RAD Soldiers Balancing Sneak Peek!


(badman) #1

We’ve been keeping a close eye on your balancing feedback over these past few weeks as well as how people are playing the game, and we’ve put together a whole stack of balance changes that we’re now play-testing.

These are subject to change still, but we wanted to give you an early look at what we’ve got in mind.

General

[ul]
[li]Damage over Time attacks no longer stack - only the most recent DoT effect is applied[/li][li]Reduced Energy cost of all melee attacks by 1[/li][li]Reduced duration of Ghost ability to 2 turns[/li][/ul]
Captain Abilities

[ul]
[li]Less-Harma Pharma now reduces damage by 50% for 2 turns[/li][li]Team Spirit ability now replenishes 50% of a unit’s AP points[/li][li]Reduced Artillery from 5 to 3 uses[/li][li]Reduced duration of Bee Bomb to 5 turns[/li][li]Increased tick damage of Bee Bomb to 15[/li][/ul]
Archie Fletcher

[ul]
[li]Reduced Energy required to fire Explosive Crossbow to 5[/li][/ul]
Gus Marx

[ul]
[li]Reduced number of uses of the Sqhurter to 3[/li][/ul]
Juan DaCova

[ul]
[li]Reduced splash damage of Molotov to 2 tiles[/li][/ul]
Megan McNick

[ul]
[li]Increased throw range of mines to 2[/li][/ul]
Specialist Suds

[ul]
[li]Significantly increased C4’s damage[/li][li]Significantly increased C4’s splash damage[/li][li]Can now attack and destroy C4 charges once detected[/li][/ul]
Textbook Kate

[ul]
[li]Reduced splash damage of Gas Grenade to 2 tiles[/li][li]Increased Energy cost of Gas Grenade to 4[/li][/ul]

What do you think? Is there anything grossly unbalanced missing from this list that must be remedied?

We look forward to your feedback!


(Bwade) #2

That ghost two turn is music to my ears!!!or eyes for that matter lol


(Bwade) #3

Also the cost of her gas grenade was fine to but the two tile splash is cool


(Catnadian) #4

These are some pretty good balance changes. Team Spirit is a pretty surprising one, and the new melee buff might put a hamper on snipers, which is also good.

I think the energy cost tweak for the toxbomb was made a little irrelevant by the radius decrease, but it shouldn’t matter, I don’t think. As for things I think are missing, is there any news on Angela Merci, or any rumblings about Sniper Rifles in general?


(Penfold_UK) #5

Maybe Carlito’s rocket turret should get a (small) buff? It never seems to be used effectively (happy to be corrected).

Also, I would have thought a rocket would have a really long (straight line) range if nothing is in the way? Just thinking about making spud a bit better.

The rest of the changes seem good (although I hate to see Kate get nerfed - I kind of liked using her as an assault troop to get things moving - guess i’ll switch to dave).

My one concern is if I were a snipe + camp player, i’d be pleased with a lot of the announced changes.


(badman) #6

I would think that the melee changes would have you worried if you like to sit back and wait :smiley:


(Smouse) #7

Such exciting news. The balancing seems very fair. Contrary to some, I like Suds C4. Now that he has 3, he is a very powerful recruit. “increased Energy cost of deploying C4 to 2”…isn’t it currently 2 to deploy?


(Doenerkatz) #8

Wow, I think the devs really listened to a lot to what people were suggesting and these changes will have us all rethink combinations. The juan-kate got a lot less effective, instead we might be talking about the suds-mcnick soon… Also looking forward to using melee more often.
Only thing missing in my opinion, like penfold said, rocket turret range increase and/or not affected by cover. I remember how excited I was after buying Carlito, only to see the turret getting taken out before doing damage over and over again :wink:


(Armedmanus) #9

I like a lot of these changes.

I also agree that Carlito needs something… I remember buying him thinking how awesome he will be and then having my turret die every time within my first turn since it only had 100 health… I think I’ve used him the least out of all the units.


(VaderWRX) #10

I support these changes. Good looking out.


(ChaosPinhead) #11

These are all fantastic. I don’t disagree with a single one of them and voiced several of them myself over the past month. This will bring a totally new dynamic to game play and change a lot of strategies. Can’t wait :slight_smile:


(Desparado) #12

Opposed to many, I like DoTs to stack. They get used on me frequently, and I believe its all about the strategy in which they are used…

Regrettably, the Jaun buffer is fair, but I still liked it haha.

But we can only see.


(Hot-Wire) #13

These changes…

I LOVE THEM ALL!!! THANK YOU!!!

Especially Megan’s mines being able to be tossed now. I suggested this a while back and I’m happy you guys actually implemented it!!!

That and the Melee points reduction!! Thank you for hearing us out!


(Bwade) #14

[QUOTE=Desparado;426011]Opposed to many, I like DoTs to stack. They get used on me frequently, and I believe its all about the strategy in which they are used…

Regrettably, the Jaun buffer is fair, but I still liked it haha.

But we can only see.[/QUOTE]

Sounds like you didnt want change just add more stuff lol


(AgentOO7) #15

Aw. Gus Marx water push ability is just fine. Why tweak it a little. :frowning:


(Hot-Wire) #16

Cuz Juan is getting tired of being pushed around.


