

      Balance Q&A session sunday 18:30 CET

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    • KnownSniperK

      Mod Request: Improved prebuild option

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      KnownSniperK
      Bump for a poor man
    • KnownSniperK

      Pending Balance Changes Feedback Thread

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      F
      @mazornoob said in Pending Balance Changes Feedback Thread: @sladow-noob said in Pending Balance Changes Feedback Thread: There are reasons for every balance change What was the reason for giving 90% of units and buildings 15% more vision radius across the board? This was a good change and was needed.
    • KnownSniperK

      FAFBeta Patch Notes Iteration II of 2023

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    • KnownSniperK

      Balance Q&A session saturday 19:30 CET

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      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
    • KnownSniperK

      Mod suggestion: Show total missiles of selected launchers

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      nullptrN
      Have to update it someday
    • KnownSniperK

      Balance Q&A session sunday 19:30 CET

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      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.
    • KnownSniperK

      Improvement of Leaderboards

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      Add 3v3 to the website leaderboards
    • KnownSniperK

      Client startup error

      Watching Ignoring Scheduled Pinned Locked Moved FAF support (client and account issues)
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      KnownSniperK
      thanks that worked
    • KnownSniperK

      Mod Suggestion: Improving Hotkey Usage

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      nullptrN
      https://forum.faforever.com/topic/3712/hotbuild-overhaul