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    Sainse

    @Sainse

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    • Double Allied Tournament 3

      Double Allied Tournament 3 is a 2v2 tournament scheduled for 26th October. This is the third time we're making this tourney. Again new map pool, >100$ prize pool and even more special!

      Prizes (105$ by Neytron):

      • 60$ for the 1st place & custom avatar
        5f5cfc9e-4b78-4029-8a46-79b7b0ba87a6-image.png
      • 30$ for the 2nd place & custom avatar
        abd4070a-ab5c-4417-b1fb-1519a38a3fdc-image.png
      • 15$ for the 3rd place & custom avatar
        023e067e-fdd1-4037-a668-3eeeb67882b8-image.png

      Tournament date:
      13.00 UTC, Saturday, 26th October
      in-client channel #dat3

      Tournament Format:

      • Games are played between teams of 2
      • Combined rating cap for each team is 4200. Rating calculated based on best section as of 13th October. If player has less than 20 rated games last year, the section that has >20 rated games is taken instead.
      • Combined rating floor for each team is 3500. Your team should have no less than this amount of combined rating
      • Rating cap per player is 2400. Player's rating above 2400 counted just as 2400 even if it's 2600
      • First stage. Swiss system. 6 tours. No elimination. You can start from 2 losses in a row, then get 3 wins and have a good chances of getting into a second stage.
      • Final stage. Single elimination Bo1 or Bo3
      • 1/4 teams progresses into the second stage
      • If number of finalists greater than 4, final stage is played with Bo1, if 4 or less - Bo3
      • In-client channel is #dat3

      Registration:

      • Sign up here in pairs or single. Write your FAF nickname here. Make sure your team fits the rating cap. Registration will end on 25th October 23:59 UTC.
      • Don't feel shy to sign up solo, organizers will try their best to help you with finding a suitable mate (no pun intended)

      Description of union control:

      If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.

      It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.

      "HQ SACU" mod description:

      T3 land/air HQ can produce stock SACUs (without upgrades). The factories cannot, only HQs.

      bbe9862d-2b7a-4033-9cc3-ceda85b1ece8-image.png

      Tournament rules:

      • If the team is 30 minutes late after start of event, team gets disqualified.
      • If one of team members cannot participate, it can be replaced during the tournament by other pre-registered participant. You can register your reserve player immediately, if you want to.
      • Rating of player who replaces cannot be more than 100 points higher than rating of the player he is replacing. Sam with 1400 rating can replace Bill with 1600 rating, but no vice versa.
      • Win = 1 score point, draw = 0.5, defeat = 0
      • In case of uneven amount of teams at any stage, team gets a bye (free score) in the following precedence: least rating per team, then least amount of wins.
      • No one gets a bye more than once per stage (if possible)
      • Early withdrawal in stage 1 makes all played and not played games of this team lost
      • Stage 1 initial seed is based on combined rating. Match ups during the tournament decided by current score (Swiss system).
      • Stage 1. Same teams match ups won't repeat more than twice. Second exact match up won't occur before round 4.
      • Any conflict or critical bug should be immediately appealed to the organizer. This implies pausing current game, if necessary

      In-game rules:

      • Common control - multiple armies, union control
      • Share conditions - partial share
      • SIM-mod "HQ SACU"
      • Unlimited timeouts
      • Do not transfer your entire base or entire army before your commander dies. Transfering some units is allowed; exchanging bases is also allowed
      • Do not Alt+F2 to change view after your death and before your base is given to an ally
      • No in-game spectators other than players, organizers and streamers are allowed
      • Name your lobby in format like "DAT3 ABC vs XYZ"
      • It is recommended to not choose similar colors as your opponent (pink/red, light blue/dark blue); similar colors for allies are OK. Here is the tutorial
        c9521e80-63c7-4d71-b5b1-16ec06990be2-image.png

      Map pool
      Every slot that isn't explicitly mentioned below is closed. Again: if slot is neither 'playable' nor 'spawn mex', then it is closed.

      First stage:

      • Swiss Tour 1. Miracle. Playable slots: 3,4,7,8
      • Swiss Tour 2. Lake zero adaptive. Playable slots: 7,8,9,10. All other slots: spawn mex
      • Swiss Tour 3. Adaptive sandy valley. Playable slots: 9,10,11,12. Slots 3,4,7,8: spawn mex
      • Swiss Tour 4. Primus Alpha Mini. Playable slots: 3,4,5,6
      • Swiss Tour 5. Point of Reach v4. Playable slots: 1,2,3,4
      • Swiss Tour 6. Abrogation. Playable slots:1,2,5,6

      Final stage:

      • Wonder open 6v6 v2. Playable slots: 5,6,7,8
      • Adaptive Project Dust. Playable slots: 3,4,5,6. All other slots: spawn mex
      • Adaptive Project Albus. Playable slots: 1,2,3,4. All other slots: spawn mex
      • Stella Maris. Playable slots: 5,6,7,8
      • Hrungdaks Canyon 4v4. Playable slots: 1,2,3,4
      • Asteria. Playable slots: 1,2,5,6

      In extreme case final stage can be postponed by one day (to Sunday 27th October) or one week (to the next 2nd November) depending on the availability of finalists. However initial schedule is planned to be a single day. I've changed the format to hopefully make tournament more swift and less waiting in-between rounds.

      Registered teams list:

      • Lunyshko aka Banani & Aranei (2256+1938=4194)
      • WilloWisppsi & IMakeWarOnU (2143+2023=4166) 18.X
      • Nuggets & Rhaelya (2069+2089=4158) 18.X
      • Swatoslav & ikigami (2108+2043=4152)
      • Chisato aka Yudi & Tenshi- (2400+1741=4141)
      • Pavor- & Overrated-Player (2400+1724=4124) 18.X
      • Resistance & Neytron (2180+1911=4091) 18.X
      • Paradox_of_War & Starchasm_nyx (2049+1936=3985) 18.X
      • Vindex & archsimkat (1867+2078=3945) 18.X
      • ZLO & eXxited Created_in_abyss (2221+1758=3979) 18.X
      • LimeZ3_ & White_Owl (1993+1666=3659) 18.X

      Vacant players:

      • Deli (2130)
      • Created_in_abyss 1758
      • KriegMarine(1700)
      • Cunningfox (1678)
      • LoliChan (1452)
      • Bloo_Dream (1426)

      Contact

      • PM me for any questions or suggestions in Discord @sainse.row. This includes organizational, stream coverage questions & prize contribution suggestions.

