New RAD Soldiers Game Update: Free RAD Bux, Store Lock-ups, and More!


(badman) #21

Thanks to everyone reporting the lag issues. This seems to be limited to single player challenges (online games are unaffected) and we’ll have a fix for this in the next update.

A few other notes:

[QUOTE=Desparado;420841]


Uhh…[/QUOTE]

This means the game is downloading required content from the content delivery network. Some of the maps in the game come from there, so if they’re being redownloaded after an update, you’ll get this message. If you’re on WiFi, the download should be fairly quick.

Looking into this.

Deployable Cover being unlimited was not intended - it’s not fair on the person using a considerable portion of their soldiers to destroy a barricade only for it to reappear the next turn. :slight_smile:


(Desparado) #22

[QUOTE=badman;420869]
Deployable Cover being unlimited was not intended - it’s not fair on the person using a considerable portion of their soldiers to destroy a barricade only for it to reappear the next turn. :)[/QUOTE]

I’ve already had several matches end in loss from abuse of the ability.

There will always be more tourneys though! :smiley:


(EL-CO) #23

[QUOTE=Desparado;420891]I’ve already had several matches end in loss from abuse of the ability.
[/QUOTE]

Sorry about using deployable cover in the match. But unlike cockler headshot, it was not considered as an intentional bug before I think. I made a strategy depending on it which I think rather risky than usual artillery strategy in many ways. Please don’t say it as abuse, as it was a legal move at that moment. Of course I have to adapt the new situation now, but I was not abusing the bug intentionally. Hope you understand me.


(tinker) #24

[QUOTE=Hot-Wire;420822]A few other things after testing.

Bees are still not healable.
Water cannon does not heal molotov. (Just thought it would be funny if it did, but it doesn’t)
C4 is still not targetable
Pushing someone onto mines still do not detonate them.
Mines can still be destroyed with gunfire and cause no explosion when destroyed.

… so basically nothing changed lol.[/QUOTE]

well man, this post does not help either.
we can go on with listing what has NOT changed, It won’t help.
nobody “important”(for the game development) announced that anything of this will be changed within the next update.


(tinker) #25

“intentionally”
everyone who has played the game for more than 5 hours should see that something is not like it is supposed to be.
when deploy cover was on 1 before and now is on endless, it is probably NOT WANTED LIKE THAT
if a weapon with low squad-points does 30 dmg and +1 ability that costs 2 energy it goes up to 135 IT SHOULD HIT YOU that THIS is not intentional.
… no further comment here


(Hot-Wire) #26

[QUOTE=tinker;420907]well man, this post does not help either.
we can go on with listing what has NOT changed, It won’t help.
nobody “important”(for the game development) announced that anything of this will be changed within the next update.[/QUOTE]

It does help some folks. Saves folks from testing some of those things themselves. Besides there were changes that were not listed, such as one of the hard challenges becoming 20 points from 14.


(ChaosPinhead) #27

[QUOTE=Hot-Wire;420822]A few other things after testing.

Bees are still not healable.
Water cannon does not heal molotov. (Just thought it would be funny if it did, but it doesn’t)
C4 is still not targetable
Pushing someone onto mines still do not detonate them.
Mines can still be destroyed with gunfire and cause no explosion when destroyed.

… so basically nothing changed lol.[/QUOTE]

Dang that stinks… I was looking forward to some of those. Especially stuff dealing with megan’s mines, she is so weak as it is that the (what I would call) broken mines doesn’t help her cause.


(badman) #28

The mines are working as designed actually, as is most of the rest of that list…


(ChaosPinhead) #29

there is a mine laying on the ground and I punch a guy in the face and he falls on it. I’d love to see him get up and walk away without it going off :stuck_out_tongue:


(Catnadian) #30

[QUOTE=Desparado;420841]


Uhh…[/QUOTE]

That’s nothing, all of my opponents that haven’t taken their turns yet haven’t taken them since the future. Wrap your head around that one.


