As far as I know, the matching system in TMM works the same way as in 1x1. If you are searching for a solo, then you can only find players with a rating of +-400 from yours. If you disable this system, even 2k+ players will be able to find games quickly, but almost always in a team with 200-300-500 rated players. In the opinion of the matchmaking team, no one will like this. I would also like this option to be disabled, especially for 2x2 and 4x4, where it is even more difficult to find a game, and the rating of most players is not calibrated.
Posts
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RE: Something Needs to Be Done About the TMM Queue
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RE: Experimental changes on 2026.06.25 Feedback
@Nuggets Unfortunately, our community is not the most active. None of the surveyed knew or were interested in these changes until I wrote to them about it. And even among the active players with lower ratings, with whom I was discussing this, almost no one knew about these changes.
Therefore my main goal was manage to convince the balance team that it was not possible to release changes in such an iteration. Before they are added to the game. Because the reaction to unsuccessful balance edits in FAF is very long and weaky or too strong units can remain unchanged for years.
I didn't see the point in asking specific suggestions from the interviewed players separately, as I left all the links to the discussions in the survey description. And anyone who wants to can write a detailed comment here or in the discord.
I am grateful to Nomander and the Balance team for their work, especially for fixing a lot of bugs and working on improving the FAF. And as I wrote above. I like and support their proposed changes to GC, CZAR and beetles
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RE: Experimental changes on 2026.06.25 Feedback
@Sheppy I've been following the discussion on discord and on the forum and leaving reactions under some comments. You can easily see them. The survey was created on the day of publication, but it took a long time to get the answers.
Bad is bad is a completely normal statement. You don't have to play 100 games and write 1,000 words of explanation to say that increasing hp only for UEF ACU alone to 1 million is a bad decision.
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RE: Experimental changes on 2026.06.25 Feedback
@KnownSniper Yes, in the survey, I specifically asked about the proposed Nomander iteration of changes. The survey format does not include lengthy comments.
In the description of the survey, I left links to the discussion in discord and on the forum. For more detailed comments.
I 100% agree with your opinion about snipers and sacu. Snipers are not needed in rebalancing. Sacu needs rebalancing, but the proposed version is bad.
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RE: Experimental changes on 2026.06.25 Feedback
@Nuggets Bad is bad. It wasn't my goal to offer an alternative balance for each point. I've gathered the opinions of different pro players. Most people think it's better not to change snipers and sacu at all than to change it like that. Because it will destroy the balance at the t3 stage.
The other proposed changes are interesting and no one objects to them.
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RE: Experimental changes on 2026.06.25 Feedback
Together with banani, I conducted a survey on the proposed balance changes amongst the Lots 2025 participants (as they are the strongest players in our community, with extensive experience and a high level of understanding of the game).
Out of 16 players, 9 voted, whilst the rest voted abstain or did not respond. I have attached the survey results below. I hope the balance team will examine them carefully.


If you have any doubts about the survey results, you can ask the Lots 2025 members directly how they voted.
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RE: There was a good days
Tell Mr. Zock that he can use the python client (yes, it's working again). He can see the ratings for all time there. I hope Mr. Zock is doing well.
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RE: Experimental changes on 2026.06.25 Feedback
Snipers should not be given such speed with such characteristics. They won't be countered. With the help of T2 pd, you can only defend yourself. It will become impossible to attack
It's a bad decision to make cheaper already the most effective rembo sacu in the game (sera with OC)
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RE: Content Creators Updated
You missed it:
RU:
https://www.youtube.com/@ZLO_FAF/featured
https://www.youtube.com/@FinisterreFAF
https://www.youtube.com/@PutinFAF
https://www.youtube.com/@lilSidlil
https://www.youtube.com/@banani2421
https://www.youtube.com/@blinchik6830
https://www.youtube.com/@Schumer_7/featured
https://www.youtube.com/@DemonStreamerThey are not active, but there are relevant tutorials on their channels:
https://www.youtube.com/@EspiranToFAF
https://www.youtube.com/@ParalonFAFENG:
https://www.youtube.com/@BullydozerFAF
https://www.youtube.com/@WilloWisppsi -
RE: [MOD UI] Enemy Tagger
@magge #27261594 start at 1:28
Hmm, I also checked again. On this replay, I can clearly see the unit's name and health with the help of t3 scouts. But the mark still indicates only EXP (and for the fatboy, it doesn't even indicate % readiness).