      Results

      In order to pass into final stage team should have scored 4/6.

      First (swiss) stage manual table. Round 6 was finished early cause the remaining two teams who didn't play round 6 already got 4/6, making them play against each other would make no difference. Also 2.5/6 won't pass into second stage anyway. So I've decided to end it a little bit earlier.

      Swiss Table

      Legend

      W = Win, L = Lose, D = Draw, B = Bye, F = Forfeit, Auto = auto-won (opposite of forfei, + = registered before 18th October (priority in getting bye)

      Team Round 1 Round 2 Round 3 Round 4 Round 5 Round 6 Team score Note
      1 Bully Auto vs 6 -Won- vs 7 -Lost- vs 3 -Won- vs 10 -Won- vs 5 4/6W WLW
      2 Wilo -Lost- vs 7 -Won- vs 2 -Lost- vs 5 Bye -Lost- vs 4 -Lost- vs 8 2/6 LWLWLL
      3 Nugt -Won- vs 8 -Won- vs 11 -Won- vs 1 -Lost- vs 5 -Won- vs 9 -Lost- vs 4 4/6 WWWLWL
      4 Swat -Won- vs 9 -Lost- vs 5 -Lost- vs 7 -Won- vs 7 -Won- vs 2 -Won- vs 3 4/6 WLLWW
      5 Yudi -Won- vs 10 -Won- vs 4 -Won- vs 2 -Won- vs 3 -Lost- vs 1 4/6 WWWWL
      6 Nyx F vs 1 -Lost- vs 9 Bye -Won- vs 8 Draw vs 10 F 2.5/6 LLWWD
      7 Resi -Won- vs 2 -Lost- vs 1 -Won- vs 4 -Lost- vs 4 -Won- vs 11 -Lost- vs 9 4/6 WLWLWLW Bye
      8 Parad -Lost- vs 3 -Lost- vs 2 -Lost- vs 9 -Lost- vs 6 Bye -Won- vs 2 2/6 LLLLWW
      9 Arch -Lost- vs 4 -Won- vs 6 -Won- vs 8 -Won- vs 11 -Lost- vs 3 -Won- vs 7 4/6 LWWWL
      10 Zlo -Lost- vs 5 Bye -Won- vs 11 -Lost- vs 1 Draw vs 6 2.5/6 LWWLD
      11 Limez Bye -Lost- vs 3 -Lost- vs 10 -Lost- vs 9 F F 1/6 WLLL F

      Single elimination table

      Team Round 1 Semifinals Finals 3rd Place Match
      3 Nugt -Won- vs 7 -Won- vs 5 -Won- vs 4
      4 Swat -Won- vs 1 -Won- vs 9 -Lost- vs 3
      5 Yudi Bye -Lost- vs 3 F
      9 Arch Bye -Lost- vs 4 Auto vs 5
      7 Resi -Lost- vs 3
      1 Bully -Lost- vs 4

      Replay numbers

      Team Round 1 Round 2 Round 3 Round 4 Round 5 Round 6
      1 Bully #23560840 #23561158 #23561349 #23561572
      2 Wilo #23560542 #23560778 #23561155 #23561595 #23561989
      3 Nugt #23560530 #23560739 #23561158 #23561406 #23561552 #23561855
      4 Swat #23560573 #23560944 #23561236 #23561454 #23561595 #23561855
      5 Yudi #23560563 #23560944 #23561155 #23561406 #23561572
      6 Nyx #23560868 #23561554 #23561839
      7 Resi #23560542 #23560840 #23561236 #23561454 #23561707
      8 Parad #23560530 #23560778 #23560986 #23561554 #23561989
      9 Arch #23560573 #23560868 #23560986 #23561230 #23561552 #23561707
      10 Zlo #23560563 #23560886 #23561349 #23561839
      11 Limez #23560739 #23560886 #23561230

      Final stage

      Team SE Round 1 Semifinals Finals
      3 Nugt #23562205 #23562516 #23562942
      4 Swat #23562372 #23562626 #23562942
      5 Yudi #23562516
      9 Arch #23562626
      7 Resi #23562205
      1 Bully #23562372

      Performance table

      Both stages. Rating at the moment of registration is taken into account. Rating is re-evaluated after each tournament game. Forfeited, auto-won or byed games are not taken into account.

      Team Avg Opponent Rating Trueskill Performance Diff Trueskill Performance - 3σ Player Average Score
      Nugt 4112.3 4362.3 +250.0 4157.1 2078.6 7/9
      Swat 4087.6 4237.6 +150.0 4036.2 2018.1 6/9
      Yudi 4167.4 4292.4 +125.0 4088.5 2044.3 4/6
      Bully 4154.6 4404.6 +250.0 4253.7 2126.8 3/5
      Arch 4038.3 4188.3 +150.0 4044.5 2022.3 4/7
      Nyx 3985.8 4110.8 +125.0 3994.9 1997.4 1.5/3
      Zlo 4034.5 4060.8 +26.3 3938.2 1969.1 1.5/4
      Resi 4086.5 4136.5 +50.0 3969.1 1984.6 2/6
      Wilo 4036.0 4061.0 +25.0 3966.6 1983.3 1/5
      Parad 4052.7 4027.7 -25.0 3903.9 1952.0 1/5
      Limez 3959.3 3659.3 -300.0 3561.7 1780.8 0/3

      The final stage single elimination BO1 is also available at
      https://challonge.com/dat3s2
      Every game was played except 3rd place match

      posted in Tournaments
      S
      Sainse
    • Double Allied Tournament 2v2

      Double Allied Tournament is a 2v2 tournament

      Tournament Format:

      • Games are played between teams of 2
      • Combined global rating cap for each team is 3600
      • Tournament played in 2 stages
      • Stage 1 - best of one
      • Stage 2 (after 7 or less teams remained) - round robin

      Date:

      • 1st June 14:00 UTC

      Prizes:

      • Avatars for 4 best performers (3 custom avatars & 1 standard (any faction standard icon avatar))
        1st place
        2nd place
        3rd place
      • Update: 50$ USD for the best team

      Registration:

      • Sign up here in pairs or single. Write your FAF nickname and global rating. Registration ends on 31th May 00:00 UTC.

