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


(ChaosPinhead) #41

Simple, give us 3 blockades but make them 75 health instead of 150. I agree with Badman on this though. Having more than 1 - 150hp blockade is just annoying. I don’t want matches to go 40 rounds because I had to take out 8 blockades before I could work out some damage to the enemy. Sure I can “save the last hit” for the next round, but then the next round after I managed to get a shot or two in, brand new 150hp blockade to soak up 3/4 of my energy from all my toons to destroy. Even now with 1 blockade, unless it’s in a very inconvenient spot, I just go around the dang things. It takes up to much energy to take them out.

As for Bridge, I hate that damn map. It’s a campers map. I’m not even accepting games to that anymore (20-26 point ones). Every time I do it’s “mostly” the same thing. 2-3 snipers and healers and they just hide and camp one side. With no cover what so ever in the middle there is no way to take the middle without dying. This is 26 point matches I’m talking about. Lot easier to play that map on 14 or so matches. If the map was wider by like 4-6 squares on either side, it would be vastly different and much more workable. But since I prefer variety and using a lot of toons I don’t play 14’s unless someone else initiates it.


(Crozzton) #42

Hmm
I am up for what ever you find fair, but as I see it, it depends on what role you want the cover to play. Obviously it should be a cover ( big surprise) but do you also want it to be a blockade?

We tend to call it block in forums although its call deploy o cover.
Yes a block can provide cover. But you don’t normally use a cover to block. For that you make a blockade.
The police don’t use mobile covers to create a blockade against cars and such.

So if its a cover lower the distance for it to be called and keep the the unlimited numbers a 3 energy and make the olos squares be up to 2 squares behind it.

If it is a blockade make the dead zone bigger so its harder to use as a cover. Make it a one time use of 6-8 energy with 250 HP (350)

It has to be better than the summonable shield that is both a cover and a blockade with 250 HP and a personal healer up it a…
If that shield keeps being at 250 HP the block need to have 350 as written in ()
I would reduce that one to 180ish and give it a cover for only two squares back.

I am keen in getting the max cover squares for both items to let it reflect a more realistic view on as how this is used irl ( heh realistic)
Anyways a shield standing in my way at 30 feet wouldn’t block my line of sight to 3 men armed to the teeth a 100 feet away but if they were all crammed up behind it, it would.

To sum it up

1 let it be a cover and act as one you take cover behind.
Or
2 let it be a blockade that is used to deny acces for the enemy.
And
The moving shield will get a new role either way. ( plus reduce its HP a bit though)
And
Consider making the olos only confer to the squares right behind it.


(EL-CO) #43

I’m not sure who is talking most objectively, but I would like to comment my thought here.
I think the unlimited number of the cover was quite effective in train station (I suppose tinker was pointing out train station, not bridge). It works best if you are the first player in that map in 14 pts match with specific strategy, and still it can be countered by light units squad. The unlimited cover can be problematic in some of the maps where there are only a few narrow path are available (ex. Train station). In other words, it can be problematic if it works as an effective blockade. If you use it as a cover, it doesn’t cause any big problem as it provides cover to the opponent at the same time. Comparing to the Dee’s riot shield, it has less health and immobile and provide cover to both side (Dee’s shield provides cover to you only as you can move it when you attack).
So, I think that the unlimited number of the cover is not good although current 1 time only ability is much less useful than artillery and health crate (just comparing health point is pointless although I agree that painkiller is too weak). I would suggest to increase its health to 200, or twice in the game (in this case it might be better to increase its cost to 4~6 energy). Other possible way is decrease its ability cost to 1 so that you can select both deployo-cover and detecto-sweep in 14 pts match.


(EL-CO) #44

One more quick comment on deployo-cover. How much health the cover should have totally depends on how much powerful the melee weapons are. When the cover is used as a blockade, melee weapons are most efficient way to destroy it. Previously, it was rather easy to destroy the cover as melee weapons are quite powerful. If there will be buff on melee weapons (I’m waiting for that), the cover should have at least 200 health.


