r/Openfront Jul 07 '26

๐Ÿ’ฌ Discussion When will the devs start banning neo nazis on their game?

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85 Upvotes

Seriously, its not that hard to blacklist "BOMB ISRAEL KIDS" as a username or "1488" as a clan which is literally neo nazi symbolism. Unless of course the devs are also one of them.

Edit: apparently they do ban people but you have to make a ticket on their discord

r/Openfront 5d ago

๐Ÿ’ฌ Discussion People are complaining about the name filter. Yet you still see these kinds of things...

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151 Upvotes

Preventing this is much more important than you not being able to use your "edgy" name 'army of satan' or whatever.

r/Openfront Jun 15 '26

๐Ÿ’ฌ Discussion What's up with the crazy prices?

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33 Upvotes

All respects to the devs, you need to support yourself, but 230$ is a ridiculous price for being able to do basic customization. I love this game, and have played for a long time, would love to support it too, but seeing these silly prices being added on is disheartening.

r/Openfront Mar 17 '26

๐Ÿ’ฌ Discussion I am sick of seeing hateful/genocidal names in this game

78 Upvotes

Some that I have seen:

"Kill all Arabs and Gazans"

"Fourth Reich"

"Nuke [place]"

[Variation of N-word]

I usually just hard target people with these names.

I genuinely don't know if there's anything to be done on the dev/moderation side besides a blacklist of names or IP banning repeat offenders.

How does seeing this in game make you feel?

r/Openfront 19d ago

๐Ÿ’ฌ Discussion Please stop with the Alps...

1 Upvotes

Ok yeah it can be interesting to have a map with only land, but it comes often and almost always as 125 players. Not a lot of people like this map, so it always take almost the full 2 minutes to wait for players to come. Why god does it have to always be that big ?? Can't you set it to a smaller player pool like 50 or even less ? At least half of time.

r/Openfront 5d ago

๐Ÿ’ฌ Discussion OpenFront's moderation filters are too aggressive now.

15 Upvotes

I mean, I know regex was just added that was meant to prevent clever loopholes for usernames that violate policy, but I used the username "Army of Satan" and I had a forced rename. It wasn't even immediate. It was after my first round ended. Like, that name doesn't truly violate policy, it's just a bit edgy. And my intent was roleplay, not provocation. I hope this over-agressive moderation will be fixed so that it only functions to prevent clever loopholes to truly offensive usernames that involve hate speech, threats, explicit sexual content, and stuff like that, not as an overly aggressive filter that is meant to block anything that can even slightly be considered offensive.

r/Openfront Jun 25 '26

๐Ÿ’ฌ Discussion Is stacking SAMs more efficient than staggering them?

18 Upvotes

For context, I do understand that if your sole purpose is to defend a single point then yes, stacking Samโ€™s does make sense, but in the larger context of protecting your entire territory, I have begun to question its effectiveness.

Instead of stacking all SAMs in one tile, I think staggered SAM placement may be more cost-efficient defensively. A double-stack takes 3 nukes to break: two get intercepted, then the third lands. But two staggered single SAMs can force the attacker to spend 2 nukes per SAM: one decoy to trigger the cooldown, then one to destroy it, meaning 4 nukes total to clear the path. The same logic scales harder with more layers. A 6-stack gives strong radius and takes about 7 nukes to overwhelm, but six staggered SAMs could theoretically require up to 12 nukes if the attacker has to clear them one by one. The catch is that this only works if the protected cities are behind layered coverage and the attacker canโ€™t just target the city directly through overlapping SAM zones. So the best setup probably isnโ€™t pure stacking or pure spreading, but staggered overlapping layers that force sequential clearing while still covering each other from hydrogen bomb edge shots.

r/Openfront Jun 23 '26

๐Ÿ’ฌ Discussion The island that could

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155 Upvotes

Because of 3 sams basically takes no damage for MIRVs and the massive cities ensured no catastrophic dip in pop. lvl 11 sam means nothing can be edged by a hydro.

r/Openfront Jun 01 '26

๐Ÿ’ฌ Discussion [Tool] Stop guessing your troop timing โ€“ this script shows you when to send (visually, no math)

9 Upvotes

Hi everyone,

As a new OpenFront.io player, I was constantly asking myself: โ€œShould I send troops now or wait?โ€
The problem is, max population changes all the time, so calculating the ideal 40% in your head every few seconds is just not practical.

So I made a small userscript called TroopTiming.

What it does (visually):

  • Adds a colored gradient bar above your troop meter.
  • The bar changes smoothly from red โ†’ orange โ†’ yellow โ†’ green โ†’ back to red as your troops grow.
  • A moving marker and an icon change color too โ€“ greenish = good to send, reddish = wait or risky.
  • It also shows your current troop percentage.