      In-game rules:

      • Common control - multiple armies, union control
      • Share conditions - partial share

      In-games rules set

      Short description:
      If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.

      It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.

      List of registered participants:

      • I. Karateka + vena202020
      • II. Neytron + Explosive
      • III. FFF + LoliChan
      • IV. FTX + TheWheelie
      • V. Tryth + Derp
      • VI. archsimkat + Babel
      • VII. Pivnishko + YURICH
      • VIII. Wifi_ + attakator
      • IX. Pavor- + Nyx-
      • X. TheVVheelie + ActiveBackIash Strydxr
      • XI. White_Owl + LimeZ3_
      • XII. Deli + Toka

      Registration has finished. Tournament table posted here.

      Remember to enable "partial share" & "multiple armies, union control" settings. Map list:
      1. Single elimination: Miracle, slots 3,4,6,7
      2. RR round 1: Desert Arena - FAF version, slots 1,2,5,6
      3. RR round 2: Adaptive Project Dust, slots 3,4,5,6
      4. RR round 3: Wonder open 5v5 v3b, slots 5,6,7,8
      4. RR round 4: Sands of Ablicka 5v5, slots 1,2,4,9
      4. RR round 5: Corinas hourglass, slots 1,2,5,6

      Note regarding adaptive maps: don't disable mexes, set "closed - spawn mexes" for unused slots in the lobby.
      Project Dust settings
      About draws:

      • Draw is death of all commanders or signed through diplomacy.
      • If draw occured in stage 1, game should be replayed until achieving the decisive result.
      • If draw occured in stage 2, both teams receive half a point.

      About tie breaks:

      • They are likely to occur after finishing stage 2, info on them be added during tournament based on participants' results.

      If you have any additional questions before or during the tournament, PM me in Discord @sainse.row

      posted in Tournaments
      S
      Sainse
    • Double Allied Tournament 2

      Double Allied Tournament 2 is a 2v2 tournament scheduled for 7th July. This is the second time we're making this tourney.

      Group stage
      https://challonge.com/dats2faf
      Round robin stage
      https://challonge.com/dats2fafrr

      Prizes (105 130 150$ by Neytron):

      • 80$ for first place & custom avatar
        a2222cf5-8dab-438e-a1f1-9d5738506a54-image.png
      • 30$ for second place & custom avatar
        0adce36a-e524-431b-a2a5-f58a7ff7ec23-image.png
      • 20$ for third place & custom avatar
        40934b8d-228b-4c40-8fb9-ee83f2ea9d14-image.png
      • 10$* for 4th place & custom avatar
        e861efa6-dd59-4bcb-a142-8109903fa3e6-image.png
      • 10$* for 5th place
      • 30th June 13:00 UTC - first half
      • 7th July 13:00 - second half
        • *10$ are given depending on number of teams who will play second half. Last 2 places won't get prizes. I.e. if 7 players will finish playing second half there will be additional two 10$ prizes for 4&5th place, if 6 players - one 10$ for 4th place. There additional prizes are added as a compensation for inconvenience of prolonging tournament for another day.

      Tournament Format:

      • Games are played between teams of 2
      • Stage 1. Double elimination
      • Stage 2. Round robin if 5-7 teams remained, double round robin if 4 or less remained.
      • Combined rating cap for each team is 4000 (400 more than previously). Rating calculated based on best section as of 9th June. I.e. if you're 1766 global and 1912 1v1, your rating for this tournament is seen as 1912.
      • In-client channels are #dats2faf for players & #dats2stream for streamers

      Registration:

      • Sign up here in pairs or single. Write your FAF nickname here. Registration will end on 29th June 23:59 UTC.

      Tournament rules:

      • In case of uneven number of teams, previous winner team or top ranked team gets free win.
      • In case of early withdrawal all following games of team automatically lost
      • If early withdrawal in stage 1 creates uneven number of teams, top ranked team with no free wins gets a free win
      • Early withdrawal in stage 2 makes all played and not played games of this team lost
      • Equal score for 1-4 places leads to Bo2 tie breaks. If there is chain of tie breaks, Bo1 played instead.
      • Any conflict or critical bug should be immediately appealed to the organizer

      About draws:

      • Draw is death of all commanders or signed through diplomacy.
      • If draw occurred in stage 1, game should be replayed until achieving the decisive result.
      • If draw occurred in stage 2, both teams receive half a point.

      In-game rules:

      • Common control - multiple armies, union control
      • Share conditions - partial share
      • Unlimited timeouts
      • Do not transfer your entire base or entire army before your commander dies. Transfering some units is allowed; exchanging bases is also allowed
      • Do not Alt+F2 to change view after your death and before your base is given to an ally
      • No in-game spectators other than players, organizers and streamers are allowed
      • It is recommended to include "dats2" in lobby name to help keep track of games. For example, "dats2 ABC vs XYZ"
      • It is recommended to not choose similar colors as your opponent (pink/red, light blue/dark blue); similar colors for allies are OK. Here is the tutorial

      4a9b00fe-57f4-4ecd-827a-8d7ceee11dda-image.png

      Short description of union control:

      If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.

      It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.

      Stream coverage:
      Russian based:
      @Robogear - https://www.youtube.com/@Robogear
      English based:
      @TheWeakie aka Farmsletje - https://www.twitch.tv/stellartactician

      Contact

      • PM me for any questions or suggestions in Discord @sainse.row. This includes organizational, stream coverage questions & prize contribution suggestions.
      • @Neytron is my deputy (co-organizer). His answers & decisions have the same authority
      posted in Tournaments
      S
      Sainse
    • Game version 3818

      Game Version 3818 (14th of February 2025)

      This is the first major patch of 2025. The balance and game teams are looking forward to releasing major balance patches every three months. This patch nerfs the extremely oppressive Seraphim T2 destroyers and T3 subhunters. Same goes to Bricks – they are no longer straight up better version of Percies. This patch also slightly nerfs Aeon and Seraphim T2 PD, buffs Snipers speed. Improved the behavior of Czar’s anti-air, buffed shield recharge and vision. Increased the effectiveness of mobile shields against Ahwassa. Anti-torpedo behavior has been enhanced. And many other less significant changes that you can read below.