(EL-CO) #45

Does anybody have comments on the update of detection aura and detecto-sweep? Previously they have 6 sq and 4 sq radius but now 2 sq and 5 sq if I remember correctly. 2 sq radius for detection aura is almost useless. In most of the case, you have to get out from the cover to find something. Even you take the risk of being attacked, you will never find the ghosted sniper. I think it is quite difficult to find a ghosted agents with melee weapons with only 2 sq radius aura.
The detection aura should have at least 4 sq radius so that the captain can find mines and agents with melee weapons (hopefully). Detecto-sweep is OK although I prefer it to be 4 sq radius with longer range (I mean, captain can throw it further) which requires more precise expectation.


(Bwade) #46

Increasing the captins detection would make megan HORRIBLE and i seriously would hate that being she is one of my fav characters. His detection radious is good enough as it is since he can throw a frisbee and find where an agent is, heck i wouldnt even complain if he didnt have the detection aura because i use the detection sweep and you can easily find an agent by anticipating where they are gonna go.


(Catnadian) #47

I think 4 squares was fine for passive Detection. 5 is certainly passable for the Detection ability (it’s limited and the radius to throw isn’t that great), but I don’t think Captains are going to be doing a whole lot of detecting with a radius that small.


(tinker) #48

3 blocks a 75hp is more than any other ability, as I calculated before - exactly 75 more - that’s 50% more than the other abilities.(health crate- artillery and the weak painkiller)

I also think you should not push the passive ability of the commander
he is not supposed to detect around like sherlock holmes
he is the captain and shall detect mines that are set close to him and agents that are stupid enough to walk in close range to melee anything to death.

you push his abilities - you make UAV useless - and you make detect - o - sweep useless.
detect-o-sweep is supposed to counter mines and agents - but if your aura is at 4 or 5 already, you will never need that.
what is missing at the moment is another 1-point ability - to be used together with detect-o-sweep in 14 point matches.

people are using snipers not only because their damage output is quite high, but also because they are easier to use than soldiers or engis.
agents with otto semi-auto have what … 1 range more than hoo-hah ar? and the dmg is quite even. the AR is also way better in close range.
There are maps where snipers are quite good but there are also many where soldiers are better or some where engis are the best.
once people start using engis and soldiers by random, the game will change. I already played many matches without any sniper in the tourney and I think I only lost 1 of them.
I understand when people argue that the turrets are weak but the defend-o-bot and the mines are ok and good to be used with both - marx and kate.
the grizzly ivan may also be deadly with both of them, especially on small maps when you start - you just capture the mid with big ivan and flank with kate, come back to heal sometimes and flank again with hit&run or push either ivan or the foe into line of fire.

double dave is also quite ok. sure, you probably lose one to poison and burn but 2 grenades + dmg from them and commander - it is not bad.

instead of focusing on making everything balanced by pushing it upwards - you should rather decrease the “imbalanced” things - because there are less.
the dmg of kates grenade is quite high - 2~5 dmg less per dot is fine I think ( although the main problem in my opinion lies in double kate in 14 pt matches )
and … well … some people say that Juan is op - i don’t think so , neither his grenade nor his main dmg output.

other issues like Petes Headshot that neads a “slight” increase or the 2 turrets or angelas skills I have already explained in other threads…


(Bwade) #49

[QUOTE=tinker;421867]3 blocks a 75hp is more than any other ability, as I calculated before - exactly 75 more - that’s 50% more than the other abilities.(health crate- artillery and the weak painkiller)

I also think you should not push the passive ability of the commander
he is not supposed to detect around like sherlock holmes
he is the captain and shall detect mines that are set close to him and agents that are stupid enough to walk in close range to melee anything to death.

you push his abilities - you make UAV useless - and you make detect - o - sweep useless.
detect-o-sweep is supposed to counter mines and agents - but if your aura is at 4 or 5 already, you will never need that.
what is missing at the moment is another 1-point ability - to be used together with detect-o-sweep in 14 point matches.