#27256500 at 1:00
On this replay, I checked with T3 Perimeter Monitoring System and
Eye of Rhianne. The result was the same. There is no recognition of the EXP type

Anyway, I want to thank you again for the mod! Even without specifying the EXP type, it is very convenient and useful to use.
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RE: [MOD UI] Enemy Tagger
And is it possible to add a mark to reclaim? And configure it so that it can be added only to a large racliam (from 1.5 to mass, for example)
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RE: [MOD UI] Enemy Tagger
A very cool mod! Thank you!
Is it possible to make the mod indicate which exactly EXP was scouted?

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RE: Share your worst FAF client memory usage in 2026!
I had no problem that FAF uses >1GB of memory. All I can say is that the Python client uses an average of 2-3 times less memory than the Java client.
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RE: FA Companion / Training Tool
@Sheppy I understand that your goal is to make our community a better and I am grateful to you for that! And I'm not blaming you for creating a cheat mod.
I don't think real-time alerts are more useful for learning than replay analysis. But they can give a specific advantage.
The situation with this mod reminds me a big discussion about Eco Manger and the automatic shutdown mass fabricators. Part of the community thought it was auto-clicker, while the other part saw nothing wrong with it. Finally, this feature was added to the game for everyone.
Too fine a line between notifying "Your team relies on your energy" or "View Reclaim" and notifying about your scout has noticed a nuke/exp or notifying that a TMl has been spotted on an enemy ACU (visually). And such notifications should not be in the game.
I don't see anything criminal in those notifications that are in your mod now.
If the notification types are agreed with the moderator team, then I see no reason to make this mod unrated.
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RE: FA Companion / Training Tool
@sheppy This is a very cool job! Thank you! This is a really useful tool for newbies. The statistics and maps section is great!
Tell me please, do I understand correctly that this mod will give you tips online during the game? If this is the case, then I would suggest making this mod unrated.
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RE: A Big Discussion on Balance. Part 1
@Terarii Thanks for the feedback!
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Mercy. I agree that they deal good damage for their price. But at the moment, they’re being taken out by just two shots from T1 Inties. And if you couldn't kill Mercy, then it's a skill issue. I’m not suggesting give them hp like the T2 gunships. Increasing the HP to 250–300 would be reasonable. It’s difficult to take down T2 transports, mainly because you don’t have enough time to destroy them (they have 1500+ HP). If Mercy has 250 HP and a speed of 14, this won’t be such a problem. That said, I’m okay with improving only HP if the balance team decides that the speed boost is excessive. As I said from the start "I am not a member of the balancing team, and my suggestions may not be ideal, but when I asked players which units needed rebalancing first, the majority of them mentioned these ones"
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Absolver. The discussion here has convinced me that Absolver is good value for money. I’ve already mentioned this above. I’ve updated the main post to make it easier for everyone to follow. But I still think this unit has too few uses. I think replace shield damage to EMP would be an interesting solution, which would make it possible to build Absolver more often. EMP settings can vary, so it would be a good to test different options with FAF Beta Balance
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CZAR. I agree that its air defence is very strong and will help you win the air. But it’s too expensive for that kind of use. The Ahwassa isn’t particularly effective in air fights, but it is twice as fast and can help defend both sides at once; also, it’s effective against mobile AA and SAMs, whereas the CZAR, on the other hand, is very weak against sams and mobile AA. I’m not suggesting making CZAR half the price and twice as fast, but a few small changes would make this unit more interesting
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Titans. Yes, the Titan can handle T1 spam well, but is that really the main job of a T3 unit? Percy is a brilliant unit that works well with Titan. But when you’re playing 1v1 or 2v2, you can’t always afford to build Percy straight away, and there’s nothing you can do about a raid by Loya, Harbs or Othuum, even if you spend more mass on your Titans