      Table of Contents

      • Balance Changes
        • Air Units
        • Naval Units
        • Land Units
        • Structures
        • ACUs
      • Features
      • Bug Fixes
      • Graphics
      • Other Changes
      • Contributors

      Balance Changes

      Air Units

      • (#6415) Ahwassa Bomb Collision:
        Make Ahwassa’s bomb ignore collisions with ASF, same as strategic bombers.

      • (#6563) Ahwassa Damage Consolidation:
        Combine Ahwassa’s final 3 damage instances into 1 damage instance.
        Greatly improves the effectiveness of stacked low HP shields (such as the UEF and Aeon mobile shields) and fixes Ahwassa not overkilling units as much as it should. It means that now Ahwassa leaves less reclaim wreckages.

      • (#6448) Air Projectile Collision Fix:
        Fix projectiles colliding with dead air units.
        From a balance perspective, this increases the effectiveness of SAMs against groups of aircraft flying directly at them.

      • (#6560) Vulthoo: T2 Gunship Adjustments:
        Adjust several minor stats to better align the Vulthoo with its role as a ‘Tech 2.5 unit’.
        Vulthoo: T2 Gunship (XSA0203):
        Physics

        • FuelRechargeRate: 5 → 10 (15 for Tech 3 Gunships)
        • FuelUseTime: 400 → 600 (800 for Tech 3 Gunships)
          Air Crash
        • Damage: 100 → 200 (300 for Tech 3 Gunships)
      • (#6595) Vulthoo Weapon Bug Fix:
        Fix a bug that prevented the Vulthoo from hitting units directly beneath it.
        Vulthoo: T2 Gunship (XSA0203):
        Heavy Phasic Autogun (x2)

        • TurretPitch: -20 → -40
        • TurretPitchRange: 60 → 90
      • (#6551) CZAR: Experimental Aircraft Carrier Improvements:
        Improve the performance of the currently underused Czar by increasing its survivability and improving the targeting of its flak cannons.
        CZAR: Experimental Aircraft Carrier (UAA0310):
        Intel

        • VisionRadius: 70 → 100
          Defense
        • ShieldRechargeTime: 120 → 100
        • ShieldRegenRate: 180 → 240
          Fizz Launcher 1
        • Damage: 240 → 140
        • DPS: 960 → 560
        • FiringTolerance: 3 → 10
        • HeadingArcRange: 120 → 90
          Fizz Launcher 2
        • Damage: 240 → 140
        • DPS: 960 → 560
        • FiringTolerance: 1 → 10
        • HeadingArcRange: 120 → 90
        • PrefersPrimaryWeaponTarget: true → false

      Naval Units

      • (#6437) Cybran Carrier Rotation:
        Automatically rotate the Cybran Carrier towards its target when idle or attacking so that all its weapons can fire.
        Units rotate in place while aiming, so formations do not get disrupted.

        (#6649, 6558) Uashavoh: T2 Destroyer (XSS0201): The Seraphim destroyer is currently too powerful due to its micro potential, but severely nerfing its main stats like range or damage would make it weaker than it already is when not micro’d, which would be unfun at lower levels. Considering this, the underwater speed is reduced to allow counterplay potential without heavily affecting lower level gameplay: Aeon and Cybran destroyers can catch Seraphim destroyers that overcommitted, and all destroyers (particularly UEF) can flee from submerged Seraphim destroyers and get out of torpedo range.
        To prevent it from becoming too weak against Tech 2 Torpedo Launchers due to moderate frontal turret nerf, its torpedo defense is buffed by improving its targeting and reload time. This should also make the unit more resilient against sub spam.

      • Uashavoh: T2 Destroyer – Frontal Turret Nerf:

        • Front Ultrachromatic Beam Generator
        • Damage: 50 → 45
        • DPS: 137 → 123
        • Underwater speed: 5 → 4.5
          Ajellu Anti-Torpedo Defense
        • FiringTolerance: 90 → 180
        • MinRadius: 15 → 5
        • Reload: 3.3s → 3.0s
        • UseFiringSolutionInsteadOfAimBone: false → true
      • (#6607) Anti-Torpedo Weapon Improvements:
        Improve the functionality of several anti-torpedo weapons by giving them a minimum range and altering their targeting. The addition of a MinRadius prevents locking onto projectiles that cannot reasonably be intercepted. In particular, the torpedo defense of the Aeon T3 Sonar should perform noticeably better with these changes. Audio queues are added to the torpedo defenses of the Seraphim Tech 1 and Tech 3 submarines.
        Aeon T3 Sonar Platform (UAS0305):

        • Quasar Anti Torpedo:
          FiringTolerance: 2 → 180
          MinRadius: 0 → 5
          UseFiringSolutionInsteadOfAimBone: false → true
          Sou-istle: T1 Attack Submarine (XSS0203):
        • Ajellu Anti-Torpedo Defense:
          FiringTolerance: 0 → 180
          MinRadius: 0 → 5
          UseFiringSolutionInsteadOfAimBone: false → true
          Audio queue added
          Yathsou: T3 Submarine Hunter (XSS0304):
        • Ajellu Anti-Torpedo Defense (x2):
          MinRadius: 0 → 10
          Audio queue added
          Barracuda (XRS0204) and Megalith (XRL0403):
        • Anti-Torpedo Flare:
          MinRadius: 0 → 5

      Land Units

      • (#6437) Othuum Rotation:
        Automatically rotate Othuum towards its target when idle or attacking so that all its weapons can fire.
        Units rotate in place while aiming, so formations do not get disrupted.