people are using snipers not only because their damage output is quite high, but also because they are easier to use than soldiers or engis.
agents with otto semi-auto have what … 1 range more than hoo-hah ar? and the dmg is quite even. the AR is also way better in close range.
There are maps where snipers are quite good but there are also many where soldiers are better or some where engis are the best.
once people start using engis and soldiers by random, the game will change. I already played many matches without any sniper in the tourney and I think I only lost 1 of them.
I understand when people argue that the turrets are weak but the defend-o-bot and the mines are ok and good to be used with both - marx and kate.
the grizzly ivan may also be deadly with both of them, especially on small maps when you start - you just capture the mid with big ivan and flank with kate, come back to heal sometimes and flank again with hit&run or push either ivan or the foe into line of fire.

double dave is also quite ok. sure, you probably lose one to poison and burn but 2 grenades + dmg from them and commander - it is not bad.

instead of focusing on making everything balanced by pushing it upwards - you should rather decrease the “imbalanced” things - because there are less.
the dmg of kates grenade is quite high - 2~5 dmg less per dot is fine I think ( although the main problem in my opinion lies in double kate in 14 pt matches )
and … well … some people say that Juan is op - i don’t think so , neither his grenade nor his main dmg output.

other issues like Petes Headshot that neads a “slight” increase or the 2 turrets or angelas skills I have already explained in other threads…[/QUOTE]

I really want another 1 point ability for commander ive always wanted that since i use detecto sweep


(EL-CO) #50

I don’t understand why you can compare abilities just by health. Attacking two units in one artillery shot is twice better than attacking only one unit? Healing 50 pts health is same with deploying a cover with 50 pts health? No. It makes no sense to say that 75*3 covers are 1.5 times better than 50 healing crate *3. Anyway, I prefer one 200 HP cover over three 75 HP covers.

For the detection aura, remember that it had 6 sqs radius before. Even at that time, you couldn’t detect everything. Megan’s mines were already useful enough at that time, many ghosted agents killed many units by ambush and UAV and detecto-sweeps were not useless at all.

Megan’s mines are not just for dealing damage, but for slowing and controlling your opponent. Your opponent needs sometime to reveal it and needs more time to deal with after revealing it. Increasing the range of detection aura (at least 4 sqs radius) will not spoil Megan (She is my favorite character too). And increasing detection aura doesn’t spoil UAV at all. You can move UAV to another position so that you can pay attention to two different locations which is great.

I’m thinking that agents have some advantages over other class (many people using agents as a main attacker) and detection aura and detecto-sweep are not working efficiently enough to counter them. Increasing the range of the aura a bit will require clever move to the opponent and increasing throwing range of the detecto-sweep will work as a more efficient counter to the agents. Ghosted agents and mines were already powerful enough when you had 6 sqs range of detection aura and way more powerful now. Basically you cannot do anything against ghosted agents without detecto-sweep. Previously you could restrict opponents’ agents by clever positioning of your captain but now you can’t.

And of course, I would like to have another 1 point ability for commander. Painkiller for 1 point ability, maybe


(Coup_de_grace) #51

DEPLOYABLE COVER was indeed a slick skill before the update, but limiting the cover to only once a match made it a lousy choice especially in 14pt games. I would actually prefer if they retain the hp and deploy range of the cover but the ability can only be used ONCE every 3 ROUNDS. Also it would be cool to actually be able to deploy more than one cover in the field.
Except for using cover as a trap gate(trappin opponent in position at a 3 solid wall), i am sometimes quite glad with my opponents using cover to block routes, for i have one less flank that i need to guard from :stuck_out_tongue:
It wasnt a big hindrance to me before the update, in fact its how clever one deploys it and deal with one

DETECTION AURA is indeed too short, at the current state one would have to thread only TWO steps per turn to be at a completely safe distance. Increasing it to 3 or 4 will enable teams in 14pts game to have a fighting chance. It would be redundant to equip detecto sweep and not fully utilize the skill points in 14pt games. But then again it isnt really a dire need to detect further for one can always retreat from position or take cover at angles. But in 20 or 26 pt games i would recommend having detecto sweep for detection aura is useless against agents.


(Bwade) #52

I like the detection aura as it is all we need is another 1 point ability for the commando if you dont want to use deteco sweep its on you thats how i feel but i do like some of your ideas


(Sandman77) #53

coup i use healing crates now :frowning: