Our biggest-ever RAD Soldiers Balancing Update is now live - full list of changes inside!


(tsondaboy) #21

[QUOTE=Jerry-Rigs;461313]Now that you have been called on it, you soften you tone and call the kettle black. You’re funny.

If you had used the softer tone in the first place, you comments about the lack of a 5pt weapon might have carried more weight instead of just being flame bait.[/QUOTE]

Thats because I am not trolling around. I am sure our little argument served its purpose of highlighting a serious isue IMO.

Now if you like to play me, sure go ahead send me a request. I ve never turned down an offer and I see no reason why doing so.
Unfortunately I wont be having my usual team or the usual weapons after this update.


(Armedmanus) #22

It works, I just used it :slight_smile:
I guess they just forgot to mention it.


(Ingoland) #23

I think it will be fun trying out all the changes, I’m only just getting used to the old values though!
However, the only negative comment I have (before trying it out) is that some expensive weapons I have bought, are now far less usable.
Maybe there should be an option to sell weapons (for less rad bucks than originally purchased) that you now find you can’t use because squad points are too high, or other restrictions.
Feel free to challenge me (I’m not that good though!).


(g00n) #24

I liked to have seen Mediums sorted out or if Heavies energy gone down.
fix the sensor problem that exposes your hiddens to enemy

The best toy is Madelines Drone ability
it
•Moves 6 squares! Fast
•At 150 it sure a pain to remove with a number of rounds of wasted fire when you want to get a toon.
•It is a great blocker.
•Has sensor range to find hiddens
• Blows up at your command with not bad damage with knockback! (like to see it blow up when destroyed so deploying away from friendlies :P)
•And at 4 energy easy to launch compared to Mech toys, so any of the other toys get boosted I dont mind they dont have the number of things this toy does- (try facing 3+ mads with these toys launched)

What I like to of seen is make optimum range lower than the range of weapon espcially med to long range weapons (short are mainly opts 1). Encouraging players to move in closer for full damage and will help encourage more action.
Electric fryer undoubtly is over powered and more players are using this than botherer now for snipe features. With range/energy cost/squad cost/ damage it sure outways as best overall snipe. Now if optimum range was reduced to 7 or 8? rather than a nine it be a different story.

Hooh haha/ Opt range =4-5 (at 5-6)
Otto = 6 (7)
Botherer/Avenger=7 (8)
Electric fryer 7 (9)
spray= 1-2 (1)
Woozy=1-2 (1)

Awuga 6 gun I like to be reduced from 5 to 4 for squad points but make energy to shoot 4 (it feels like it should be placed with the cocklers/woozy and cold auto. The added energy sort of works at how slow it fires and aim.


(g00n) #25

Now that the tracking mines are following on beginning of next rather than at end. I like to see sensor beakons work same time as crates fall or concrete barrier in turn. It is so frustrating seeing green radar waves after the enemy toon has reappeared.


(g00n) #26

just dealt out damage to a dave.
with slight wound from a boomyube 2 squares away
(minor wound) my dave shot twice with a hoohah and grenade finished in one go!


(Crozzton) #27

Pretty sure this Update punishes newcomers so hard they will cry. Make on mistake and it is a loss. Veterans will be dancing in own deployment zone and waiting for the other to make the first mistake.
Would have nerfed snipers 10-15% in damage instead of this insane boost to all. Let the HP boost on deploys (turrets -crates etc)be as it is now.
Ppl tend to be more aggressive if the punishment isn’t too harsh. Afraid this update will do the opposite of the intended.


(Ciakgb) #28

I know I suck playing now, and for some reason I love it:). I enjoy having the whole sandbox to play with, I’m sure there are as yet undiscovered tactics and strategies.

Remember when all we did is complain about Jaun/Kate?!? I doubt everyone will play the same now.

newbies? Tough to tell, I would think it would be encouraging to them to actually kill a toon or two even if they lost, as opposed to getting totally skunked:)


(Crozzton) #29

Well as soon as I see mediums with pumpaction I don’t mind rushing a bit because I know at that point I have won ( unless I REALLY screw it up)
If they have a similar setup I am careful.


(tsondaboy) #30

[QUOTE=Crozzton;462002]Pretty sure this Update punishes newcomers so hard they will cry. Make on mistake and it is a loss. Veterans will be dancing in own deployment zone and waiting for the other to make the first mistake.
Would have nerfed snipers 10-15% in damage instead of this insane boost to all. Let the HP boost on deploys (turrets -crates etc)be as it is now.
Ppl tend to be more aggressive if the punishment isn’t too harsh. Afraid this update will do the opposite of the intended.[/QUOTE]

I totally agree with this. After having played a few games I find that the first player has a big advantage now.
One of the things I do like a lot though like you is the upgrades in the mec deployables. This makes mec squads interesting to play now.


(Ciakgb) #31

I pushed for the turrets, was hoping they would add support and return fire, but not this time. You can thank me for the Tito grenade:)


(Beasttekkers) #32

Thanks ciakgb :slight_smile:


(Shiek93) #33

Light toons are way to vulnerable…


(KINONEZ21) #34

They are indeed, having trouble with my current squad… :’( might have to play with multiple units for the first time :o


(EL-CO) #35

My impression after some games. I know that followings are not true for some maps, settings, units, etc. but more general things.

  • The game becomes more about positioning. Because of the boost in damage, one mistake will result in loss of an unit (and often a match). This makes the game much harder for new players. I’m not saying that the game is hard for new players because they don’t have Juan or Gus (or something). The game is hard because they don’t know the map! Of course they can learn while playing but I’m pretty sure that most of them just stop playing as they lose many games before they understand why they lost. The update makes the game more demanding with lots of interesting tactical decisions, which is not necessarily a bad thing, but definitely makes the game harder for learn and master.

  • More advantage for the 1st player. Because the game becomes more about the positioning, 1st player has more advantage, in general. 1st player can pick any positions he likes and 2nd player has less freedom in positioning.

  • Sniper rifles are still on the top. Even though the mid and short range weapons received slight advantage in damage over long-range rifles, sniper rifles have enough power to kill the opponent. Especially the E-fryer is outstanding. It should cost 6 squad point, IMO.

  • More deadlocks. There were some draws in the tournament even before the update and now I’m expecting more. I had several games that both players kept covered position and stayed with few moves for rounds. You will lose if you move, thus the best thing you can do is to wait. This is not exciting nor fun. At least there should be “draw” as a rule.

The update is not bad at all and I think it is interesting actually. But I would like to see the change in the opposite direction: less damage per fire which will reward aggressive and advancing play.

Some minor comments.

  • Artillery is too strong. It can push the opponent from the cover, which is quite powerful without any damage. No need to boost the damage. Same thing is true to Dave’s grenade, maybe.
  • Commando and Engineer need weapons with 5 Energy cost. Commandos need more weapons! I would also like to see 4 squad point weapons for Commando and Engineer.

(SuperNge) #36

[QUOTE=EL-CO;463037]

  • The game becomes more about positioning. Because of the boost in damage, one mistake will result in loss of an unit (and often a match). This makes the game much harder for new players. I’m not saying that the game is hard for new players because they don’t have Juan or Gus (or something). The game is hard because they don’t know the map! Of course they can learn while playing but I’m pretty sure that most of them just stop playing as they lose many games before they understand why they lost. The update makes the game more demanding with lots of interesting tactical decisions, which is not necessarily a bad thing, but definitely makes the game harder for learn and master.

  • More advantage for the 1st player. Because the game becomes more about the positioning, 1st player has more advantage, in general. 1st player can pick any positions he likes and 2nd player has less freedom in positioning.

  • Sniper rifles are still on the top. Even though the mid and short range weapons received slight advantage in damage over long-range rifles, sniper rifles have enough power to kill the opponent. Especially the E-fryer is outstanding. It should cost 6 squad point, IMO.

  • More deadlocks. There were some draws in the tournament even before the update and now I’m expecting more. I had several games that both players kept covered position and stayed with few moves for rounds. You will lose if you move, thus the best thing you can do is to wait. This is not exciting nor fun. At least there should be “draw” as a rule.
    .[/QUOTE]
    Great opinion! Maybe im a old guy, because i like the game before this update. The game is fantastic and hard to kill my enemy.


(Ciakgb) #37

Don’t you guys think a cover boost would solve a lot of issues? I will say that going first isn’t always better post patch, I drew my Favella map w mitsid because my tried and true take n hold doesn’t work now. I won 10 straight pre patch, but the scoring zone is simply not survivable anymore.


(Catnadian) #38

[QUOTE=Crozzton;462002]Pretty sure this Update punishes newcomers so hard they will cry. Make on mistake and it is a loss. Veterans will be dancing in own deployment zone and waiting for the other to make the first mistake.
Would have nerfed snipers 10-15% in damage instead of this insane boost to all. Let the HP boost on deploys (turrets -crates etc)be as it is now.
Ppl tend to be more aggressive if the punishment isn’t too harsh. Afraid this update will do the opposite of the intended.[/QUOTE]

Having played quite a few matches with my starting loadout, I can kind of safely say this was always the case. Some deployments as a newcomer you’re going to lose right out of the gate if someone brought an Electri-Fryer (or a Botherer before that) and you’re still trying to plink around with the Otto, just because positioning matters less for that player on some maps. Others are because of that one stupid mistake a new player might make (not focusing fire, forgetting the position of a certain enemy soldier, etc.) or just down to positioning, which can go both ways. The other half of that is that there is no shortage of people who know what they’re doing in the 14 point queue, level 40s looking for other level 40s and instead getting a level 10, which was happening before the patch as well. It’s kind of been rough with for the new players since the game took off, I imagine, but fortunately they’ve got singleplayer to grasp the basics and (I can only hope) some kind folk to offer them guidance.

I’m actually fairly happy with the limited buff the Sniper weapons have now (the Otto is pretty fearsome, if not “optimal” and I’m actually using the Avenger unironically,) but the Electri-Fryer really needs to be toned down. It’s the combat effectiveness of a seven point weapon in a five point package and I’m getting a little weary of people who think three (or four) Snipers on Bridge is the pinnacle of strategy. Wanted to be around for the beta in that regard but life had other plans.


(Ranger007) #39

what chnage did they make on the Tito grenade


(KINONEZ21) #40

It will now teleport the enemy to the stating point, it is now also unable to teleport the deployo-cover