      • (#6606) Sniper Bots Buff:
        Buff the power of sniper bots, which have become too expensive and micro-intensive relative to saving for a T4 to counter Bricks and Percivals. The changes improve speed and firing accuracy.
        Aeon and Seraphim Snipers (XAL0305 & XSL0305):

        • Speed: 2.2 (Seraphim) / 2.4 (Aeon) → 2.3 (Seraphim) / 2.5 (Aeon)
        • Firing Tolerance: 2 (Aeon) / 3 (Seraphim) / 0.5 (Seraphim sniper mode) → 0 (all)
        • Firing Randomness while moving: 0.4 (Seraphim) / 0.3 (Aeon) / 0.2 (Seraphim sniper mode) → 0.18 / 0.1 / 0.05
          Seraphim Sniper (XSL0305):
        • Sniper mode speed: 1.65 → 2.0
          Note: The speed was unintentionally reduced from 1.8 to 1.65 due to a previous nerf. This is reverted and further buffed to 2.0; additional tweaks may follow next patch.
      • (#6641) Nerf The Brick Against T3 Units:
        Nerf The Brick as the 32 → 34 range buff from #5547 made it obsolete for Percivals and too strong against Harbingers/Othuums, leading to an overuse that hindered Cybran diversity.
        The Brick: T3 Armored Assault Bot (XRL0305):
        Heavy Disintegrator Pulse Laser

        • Max radius: 34 → 33
        • Damage (DPS): 125 (312.5) → 118 (295)
        • Turn rate: 68.75 → 75
          The slight range reduction forces Bricks to rely on faster reaction times, improving micro potential and mitigating DPS snowballing effects.

      Structures

      Shields

      • (#6464) Shield Assistance Timing:
        Make engineers assisting a shield start repairing the shield in 0.1 seconds instead of 0.7 to 1.1 seconds.

      • (#6589) UEF T3 Shield Generator (UEB4301) Regen Timing:
        Increase the UEF T3 shield’s regen start time from 1 second → 3 seconds to align with other shields.

      Point Defenses

      (#6590) T2 Point Defense Damage Reduction:
      Reduce the damage of Aeon and Seraphim T2 PDs, as they have better DPS/mass compared to the UEF PD, with differences in muzzle velocity and weapon type.

      Aeon T2 Point Defense (UAB2301):

      • Damage: 600 → 560 (DPS: 150 → 140)

      Seraphim T2 Point Defense (XSB2301):

      • Damage: 605 → 550 (DPS: 151 → 138)
        For comparison, the Triad offers 124 DPS; all three systems cost the same.

      ACUs

      • (#6591) UEF ACU Drone (UEA0001) Buff:
        Buff the rebuild costs of the UEF ACU Drone by halving the previous upgrade cost.

        • Rebuild mass cost: 160 → 60
        • Rebuild energy cost: 1600 → 800
        • Rebuild time: 10 seconds → 200 buildtime (based on the ACU’s build power)
      • (#6605) ACU Upgrade Descriptions:

        • Cybran ACU Nanite Torpedo Upgrade:
          Update the description to reflect the new DPS value.
        • Cybran SACU Gun Range Upgrade:
          Fix the description so it correctly states +10 range (total 35) instead of +15 range (total 40).

      Features

      • (#6576) World Camera Preservation:
        When switching to/from split view, the primary camera (left camera) is now preserved to reduce disorientation.

      • (#6620) Damaged Air Unit Docking:
        Add a feature to only dock damaged air units. This behavior can be accessed via hotkeys or by right-clicking the dock button.

      • (#6634) Introduction of the New ‘Wasteland’ Biome:
        A collection of textures dedicated to Supreme Commander map makers, featuring a drab, abandoned aesthetic.
        Includes albedo, normal, and (for many decals) specular versions. Designed for optimal appearance at scales between 15–30, though blending with other layers is recommended to minimize repeating patterns.

      • (#6642) Map Preview in Matchmaker Lobby:
        Enable the map preview which provides a campaign-like overview of the map along with faction starting positions.
        A Grafana dashboard (thanks to Brutus5000 and Sheikah) helps track lobby success and evaluate the preview’s impact.

      • (#6643) Paused Session Resume Delay:
        Introduce a 10-second enforced delay before a paused session can resume (applies to all players except the one initiating the pause).


      Bug Fixes

      • (#6405) Transfer Unit Upgrade Progress:
        Transfer unit upgrade progress in modes outside full share, excluding share-until-death.

      • (#6434) Frametime (FPS Cap) Improvements:

        • Now properly applies when starting a new game session.
        • Windowed mode is no longer forced to 100 fps; fullscreen is no longer capped at 60 fps.
        • Minimum frametime decreased from 4 ms (250 fps) to 2 ms (500 fps).
      • (#6449) Death Animation Fix:
        Fix mods causing units to get stuck dying due to invalid death animation file paths.

      • (#6510) Key Action Warning Fix:
        Restore warning when user key actions are overwritten by default actions.

      • (#6532) Projectile Impact Correction:
        Fix excess projectiles impacting entities that die in the same tick (e.g., 6 tactical missiles hitting a shield when only 3 are needed).

      • (#6543) Post-Death Collision Fix:
        Fix dead units colliding with projectiles and beams for 0.1–0.6 seconds after death.

      • (#6544, #6651) Unit Transfer Weapon Lock Fix:
        Prevent unit transfer from enabling weapons locked by enhancements (such as the TML of the Seraphim SACU).

      • (#6572) Bomber Altitude Bombing Fix:
        Fix bombers missing when bombing while changing altitude.

      • (#6578) Megalith Command Queue Correction:
        Fix Megalith’s GetCommandQueue to return its own command queue rather than a hidden factory rally point queue.

      • (#6583) Shield Reflection Fix:
        Fix personal shields reflecting above the water surface.

      • (#6602) AI Factory Manager Cleanup:
        Remove unused personality function calls in the default AI factory manager and platoon former manager.

      • (#6604) SACU Gun Range Upgrade Fix:
        Ensure SACUs with gun range upgrades stop at max range during attack moves (adjust GuardScanRadius accordingly).

      • (#6606) Seraphim Sniper Turret & Attack Fixes:
        Fix issues with the Seraphim sniper’s dummy weapon overriding the real turrets’ yaw speed, stopping on underwater targets during attack moves, and misaligned GuardScanRadius.

      • (#6617) Silo Hard-Stop Order Error Fix:
        Fix an error preventing silos from pausing missile construction when given a hard-stop order.

      • (#6629) Fatboy Dying Error Fix:
        Fix a rare error that prevented the Fatboy from finishing its death sequence.

      • (#6630) ACU Facing Correction:
        Fix ACUs spawned on the right side of the map not facing toward the middle.

      • (#6636) Air Factory Build Effects Fix:
        Fix an error where build effects for Cybran land and air factories would not appear.