(Coup_de_grace) #17

General
Damage over Time attacks no longer stack - only the most recent DoT effect is applied
(fair enough, stacking DoT damage from juan kate combo is powerful, the reason y many players are using this set up)
Reduced Energy cost of all melee attacks by 1
(It wasnt the energy cost problem, it was the SP that was off. Melee dealt a good dmg/energy ratio but to rate it only less useful in a battle with one less SP is inhibiting its use. Reducing ALL weapons and not the selected few that needs tweaking will only see much more dagger usage with a dmg/energy of 18.5)
Reduced duration of Ghost ability to 2 turns
(there really wasn’t an issue with the ghost ability why change it? Cause some people play an all Agent setup???)

Captain Abilities
Less-Harma Pharma now reduces damage by 50% for 2 turns
(25% for 5 turns was lousy, 50% sounds good but for 2 TURNS? Still lousy.)
Team Spirit ability now replenishes 50% of a unit’s AP points
(No comment, all is well)
Reduced duration of Bee Bomb to 5 turns
Increased tick damage of Bee Bomb to 15
(now that’s more like it with 15 dmg. The current 10 dmg, it was more like a toon stepped on some plastic caltrops)

Archie Fletcher
Reduced Energy required to fire Explosive Crossbow to 5
(maybe you could add a little more dmg to the splash damage. The splash seems quite minor more like a trickle)

Gus Marx
Reduced number of uses of the Sqhurter to 3
(awww man, really? I guess we can still improvise)

Juan DaCova
Reduced splash damage of Molotov to 2 tiles
(no comment, since kate’s toxic is gonna be changed to the same)

Megan McNick
Increased throw range of mines to 2
(looking forward to it!!)

Specialist Suds
Increased amount of C4 to 3
(whoa! really? its gonna be a blast!!)
Increased Energy cost of deploying C4 to 2
(uhhh, its already 2 energy cost. Please dont tell me u meant 3…)
Can now attack and destroy C4 charges once detected
(just like mines, cool)

Textbook Kate
Reduced splash damage of Gas Grenade to 2 tiles
Increased Energy cost of Gas Grenade to 4
(it will still be useful all the same so yeah do what you like)

REAFFIRMING points and attention needed:
Carlito’s rocket needs some buffing up
Angela Merci heal or poison effect order
Double mine no dmg bug (refer mine bug post)
Mine and rocket (refer no dmg to missile turret and mine post)
Return dmg and backlash aura (last post of make the exp of non-commanders mean something post)

No pressure devs, its a long list take your time. :stuck_out_tongue: Keep up the good work.


(Catnadian) #18

[QUOTE=Coup_de_grace;426031]General
Damage over Time attacks no longer stack - only the most recent DoT effect is applied
(fair enough, stacking DoT damage from juan kate combo is powerful, the reason y many players are using this set up) [/quote]

Really? I used it because Kate is really good and Juan can just erase a Light, which is currently something no other lone soldier is capable of and why I think Snipers need some tooling around in.

Reduced Energy cost of all melee attacks by 1(It wasnt the energy cost problem, it was the SP that was off. Melee dealt a good dmg/energy ratio but to rate it only less useful in a battle with one less SP is inhibiting its use. Reducing ALL weapons and not the selected few that needs tweaking will only see much more dagger usage with a dmg/energy of 18.5)

The lowest amount of Squad Points is 4 for a very good reason, and that reason is making 14-point games playable to newer players. Energy cost was the problem.

Captain Abilities
Less-Harma Pharma now reduces damage by 50% for 2 turns
(25% for 5 turns was lousy, 50% sounds good but for 2 TURNS? Still lousy.)

Actually this ability was very good against sniper rifles, and now it’s looking to just be an even better ability in general.

Team Spirit ability now replenishes 50% of a unit’s AP points
(No comment, all is well)

The implications of this are actually pretty major, and I’m expecting to see some clever usage of this ability now.

Archie Fletcher
Reduced Energy required to fire Explosive Crossbow to 5
(maybe you could add a little more dmg to the splash damage. The splash seems quite minor more like a trickle)

The splash is fine as it is, considering you can do 60 damage to a target and completely ignore whatever cover they’re using, 120 if you’re in a good position.

Gus Marx
Reduced number of uses of the Sqhurter to 3
(awww man, really? I guess we can still improvise)

Trust me, four uses was excessive. Three is plenty.


(AgentOO7) #19

Ok. Point taken. But as you can see, the sqhurter or water pushing ability works just fine. I have seen no overpower power to it since there are pros and con if you used it.

  1. If you used it to your units, yes they will be moved to the desired location but the trade off is that they will incur damage by the pushing ability.
  2. If you pushed your enemy, you may move him out of his cover or push him away or draw him near or if you used it in the wrong way, you may have give him extra cells or range for his weapon to his advantage.

Sqhurter is it over used? Yes. Overpowered? In my humble opinion, no. Definitely not. :slight_smile:

I still wish his water ability will stay. But if not, I’m still cool with the changes. :slight_smile: Btw, it’s about time you have tweak the Kate’s gas grenade, hehe. Thnx for hearing us out. :slight_smile: Dots not stacking, hell yeah! Juan/Kate combo will not be your usual enemies from now on. Suds c4. Gives me a smile, when I read this change. :slight_smile: he will see a lot of games from then on. :slight_smile: then again thank you Rad for listening and keep it up! :slight_smile:


(AgentOO7) #20

Since this is a sneak peak,. Hmm. Are there any new soldiers or toons that will be added? And if there are, can you please gives us an idea on what kind of type, ability,etc etc. they possess? Please? :slight_smile: I can’t wait any longer,. lol. :slight_smile: thank you.