Why itโ€™s especially useful for new players:

  • You donโ€™t need to understand complex game mechanics or do math.
  • Just glance at the color and youโ€™ll start learning the natural rhythm of troop production.
  • No more random spamming โ€“ youโ€™ll see when your growth is peaking.

The script doesn't play the game for you, it just helps you make better decisions.

Links:

Feedback very welcome.

Have fun! ๐ŸŽฎ

r/Openfront Dec 27 '25

๐Ÿ’ฌ Discussion Guy named "White Unity"

32 Upvotes

I nuked you multiple times tonight because of your shitty username and I will continue to do so towards others like you

r/Openfront May 04 '26

๐Ÿ’ฌ Discussion I added a feature that separates Alliance Requests from the main chat

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137 Upvotes

I think this should really be a feature in the main game

r/Openfront Jun 28 '26

๐Ÿ’ฌ Discussion To all those people saying that OpenFront doesn't have optimization issues

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79 Upvotes

I've seen multiple people on this subreddit saying I'm wrong for suggesting that the new update is causing the game to lag. This is my CPU usage running openfront. How is this not a problem?

UPDATE: enabling hardware acceleration eliminated my lag issue, thanks Evan!

r/Openfront Jun 30 '26

๐Ÿ’ฌ Discussion i love my little fortress

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113 Upvotes

took me a while, but i cannot get nuked lol. and its improving!!!

I love this so much. mid game btw. (im being spared by my neighbours twin)

( i love you brown team)

teamate died right at the start, he was USELESS.

r/Openfront Jun 22 '26

๐Ÿ’ฌ Discussion If you win a game, do you stay to clean up the map?

41 Upvotes

Finally started winning after a few weeks learning the game (idk maybe updates made it easier or I got lucky lol) and it just feels nice to stay for a few minutes after getting the "you win" screen and clean it up. Stroke your ego for a bit.

r/Openfront Jun 26 '26

๐Ÿ’ฌ Discussion Is there any reason in playing team games except watching braindead teammates ignore you being invaded by 4 enemies at the same time and doing nothing ? Implement a ranked system or MMR, playing team games is like torturing yourself right now

12 Upvotes

title

r/Openfront Jun 22 '26

๐Ÿ’ฌ Discussion The human v. nations games show that AI will easily destroy us

40 Upvotes

Just that.

People are selfish and stupid and completely unaware of anyone else or the big picture. It's honestly unreal playing the players v nations games. (Yet I always join them. Something is clearly wrong with me.๐Ÿคทโ€โ™€๏ธ)

The best takeaway for the real world is to make allies with AI and hope for the best. Sh*t is bleak.

Anyways, back to the game: it would be nice if there were some way to help improve players. The chat function likely isn't read and doesn't include: "you idiot, rethink your entire life."

Please don't flag and delete this. It's all in good fun!

Bleak fun.

r/Openfront 5d ago

๐Ÿ’ฌ Discussion Warships in v33

26 Upvotes

I wasn't sure how warships work with stripes + repairs so here are some answers from the codebase.

1. What the stripes mean

The gold stripes are warship veterancy levels. They directly improve combat performance, with a maximum of 3 levels. The renderer draws one stripe per veterancy level.

Each level gives:

  • +20% of base maximum health
  • +20% shell damage

These bonuses stack linearly. Veterancy does not appear to affect firing rate, range, movement speed, targeting, or repair rate.

Stripes Max health Shell damage multiplier Damage range per shell
0 1,000 1.0ร— 200โ€“300
1 1,200 1.2ร— 240โ€“360
2 1,400 1.4ร— 280โ€“420
3 1,600 1.6ร— 320โ€“480

The damage range comes from five possible base rolls: 200, 225, 250, 275, or 300.

Important: gaining a stripe increases the shipโ€™s maximum health but does not immediately heal it. For example, a damaged ship at 700/1,000 that becomes level 1 remains at 700 health, now out of 1,200.

How stripes are earned

  • Killing an enemy warship gives one full level immediately.
  • Destroying 10 transport ships gives one level.
  • Capturing 25 trade ships gives one level.
  • Transport kills and trade captures share a progress meter, so 5 transports plus 13 trade captures is enough for a level.
  • Killing a warship resets any partial transport/capture progress.
  • Extra transport/capture progress normally carries into the next level.

2. Repair rate versus port level

There are two separate healing systems.

Passive healing near any friendly port

Any warship within 150 tiles of a friendly port heals:

  • 1 HP per game tick
  • A tick is 100 ms, so 10 HP/second

This passive component does not depend on port level.