      • (#6645) Distribute Order Error Fix:
        Fix an error when using distribute orders on a unit that dies shortly after.

      • (#6647) Buffer Overflow Exploit Fix:
        Fix a buffer overflow exploit in the InternalSaveGame user global.

      • (#6651) Megalith Hack Peg Launcher Fix:
        Fix the hack peg launcher becoming enabled after a unit transfer (it is the origin of the bright red beams under the Megalith).

      • (#9999) Documentation Workflow Fix:
        Fix the documentation workflow expecting at least one snippet.


      Graphics

      • (#6328) Death Animation Speed Enhancements:
        Speed up the death animations of several Seraphim structures:

        • T1 land factories
        • T2/T3 land support factories
        • T3 land HQ
        • Air staging
        • T2/T3 anti-air
        • T2/T3 radars
        • T3 artillery
      • (#6621, #6648) Terrain Shader Enhancements:
        Add new terrain shaders for improved texturing of mesa-like terrain and apply slight tweaks to existing shaders.
        These changes have no immediate effect on existing maps, as virtually no maps use these shaders yet.

      • (#6622) Seraphim Sniper Barrel Rotation Fix:
        Fix the Seraphim sniper’s barrel not rotating when using the lower fidelity model (typically noticeable when zoomed out).

      • (#6636) Factory Build Effects Fix:
        Fix missing build effects for Cybran land and air factories.


      Other Changes

      • (#6575) Base Weapon Class Annotations:
        Add remaining annotations for the base weapon class file.

      • (#6596) Scripted Tasks Documentation:
        Annotate files related to scripted tasks, such as the Scry ability of the Eye of Rhianne or unit enhancements.

      • (#6598) TransportSpeedReduction Blueprint Documentation:
        Add documentation for the recently added TransportSpeedReduction unit blueprint value.

      • (#6600) Worldviews Functionality Annotations:
        Annotate functionality related to worldviews.

      • (#6612) Localization Update:
        Add missing localization entries and update Traditional Chinese translations.

      • (#6626) Enhancements Sync Annotations:
        Annotate the synchronization of enhancements.

      • (#6627) Collision Beam Entities Annotations:
        Annotate code related to collision beam entities.


      Contributors

      Coding:
      Nomander, Basilisk3, Jip, Uveso, Yuchenjimmy, MadMax, relent0r, sting-2, BlackYps, Balthazar

      Balance team:
      Rhaelya, Turin, Farms, Tagada, Sainse, Nomander, StormLantern, Orb, Archsimkat, SpikeyNoob

      posted in Balance Discussion
      S
      Sainse
    • RE: Double Allied Tournament 2v2

      Tournament results:
      I. Karateka + vena202020 (5 points)
      II. Pivnishko + YURICH (3 points+ won tie break)
      III. LimeZ3_ + White_Owl (3 points+ lost tie break)
      IV. Pavor- + Nyx- (3 points, didn't play tie break)

      Thanks to all players for participation.

      UPD 04.06: prize money & standard avatars have been given to winners.
      UPD 19.07. custom avataars have been given to winners

      posted in Tournaments
      S
      Sainse
    • RE: Double Allied Tournament 4

      Standings

      Teams

      1. Swatoslav & ikigami (2092+2002=4094)
      2. Chisato aka Yudi & amy_1130 (2409~2200+1890=4090)
      3. Nuggets & FtXCommando (2148+1935=4083)
      4. Lunyshko aka 🍌 & Terminal (2200+1871=4071)
      5. Neytron & az4t (1998+2064=4062)
      6. Popiska & SiilentBug sorry_no_air (2412~2200+1850=4050)
      7. Wifi_ 📶 & Tarnow11 (2354~2200+1808 = 4008)
      8. ZLO & Vindex (2200+1770=3970)
      9. WilloWisppsi & vena- (2149+1700=3849)
      10. GingerbreadMan & F-Odin (1955+1881=3836)
      11. PhantomSamurai & Aranei (2000+1700=3700)
      12. White_Owl & BlinChik (1600+2038=3638)
      13. AmonRa & XlebyLLIKoB (1893+1723=3616)
      14. CunningFox 🦊 & Finisterre (1770+1559=3329)

      Vacant players

      You could be here

      • LimeZ3_ (2000)
      • Eco-player7 (1829)
      • Lolichan (1664)

      Bracket

      Swiss stage

      Legend

      W = Win, L = Lose, D = Draw, B = Bye, F = Forfeit, Auto = auto-won, Play = result of match is not decided yet

      Team Round 1 Round 2 Round 3 Round 4 Round 5 Round 6 Team score
      1. Swatoslav & ikigami Won vs 8 Won vs 6 Won vs 3 Won vs 4 Lost vs 5 Lost vs 10 4/6 WWWWLL
      2. Chisato & amy_1130 Won vs 9 Lost vs 3 Lost vs 10 Forfeit Forfeit Forfeit 1/6 WLLFFFF
      3. Nuggets & FtXCommando Won vs 10 Won vs 2 Lost vs 1 Won vs 7 Won vs 14 Won vs 5 5/6 WWLWWW
      4. Lunyshko & Terminal Won vs 11 Lost vs 5 Won vs 6 Lost vs 1 Win vs 7 Win vs 9 4/6 WLWLWW
      5. Neytron & az4t Won vs 12 Won vs 4 Won vs 14 Won vs 14 Won vs 1 Lost vs 3 5/6 WWWWWL
      6. Popiska & sorry_no_air Auto vs 13 Lost vs 1 Lost vs 4 Won vs 8 Won vs 9 Won vs 12 4/6 WLLWWW
      7. Wifi_ & Tarnow11 Lost vs 14 Won vs 11 Won vs 12 Lost vs 3 Lost vs 4 Forfeit 2/6 LWWLLF
      8. ZLO & Vindex Lost vs 1 Lost vs 12 Lost vs 9 Lost vs 6 Lost vs 10 Won vs 11 1/6 LLLLLLW
      9. WilloWisppsi & vena- Lost vs 2 Lost vs 10 Won vs 8 Won vs 12 Lost vs 6 Lost vs 4 2/6 LLWWLL
      10. GingerbreadMan & F-Odin Lost vs 3 Won vs 9 Won vs 2 Won vs 11 Won vs 8 Won vs 1 5/6 LWWWWW
      11. PhantomSamurai & Aranei Lost vs 4 Lost vs 7 Bye Lost vs 10 Won vs 12 Lost vs 8 2/6 LLBLWL
      12. White_Owl & BlinChik Lost vs 5 Won vs 8 Lost vs 7 Lost vs 9 Lost vs 11 Lost vs 6 1/6 LWLLLL
      13. AmonRa & XlebyLLIKoB Forfeit vs 6 Forfeit Forfeit Forfeit Forfeit Forfeit 0/6 FFFFFF
      14. CunningFox & Finisterre Won vs 7 Bye Lost vs 5 Lost vs 5 Lost vs 3 Forfeit 2/6 WBLLLLF

      The following commands passed into the second stage. Due to having high amount wins versus stronger teams, teams Nuggets and Neytron automatically pass into semifinals. Everyone else plays quarterfinals BO1.