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Spearheads, Othuum, Novax. I’m glad you agree that these units need rebalancing. Let the balance team decide exactly which stats should be adjusted.
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Stealth. I also agree with you that not all types of stealth (apart from Mermaid, Revenant and Deceiver in the early T2 stage) are imbalanced, but the energy drain is comically. Increasing the energy drain would be logical
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Paragon. I’ve never denied that a paragon that uses its full potential will win the game. But as I wrote on GitHub, it takes more time to build + time to deploy. Any other game-ender, on the other, can be built more quickly and starts doing damage straight away, which is why building a paragon is a risk. And that risk would be pointless if Paragon were nerfed by 60%
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RE: A Big Discussion on Balance. Part 1
@Sladow-Noob Thanks for the feedback!
I agree with you on how CZAR should be used. However, I don’t think it’s worth 45k mass and 1.5 million E. Reducing the cost by 10% would be a good solution, in my view
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RE: A Big Discussion on Balance. Part 1
@KnownSniper Thanks for the feedback!
I’m glad that different players are sharing their opinion, which is exactly why this post was created.
As for priorities, I realise that some issues (such as the SACU rebalance) are very difficult to rebalance, which is why I didn’t even mention it in this post. In any case, the balance issues with T2/T3 units are more pressing than those with the Paragon, as the latter is rarely seen in game, in contrast to Titans or Mercy.
I agree with you about Mercy, Novax (especially if they do change the firing mechanics and make single-shot damage, as Ftx mentioned above) and Spearheads. And I hope they’ll increase the turn rate or overall speed for the Othuum, if the first option seems too unnatural.
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As for Absolver, I agree that it can deal massive damage to shields, which is pretty cool given the cost, but its scope of application is far too limited. And it’ll never be as popular as Spearhead. Perhaps they should replace the shield damage with an EMP, rather than giving them both weapons. At the very least, it would be interesting to give it a go
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I agree that the CZAR is the most versatile Tier 4 unit, but because it’s so slow, you can easily protect yourself from it, and it doesn’t have stealth like the Soul Ripper to appear invisibly. I’m not suggesting upping the speed x2, but instead of 0–8, making it 0–10 or 0-11 that would be interesting for my opinion
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Titans. I agree that not every unit has to be as strong as another factions unit. But you can’t always make Percy straight away. Especially when you play 1v1 or 2v2/3v3 on an open map with a lot of mexes. You’ll have to spend a lot more mass on your Titans to stop a raid by any other T3 unit. I’m not suggesting make x2 DPS for Titans, but they do need a small buff
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Stealth. I agree that the Cybran ASF is weaker than the others without stealth. Perhaps the ASF is the one unit that shouldn’t be changed. But I don’t understand why you’re against making other types of stealth units more expensive. Especially the Mermaid and T3 Gunships/Strats. Increasing the energy drain from 100 to 200 (using the Mermaid as an example) will not make the unit unplayable.
About the paragon. I like the suggestion of Drimer (GodFuper) on GitHub. I think it could be a compromise.

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RE: A Big Discussion on Balance. Part 1
@FtXCommando Yes, if the Loya go to raid for kill your mexes, and you retreat with your Titans, to recharge your shields, you’ll lose your mexes in those 15 seconds!
I don't see how the Titans' speed advantage will help you if your ACU is under attack by an enemy ACU with ilshies. But I know that Loya, Harbs or Outhum will be able to help you
Harbs and Othuums are stronger than Loya as well. But when Harbs and Othuums fighting vs Loya, their losses will be far greater than in a battle against the Titans.
If your suggestion is to weaken Loya rather than make the Titans stronger, then perhaps it is worth considering.
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RE: A Big Discussion on Balance. Part 1
@FtXCommando Titan is absolutely not okay. Their only advantage vs t2 is speed. 8 ilshies (2 880 mass and 14 400) equal in strength 6 titans (2 880 mass and 31 512 energy). In 9 out of 10 cases, you can’t afford to fall back to give time for Titans to recharge your shields. Otherwise, you’ll lose your mexes/reclaim or simply be killed. And without recharging the shield, the Titans will easily lose to Loya, Harbs or Outhuum, even if you spend more mass on them