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


(g00n) #41

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

I can understand with deployables with fixed positions this would take them out for whole game eg mines/turrets, but with drones and movable cover at least they can return…so would hope in future this grenade affects them.


(SuperNge) #42

I think still have more advantage for 1st player, include Favela. Now its more hard to play 2nd in Favela.


(Ciakgb) #43

I don’t know, nge, I had a really good strat at Favella for a take n hold, doesn’t work a lick now.


(Tarq) #44

Re: Lights disadvantaged by the update.

I hope so. IMO they could use a nerf.

[QUOTE=EL-CO;463037]

  • More advantage for the 1st player. [/quote]

OfT:
Something I was trying occasionally even before the update was having the first player move only 1/2 the toons on his first turn.

…the E-fryer is outstanding. It should cost 6 squad point, IMO.

Lord yes. I firmly beleive something should change there.

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.

IMO we won’t really see more aggression unless something fairly fundamental is changed about the game. Either a game-changing special power or two (like souping-up the Captain’s damage-reduction ability) or a new game-mode is introduced that requires aggression. (Say, a timed attack-defend mode.)

More, better, Captain abilities might be the best (ie, easiest) way to go. Because I’m not sure if you can get a lot of aggression without adding unpredictability. If it’s predictable your opponents can and soon-will work to sabotage a gambit. ATM games most often seem won and lost because someone miscalculated the position of a single toon. Not because someone launches - or fails to launch - a well-timed assault.

Abilities: A smoke bomb reducing or removing LOS from a relatively large portion of the map for several turns. A whole-toon temp. damage reduction. Artillery delivered mines. Tesla introduces sci-fi… so how about a device that doubles everyone’s movement costs? Deploy your squad on the 3rd turn… but via drop-pod? (You choose where on the first turn.)
A bunker? You grab the center and normally you’d be toast in two turns, but a chopper drops of a bunker and now your opponent needs to dig you out.

Or you maneuver into positions that your opponent doesn’t quite understand… and then drop a bunker into the middle of the map and charge full-bore toward the enemy toon now cut off from the others. …Right into a minefield.

  • 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.

I agree with that. Having Artillery do higher damage is just icing on the move-1-tile cake. The cake is quite, quite sweet enough already.

  • 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.

That’d be fun.


(Hundopercent) #45

After playing for a bit, I find Juan + Dave to be the dream team. Dave’s reach is so far and Juans damage + hp is so high it’s tough to beat even with a solid comp.

26p I was running double Juan double Dave + Gus and it’s beastly, if it’s a tighter map you can drop 1 dave for another Gus.

Anyway, just dropping my few cents in, I’m not a big fan of the changes. It makes it so you pretty much have to run dual sniper in order to be viable.


(Catnadian) #46

[QUOTE=strychzilla;468516]After playing for a bit, I find Juan + Dave to be the dream team. Dave’s reach is so far and Juans damage + hp is so high it’s tough to beat even with a solid comp.

26p I was running double Juan double Dave + Gus and it’s beastly, if it’s a tighter map you can drop 1 dave for another Gus.

Anyway, just dropping my few cents in, I’m not a big fan of the changes. It makes it so you pretty much have to run dual sniper in order to be viable.[/QUOTE]

I can echo that sentiment. Particularly, if you don’t have a major sniper presence AND those snipers are all running out with Electri-Fryers, nine times out of ten you’re going to get stomped in a 26pt if your opponent did. The patch alone has pushed me to work on my 20pt matches, and so far they’ve been a well-balanced experience.

As for the changes, everything being brought up a bit does tend to make matches just that much quicker, and it made the other Agent units (and their Sniper weapons) viable for sniping, and I’m happy with that - but the Electri-Fryer should have stayed exactly where it was. Before the patch it was a long range harasser that was usually dropped for the Botherer, but now it’s bar none the best investment of your point allotment, shockingly lethal, and its range/cost allows it to make shots you have no chance of effectively retaliating against. At least the Avenger has a high point/AP cost and the Botherer has only slightly better range than the semiauto.


(Hundopercent) #47

[QUOTE=Catnadian;468521]I can echo that sentiment. Particularly, if you don’t have a major sniper presence AND those snipers are all running out with Electri-Fryers, nine times out of ten you’re going to get stomped in a 26pt if your opponent did. The patch alone has pushed me to work on my 20pt matches, and so far they’ve been a well-balanced experience.

As for the changes, everything being brought up a bit does tend to make matches just that much quicker, and it made the other Agent units (and their Sniper weapons) viable for sniping, and I’m happy with that - but the Electri-Fryer should have stayed exactly where it was. Before the patch it was a long range harasser that was usually dropped for the Botherer, but now it’s bar none the best investment of your point allotment, shockingly lethal, and its range/cost allows it to make shots you have no chance of effectively retaliating against. At least the Avenger has a high point/AP cost and the Botherer has only slightly better range than the semiauto.[/QUOTE]

Botherer needs a energy decrease than it will be a tough decision, hell it would even make Sneaky Pete viable again as well.