      Team Score Buchholz
      Ginger 5 14
      Nuggets 5 19
      Neytron 5 17
      Swato 4 24
      Banani 4 18
      Popiska 4 12

      Final stage

      Single elimination bracket as of 29th March 19.00 UTC. It will be changed due to external reasons
      536eb5a9-6e12-4688-b663-d40afb5d2109-image.png

      I've been informed by moderation & tournament team that team Nuggets & FTX cannot proceed to participate in the tournament. It creates a difficult compication for the tournament bracket, since if it continues to be playes at is it, there will be only three semifinalists.

      After careful consideration I've decided to re-adjust the bracket in a way that I consider to best serve keeping the tournament competitive and fair. Losers of quarters finals will be granted an additional BO1 versus one another to decide, which one of whem will face team Ginger in semifinals BO3. This way I re-introduce 4th semifinalist in order to compensate for the lack of team Nuggets.

      General notes: losers of quarterfinals get "second chance", but after losing they need to win 3 games in a row to get into finals (no chance of mistake). On another hand, team Ginger need to win only 1 game to get into finals.

      Final stage. Final table.

      Quarter BO1 Semi BO3 Finals BO3
      Banani vs Ginger 0:1 Ginger vs Banani 1:2 Banani vs Neytron 0:2 <-- 1st place/2nd place
      Swato vs Popiska 0:1 Neytron vs Popiska 2:0 Ginger vs Popiska 2:0 <-- 3rd place
      "Lucky loser": Banani vs Swato 1:0

      Map pool

      First stage. Swiss

      Round 1. Phenom Spartiate v2. Playable slots: 3,4,5,6
      Round 2. Adaptive Moon. Playable slots: 3,4,7,8
      Round 3. Adaptive aloren. Playable slots: 5,6,9,10. Closed: 1,2
      Round 4. Adaptive Ndera. Playable slots: 1,2,3,4. Spawn mex: 7,8
      Round 5. Adaptive tabula rasa. Playable slots: 5,6,9,10. Spawn mex:1,2,13,14,15,16
      Round 6. Adaptive Wonder Open. Playable slots: 5,6,7,8. Closed: 11,12,13,14,15,16. All other: spawn mex

      Final stage.

      Round 1 (BO1)

      Adaptive Project Albus. Playable slots: 5,6,9,10. Closed: 7, 8. All other slots: spawn mex

      Semifinals (BO3)

      Adaptive Fields of Great Proenix. Playable slots: 3,4,5,6. Slots 7,8,9,10,11,12: spawn mex
      Adaptive sin. Playable slots: 3,4,5,6. Slots 9,10,11,12: spawn mex.
      Funeral plains. Playable slots: 1,2,3,4

      Finals (BO3)

      Seton's Clutch. Mid+rock.
      Adaptive Canis River. Playable slots: 5,6,9,10. Spawn mex: 1,2, 7,8.
      Adaptive Kusoge. Playable slots: 3,4,9,10. Closed slots: 11,12,13,14. All other: spawn mex

      Map table

      2c6c9827-5282-4b69-a8e1-13c59a989f55-image.png

      posted in Tournaments
      S
      Sainse
    • Nerf Novax radar

      Identify a Problem

      Novax is a powerful and versatile exp, especially when en masse. Arguably somewhat overpowered, as reported by many players. It's both mobile laser beam and T4 scout that cannot be destroyed. It's mostly built as a laser beam station and gets insane Intel stats for free.

      Novax has 60 radius omni and 200 radius radar. For comparison T3 scout has 28 omni and 96 radius. The actual difference is even more than this, since Novax have no inertia (no turnabouts like with T3 scouts) and cannot be killed. It allows him to choose any path regardless of AA & ASFs placement, which are a huge concern for T3 scouts. Consequently it not only has more than 2x radius than T3 scout, but also can utilize it more efficiently.

      Having Novax usually removes the necessity to make T3 scouts at all, since Novax can see almost an entire base to choose targets on it's own.

      Mass considerations

      The above mentioned fact is not to be underestimated. It indirectly saves a lot of mass. T3 scout costs 200 mass, and usually you will send at least 5-10 of them through different direction to get a chance to see something. 200 x 10=2k every time you need scouting. It's also 2k x 0.7=1.4k mass less donated to the enemy since T3 scouts are doomed to land on enemy territory.

      This is 3.4k mass per one scouting party, and there are multiple of them as long as game goes. Cumulative effect of these savings can easily go beyond half or even entire Novax cost.

      Showcase the Problem

      #22881789 3v3 ladder. The player in the bottom left corner has no t3 scouts (and never did), no t3 radar. However having Novax coming out of his base is enough to catch the enemy cloak commander, giving an easy kill.

      eb131ad3-49f5-4769-a48e-5ade2d83bc05-image.png

      If Novax didn't have omni, it would be a good lesson for noobies to build T3 scouts & radars, not only game enders.

      Find a Solution

      Novax satellite:

      Omni removed
      Radar radius: 200 -> 96 (same as T3 scout)
      VIsion: 60 -> 45

      Justify the solution

      45 vision is still more than enough, 1.5x more than 32 fire range. Removed Omni wouldn't allow to spot cloak coms by luck (or intentionally). Reduced radar and vision would force Novax to rely on scouts built by players. Players will be more inclined to continue build T3 scouts to spot potential targets for Novax, not just using it as a two-in-one T3 arty and T3 radar.

      posted in Balance Discussion
      S
      Sainse
    • RE: Double Allied Tournament 2

      Final stage results.