(Sandpuppy) #31

you give a headshot to a guy and he walks away from it
you call an airstrike on a guy and he gets blasted just a step to the side

hmm with “realism” I could argue for a few other “minor” gameplay changes but I do not think it would do the game any good :slight_smile:

but I agree shoving ppl onto mines would be fun :smiley:


(Hot-Wire) #32

[QUOTE=Sandpuppy;421096]you give a headshot to a guy and he walks away from it
you call an airstrike on a guy and he gets blasted just a step to the side

hmm with “realism” I could argue for a few other “minor” gameplay changes but I do not think it would do the game any good :slight_smile:

but I agree shoving ppl onto mines would be fun :D[/QUOTE]

Well there are different aspects of realism we are talking here. What he describes is like getting a headshot and taking no damage from it.


(Desparado) #33

Lol, so true.


(Remy42) #34

Hi there,

Any news on the update for the challenge lag bug?

Although I would love to see the many suggestions you guys are mentioning, you are hard with the devs. I mean come on, asking nicely is always better :slight_smile:


(badman) #35

Remy42, that issue has been fixed on our end and will be in the very next update.


(Domm) #36

I really think that the new deployo-cover is really bad. I dont see the problem with how it worked before? It has/had the same evolotion as the airstrike, you got more covers as you got higher in level.
If you had to take the cover out it was only to damage it hard the first round, then in the next round you could just march in…
BUT if you had an good enemy he/she would blow it up and the deply a new one. really fun. But now we only have one cover and thats really hard to use. This is just a reflection! We all play by the same rules so no big deal, but personally I think it was more fun/strategic as it was.

keep it up!
Love the game.


(Crozzton) #37

[QUOTE=Domm;421570]I really think that the new deployo-cover is really bad. I dont see the problem with how it worked before? It has/had the same evolotion as the airstrike, you got more covers as you got higher in level.
If you had to take the cover out it was only to damage it hard the first round, then in the next round you could just march in…
BUT if you had an good enemy he/she would blow it up and the deply a new one. really fun. But now we only have one cover and thats really hard to use. This is just a reflection! We all play by the same rules so no big deal, but personally I think it was more fun/strategic as it was.

keep it up!
Love the game.[/QUOTE]

Had similar thoughts. Don’t understand why it went from one time use till unlimited just to go back to onetime. Like there is no between.
3 uses perhaps. Or just 2 uses but you can place 2.

Or if it has to one time use maybe it can be with the choice of how strong it should be. Now it is 150 HP for 3 energy. Give it the option of “pumping” it. Allowing you to convert more energy into HP 1 energy per 25 energy. 14 energy block 425 HP


(badman) #38

Regarding using deployable cover multiple times, how do you guys feel about the issue that one has to commit significant resources to destroy it only for it to reappear the next turn?


(Domm) #39

Personally I have no problem with it. Its a way of tactic.
If its placed its placed, I have to adjust. Same if I get a DoT, I have to adjust…
But I cant remember that there was a endless numbers of Covers? I think I had max 3 of them!?


(tinker) #40

seems like your too close to comment it objectively.
the main problem for this is on bridge. you have a megan flagging the mid with a kate - stumpington and cockler. your commander stays at the top of the map (not left corner, not right corner, middle ~ left corner when watching from above)
vs a team with 3 slow /medium guys coming from the bottom left up to middle left. they cannot get into the center field! no way! damaging the block and walking in does not work - untill it’s dead AND your in you have no energy left and get killed from all 3 sides.
you destroy the block in the first turn and cover to get in in the second does ONLY work when the block is at 1.

the 2nd thing is the overall dmg/healing calculation
didn’t you see that the amount that is healed/blocked/damage by commanders abilities that need 2 points is nearly always at
]]]x(damage/heal/block) * y(times to use ability) ~ 150[[[
3x health crate á 50 --> 150
5x artillery a ~30 dmg --> 150
1x painkiller ( too weak in my opinion, should go to 50% for 4 or 5 rounds since 300hp then blocks 150hp from painkiller if not healed) atm 75/62,5/50
1 !!! x blockade ~ 150

the reason because you thought you have max of 3 is probably because you won after placing your 3rd. the enemy wasted more than 300 dmg for your blocks.

hope you get what I’m trying to say…