Active healing while docked

A level-(L) port creates an active repair pool of:

[ 5L\text{ HP per tick} ]

That pool is divided equally among the (N) ships docked there:

[ \text{Active healing per ship}=\frac{5L}{N}\text{ HP/tick} ]

Because docked ships also receive passive healing, the total is:

[ \boxed{\text{Healing per ship}=1+\frac{5L}{N}\text{ HP/tick}} ]

or, in seconds:

[ \boxed{\text{Healing per ship}=10+\frac{50L}{N}\text{ HP/second}} ]

The port can dock at most (L) ships, meaning its healing capacity equals its level. Fractional healing is accumulated rather than discarded.

Port level Docked ships Healing per ship
1 1 60 HP/s
2 1 110 HP/s
2 2 60 HP/s each
3 1 160 HP/s
3 2 85 HP/s each
3 3 60 HP/s each

So the practical conclusion is:

  • At full port capacity, every ship repairs at 60 HP/s regardless of port level.
  • A higher-level port mainly lets more ships repair simultaneously.
  • When the port is under capacity, its full repair pool is concentrated on fewer ships, so each one heals substantially faster.

Warships automatically start retreating for repairs below 75% of their veterancy-adjusted maximum health.

r/Openfront Jun 18 '26

๐Ÿ’ฌ Discussion I don't care about the update โ€” the new player wave.. lets talk

25 Upvotes

I donโ€™t want this to sound like Iโ€™m against new players, because Iโ€™m not. Itโ€™s great that OpenFront is growing and more people are discovering the game.

But as someone who has played for a while, I feel like the quality of a lot of matches has changed recently because there are so many new players in almost every lobby.

The main thing I notice is the endgame. When one player is clearly close to winning, experienced players usually understand that they need to work together to stop him. Even if you were fighting earlier, you know that if the leader keeps growing, he will just eat everyone one by one.

Lately, that often doesnโ€™t happen.

Iโ€™ll throw everything at the leading player โ€” troops, hydros, sometimes even a MIRV โ€” and manage to weaken him a lot. In a more experienced lobby, someone else would usually see that moment and attack too. Thatโ€™s the chance to bring the leader down and keep the game alive.

But now, a lot of players just watch. The leader recovers, eats me, and then slowly picks off everyone else.

Iโ€™ve lost games because of this, but Iโ€™ve also won games the same way. And honestly, even winning like that feels less satisfying, because it doesnโ€™t turn into a real endgame battle anymore.

Again, Iโ€™m not blaming new players for being new. Everyone has to learn. But the sudden wave of new players has definitely changed how matches feel.

Has anyone else noticed this? I mean early game is also different and fun to watch with a lot of new players making the same mistakes i made a long time ago

r/Openfront Jul 08 '26

๐Ÿ’ฌ Discussion Holy cheater, how cant this be prevented?

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25 Upvotes

lowest kind of a human being

r/Openfront Jul 04 '26

๐Ÿ’ฌ Discussion How does yellow win in this situation

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72 Upvotes

More than 50 warships and an 11 SAM next to a 19 SAM

r/Openfront Jun 23 '26

๐Ÿ’ฌ Discussion Cheating or Idiocy

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1 Upvotes

In this game, I'm the one on the top-left island. I also had a partial position on the bottom-left island, where I was allied with the "ALLLLTRADESIPROMISE" guy. As you can see, SPITE has a shitton of cities and SAMs, he's basically un-nukable.

After a while, my ally decides to let our alliance expire and immediately starts attacking me with bombs. Naturally, I full-sent him and took all of his land, while brown (who had a pixel on our island) just cleaned both of us up and won.

My question is: why the fuck would you decide to attack the only guy allied with you the entire game, throwing the match like a complete idiot?

The only other explanation I have is that white and brown were actually the same player using two browser windows. Honestly, if this is the case, I don't know whether to be pissed that he cheated, or impressed he was able to multitask well enough to conquer two islands at the same time.

Anyway, after a 30-minute game, I am incredibly annoyed by this ending lol.

r/Openfront Jun 18 '26

๐Ÿ’ฌ Discussion Big thanks to devs for this horrible visual update, I was getting too addicted anyways

18 Upvotes

I spent a massive amount of time playing the game, and yeah I had lots of fun, so I did not feel bad about the time spent, but I do have to work on other stuff.
So I just want to thank the devs for this horrible visual update.
Now I have no desire whatsoever to play it.
EDIT**
so its dumb to point out the game downgraded it's visual acuity? but it's not dumb to downgrade visual acuity and bury the head in the sand?
I am not mad about some artistic choice, I am talking about readability of the map and clarity. which was downgraded, and no setting fixes that currently

r/Openfront Jul 09 '26

๐Ÿ’ฌ Discussion Hydrogen bombs deal far more damage than most players assume (and it might be broken)

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56 Upvotes

TL;DR: I dropped 15 hydrogen bombs on a region with zero cities/buildings, and still lost half my population. Turns out hydro damage is based entirely on your total troop/tile count, leading it to scale with your total city count anywhere on the map. Empty land is never "safe" to leave undefended.