      I'm glad to announce that all teams managed to finished the tournament.

      Winners are:
      I. hybrid & Deli with unmached 10 points (5 wins) getting 80$
      II. BlInChIk & Neytron got 8 points and won Bo3 tie break to secure 2nd place along with 30$
      III. Wifi & Toka got 8 points as well, getting 3rd place and 20$
      IV. Lunyshko aka Banani & Finisterre with 6 points getting 4th place and 10$
      V. Zlo & OCA got 5th place with 10$

      All 1-4th places will get custom avatars as well.

      Thanks for all participants, especially those who played both stages. Congratulations to winners.

      posted in Tournaments
      S
      Sainse
    • RE: 15minutes of gaming?

      Wrong dychotomy. It's not "t1 gameplay vs t1/t2/t3/t4 gameplay". It's "turtle gameplay vs dynamic gameplay". Dynamic games generally don't last as long cause any mistake gets punished immediately, so games tend to be shorter. But long dynamic games are the best.

      posted in General Discussion
      S
      Sainse
    • RE: Double Allied Tournament 3

      The tournament is over. Congratulations to:

      1. Nuggets and Rhaelya taking 1st place
      2. Swato and Ikigami going at 2nd place
      3. Vindex and Archsimkat with 3rd place secured

      Thanks for everyone who participated or watched the event. Thanks for registrants who warned beforehand about being a little bit later or not being able to participate. It has made simultaneous management of table match ups much easier.

      I was pretty happy about the format and the mod. The mod wasn't intended to be super strong in every map provided. Yet we've saw some pretty good combat SACUs even on some less expected maps. And that's without breaking game balance. The Swiss with rolling rounds allowed for swifter match ups, which was already noticeable at 11 teams and would be even more noticeable if we had 16-20 teams like in DAT2. I'll look forward to perfect it in the future. Maybe I'll make a separate math/stats/discussion post about tourney formats later on.

      posted in Tournaments
      S
      Sainse

    Latest posts made by Sainse

    • RE: Discussion about stealth fields Cybran

      @Skrat said in Discussion about stealth fields Cybran:

      @Sainse Beetles do not damage each other with friendly fire

      Word would is hypothetical in English. If beetles get friendly fire, they would/will potentially kill the entire chain of 10 beetles with 8 beetles in the back dealing zero damage to the enemy. That's not a great idea, especially considering how clunky their pathfinding already is

      Cloaking drain isn't bad though

      posted in Balance Discussion
      S
      Sainse
    • RE: Discussion about stealth fields Cybran

      Suggestion for Deceiver:
      Increase energy drain from 40 to 60
      Reduce range from 38 to 32

      It's not how deceiver works. Learn unit stats before proposing to nerf them. Deceiver is 24 range.

      The other Mercy kamikaze unit has full command damage. Or remove the command damage for Mercy too, which would make them much more interesting to use

      Mercy cannot damage other mercy, beetles would damage other beetles with friendly fire. That's why it's the way it is. See this discussion for more info. I had similar opinion as you before but there are valid arguments against it.

      posted in Balance Discussion
      S
      Sainse
    • RE: Aeon gun upgrade needs a rework

      @waffelzNoob I’ve seen cloak mazer killing t4 way more often than aeon acu doing the same. However that’s just my experience and unfortunately this data is not quantifiable
      UPD. You’ve never done double shield either btw, which isn’t surprising at this sample size honestly

      posted in Balance Discussion
      S
      Sainse
    • RE: Aeon gun upgrade needs a rework

      It is better vs ... than double nano splash or cloak laser are

      It's a different statement, this one is without any reference to the cost. I replied to it. I didn't miss anything, as for the cost my reply was

      more expensive but definitely better

      Of course provided you didn't miss it on purpose

      posted in Balance Discussion
      S
      Sainse
    • RE: Aeon gun upgrade needs a rework

      @Sainse said in Aeon gun upgrade needs a rework:

      1. Basically no one makes sensors already yet they’re gonna be nerfed more in the next patch.

      It's funny to downvote this/upvote the opposite for people who didn't make sensors upgrade in TMM ever once a year

      Waffelz - 2 times sensor, 0 times sensors
      Jagged - 2 times speed, 0 times sensor
      Skrat - 6 times speed, 0 times sensor

      16 minutes is the best time to make speed but not even 25 minutes is good enough to switch to sensors.

      If speed isn't that important, why not be in favor of range -> range & speed -> adv range & speed? You're saying speed isn't a big deal later on anyways

      posted in Balance Discussion
      S
      Sainse
    • RE: Aeon gun upgrade needs a rework

      @waffelzNoob

      1. Cloak mazer is way better, more expensive but definitely better. Saying it’s worse is insane.
      2. Basically no one makes sensors already yet they’re gonna be nerfed more in the next patch.
      3. Producing extra 3k energy is easy, producing an extra ACU slot is impossible.
      posted in Balance Discussion
      S
      Sainse
    • RE: Aeon gun upgrade needs a rework

      @waffelzNoob

      Add to this the advantage that aeon's gun upgrades being split into two gives them more flexibility

      It’s much more of disadvantage than advantage. 3k e is not that big (12%). The big (100%) difference is that non-Aeon can combine up to two other combat upgrades with gun. Aeon can do only one more. Aeon are already worse than others.

      If aeon range + gun will have the same combined cost of other faction gun & range I don't see much point in keeping them separate upgrades. It's just worse for basically no reason. If go in this direction than just make first upgrade to be the same as everyone else (speed&range) and second upgrade to give advanced range

      posted in Balance Discussion
      S
      Sainse
    • RE: FAF Statistics Megathread 2 Statistics Boogaloo

      @Skrat cause it’s on the website

      posted in General Discussion
      S
      Sainse
    • RE: T2 torpedo turrets are awful

      @Blade_Walker it would be annoying to micro

      posted in Balance Discussion
      S
      Sainse
    • RE: Why don't we have a 20x20 map in 3x3?

      @Skrat I don't think this is true, I've simply recited the response I've got back then. Personally I like 3v3/4v4 not because of mapgen, and would like to see human maps there

      posted in Suggestions
      S
      Sainse