• The SCU Rebalance

    51
    10 Votes
    51 Posts
    5k Views
    FtXCommandoF
    SACU rebalance is old enough to read by this point
  • FAF Beta Current Changelog

    4
    13 Votes
    4 Posts
    17k Views
    No one has replied
  • Increase vision & radar ranges of all units by some 10-20%

    41
    6 Votes
    41 Posts
    3k Views
    JipJ
    I'm also against adding radar to all units for performance reasons.
  • Roll off time is indeterministic

    20
    9 Votes
    20 Posts
    1k Views
    IndexLibrorumI
    @pearl12 This has been driving me batshit lately. It didn't use to be a problem, or perhaps I simply haven't noticed it, but recently I've seen factories just idle for a good half minute before they decide to go to work.
  • Torp bombers are too strong vs subs

    27
    6 Votes
    27 Posts
    2k Views
    X
    @accidental_aeon said in Torp bombers are too strong vs subs: I am a 1600 Setons player and Torp bombers seem pretty balanced to me. One potential nerf to Torp bombers is to increase the value of their mass reclaim. As it stands, when a torp bomber dies above water, its mass reclaim is reduced compared to when it dies above land. If we removed this difference then Torp bombers would be a more significant mass donation when used. All air-to-ground units are inherently mass donations. By definition, when the air-to-ground unit dies it is above hostile ground forces which could reclaim its wreck. The key downside to torp bombers is that you have to push with navy or hover to get the reclaim from the fight. Otherwise, they are just as much a mass donation as gunships or bombers. Due to its very long distance between navy spawns and the complete lack of anything raidable by navy, setons is not a map where the torp vs early game navy (think subs, frigs, a few destros) dynamic exists.
  • Chicken currently blocked by engineers etc?

    6
    0 Votes
    6 Posts
    295 Views
    SaverS
    great team
  • Looking for balance testers

    7
    1
    2 Votes
    7 Posts
    541 Views
    TheVVheelboyT
    Give me access to the secret discords and I'm in.
  • Suggestion for hoplites and mongoose.

    9
    1 Votes
    9 Posts
    673 Views
    B
    @xayo said in Suggestion for hoplites and mongoose.: I am curious to hear what higher-rated players think about this. At my rating (~1800), I find that the unexpected behavior of units & ACU not shooting while turning makes engagements more unpredictable. I do not like this unpredictable element in RTS games. Due to the low tick rate of Faf, it's also not possible to fix the turning-mismicro once it occurs. But maybe some Godgamer will now tell me that's just a skill issue on my part, and I should think about turning times and movement radii before issuing movement orders. Yea I'm not a big fan of the behavior either, so I sympathize with the OP. Idk about the proposed numbers though.
  • T1 Subs & T1 Frigs

    23
    4 Votes
    23 Posts
    1k Views
    S
    I suppose you could also let them build naval yards. That doesn't feel as thematic though.
  • Can we fix harbingers?

    28
    4 Votes
    28 Posts
    2k Views
    deletethisD
    @melanol https://github.com/FAForever/fa/pull/4225
  • Improve Mercy quality of life - turn radius and fuel

    30
    0 Votes
    30 Posts
    2k Views
    veteranasheV
    I want to have a aoe and damage anything over time aspect as well as volatility. Think of the damage effect beging similar to a uef t1 bomber and if the mercy gets shot down it still does the damage wherever it lands at. You could still snipe acus but you need more. You could hit t1 armies and even they get shot down in progress it still might do damage. If it's headed to a acu or a t2 pgen and gets shot down it will probably miss.
  • T1 bombers are too good at hunting down expanding engineers

    57
    13 Votes
    57 Posts
    4k Views
    veteranasheV
    An aircraft just sitting there would be shot down easily that's probably why it's not standard behavior as a bomber is supposed to drop first and then it gets shot as it passes over while a gunship gets shot at the whole time.
  • Upcoming balance changes

    6
    0 Votes
    6 Posts
    937 Views
    D
    Thank you for this craptonn of work. amazing stuff so far Wanted to know, is this any way to ask AI to share a unit? Like a T2 engi for Cyb hive or sacu Also does it understand map pings?
  • The Problems With The UEF - Part 4 (The Ambassador & Blackbird)

    109
    0 Votes
    109 Posts
    8k Views
    FtXCommandoF
    Jamming on scouts and strats should just be a given tbh
  • Shouldn't T1 Torpedo Launchers have some advantage over T2?

    30
    0 Votes
    30 Posts
    2k Views
    N
    @maudlin27 said in Shouldn't T1 Torpedo Launchers have some advantage over T2?: T3 mobile arty is in no way comparable to a destroyer in terms of its role and functionality though. I think they are quite comparable, as a destro also needs support frigates or it will just be overrun. So the destros role is breaking the stalemate between two frigate forces, as you are able to attack from farther away. They also deal with subs, but they are kind irrelevant. If they were good torp launchers would also be more useful. So making the pd outrange the unit, that's supposed to break the stalemate, will create boring situations where people just stare at each other. @maudlin27 said in Shouldn't T1 Torpedo Launchers have some advantage over T2?: Giving +10 range to T2 torpedo launcher would mean 2 seconds extra firing against a destroyer (who move at a speed of 5), a less than 10% boost Assuming the destro rushes head on at the torp launcher, which would be suicide if your opponent has frigs nearby. So you are forced to stay out of range, and nobody can shoot. Or you would need an overwhelming force to break the position.
  • Loyalists can't compete with Titans.

    28
    1 Votes
    28 Posts
    2k Views
    archsimkatA
    Imagine you get vet on the loya after microing it heavily and then it... slows down?
  • Vetting Engineers

    8
    1
    3 Votes
    8 Posts
    407 Views
    BrannouB
    Give increase build power or reclaim range to vetted engi so that even late game T1 engi can at least reclaim wrecks and wreck fields really fast
  • Naked-to-rambo SACU is the best offensive unit

    8
    1 Votes
    8 Posts
    454 Views
    ArranA
    If it applies to ACU's it could be balance in two ways. By buffing the vet bonuses because they take longer to earn. This would also reward "courageous" acu positioning, or very good acu control when unupgraded. Excluding ACU's from the change. This would be the most simple logical solution, but there might be technical issues with implementation.
  • Unupgraded UEF com survives tac snipe

    14
    0 Votes
    14 Posts
    492 Views
    FemboyF
    If you can somehow achieve a tac snipe (which is extremely hard), cant you send 1 t2 bomber / t1 bomber to just drop one bomb? 99% of the time most ACUs have taken damage so it really shouldnt be an issue
  • Targeting without altering movement orders

    13
    2 Votes
    13 Posts
    579 Views
    FtXCommandoF
    snipers, percies, labs Reality is that the game wasn’t balanced around units being able to target ACU at will and you would need to rework either a huge portion of maps, make 5x5 just not a map category anymore, buff ACU hp to a ridiculous level, or nerf damage on units/give armor to ACU, or some sort of combination of all of this which will then also cascade into having to probably rebalance the entire game from the bottom up.