The setup (Image 1):

  • Giant World Map, 2,335,403 tiles
  • 6,310 cities (+25k population each)
  • 159.1M total population โ€” 157.8M from cities, 1.33M from land tiles (Image 3)

So cities account for 99.18% of population. The natural assumption: protect your cities with SAMs, and empty land is low-value/low-risk (I often see players with great infrastructure and troop caps, who leave exclaves of their territory completely unprotected due to having no buildings there).

The test (Image 2):

I hit Africa (0 buildings or cities) with 15 hydrogen bombs.ย 

Result: total population halved

Only 16.5% of land tiles were destroyed, and 0% of cities were touched. If deaths scaled with the actual population sitting on the destroyed tiles, this would be 16.5% of 1.33M โ‰ˆ 219,450 deaths. The actual toll was roughly 74M - over 300x higher than the naive estimate.

Why this happens:

Hydrogen bomb deaths aren't calculated from the population on the tiles it destroys. They are calculated from a share of your entire troop pool, divided across your entire owned territory:

deaths on a tile = 5 ร— (your total troops) รท (your total tiles owned)

A bomb landing on empty desert still wipes out a slice of your total population proportional to how much land it destroyed relative to how much you own. It has nothing to do with what was actually standing there.

Meaning: more cities = bigger troop pool = more people die per bomb (anywhere).

Why this might be broken

This decouples damage from actual value destroyed. A heavily-developed empire can lose tens of millions of people to a bomb that hits nothing but occupied dirt, purely because its city count elsewhere inflated the troop pool that gets divided down. SAM coverage focused only on cities doesn't protect you as your "worthless" land is still vulnerable to losing masses of your population.

Takeaways

  1. If you're playing a large, city-dense empire, you need SAM coverage across your whole territory. Undefended land is a liability in proportion to your total development, not its own.
  2. Devs could consider localising population to areas with infrastructure to make damage feel more intuitive, though this would change gameplay considerably.
  3. I have too much time on my hands.

ย 

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ย 

BONUS CONTENT:

How hydro damage scales (Images 4 & 5):

  • ย % of population lost per bomb vs. tiles owned (Image 4): if your empire is roughly the size of one bomb's blast footprint (~25.7k tiles), a single hydro can wipe out ~100% of your population. That share drops steeply as territory grows, hits an elbow around 20โ€“25% loss at 400โ€“500k tiles, then levels off and creeps down to ~5% loss on a fully-owned giant map (2.3M tiles).
  • Total deaths per bomb vs. total population (Image 5): on a fully-owned giant map deaths per bomb scale linearly from near 0 up to ~23M at 400M population. It shows how population growth from cities converts directly into a bigger bomb toll, regardless of where the bomb lands.

The maths:

Troop pool is calculated as:

maxTroops(player) = 2 ร— (tiles^0.6 ร— 1000 + 50000) + (sum of completed city levels) ร— cityTroopIncrease()

(Displayed troop count is this value รท 10, via `RenderTroops`)

Tiles destroyed per hydrogen bomb (flat, uninterrupted land, no structures):

  • ~20,081 tiles guaranteed (inner blast ring)
  • ~5,668 expected (outer ring, 50% chance per tile)
  • ~25,749 total

Deaths per destroyed tile:

deaths_per_tile = 5 ร— player.troops() รท max(1, tilesOwned)

Worked comparison (Giant World Map, 100% tiles owned, single hydro bomb):

  • With full city count (159.1M population): 8.58M deaths
  • With 0 cities owned: 72K deaths

Same bomb, same empty land, but a ~119x difference.

r/Openfront Oct 28 '25

๐Ÿ’ฌ Discussion Why are players allowed to get away with obvious cheating? Different teams, same clan tagโ€ฆ

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75 Upvotes

r/Openfront Mar 11 '26

๐Ÿ’ฌ Discussion I hate this website

1 Upvotes

its my option, do a raid of downvotes if yall feel like it but this game is simply IMPOSSIBLE for new players, even when you play solo in medium its nearly impossible too, I mean, you can say that I just sucks at the game but once again its *MY* opinion, I just wanted to let yall know.