RAD Soldiers Balancing Sneak Peek!


(Ranger007) #21

I really think juan and kate are being nerfed too much. especially when u set Dot not to stack.
I think Dot stacking was fine and in reality u can get poisoned and burn at the same time.


(Catnadian) #22

[QUOTE=AgentOO7;426038]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.[/QUOTE]

The ability is fine, yes, but the fact that there is a unit who can deal 210 damage/18AP when they don’t move, and have an ability that can scoot them two squares for what is really a piddling amount of damage in comparison (if it is even used to move them and not the intended target) is where I see a lot of the grumbling about the ability coming from.

Gus turns Juan into a medium-heavy hybrid class, and in turn Juan turns Gus’s water cannon into a zero-con decision to slightly damage your tank sniper to erase one of your opponent’s soldiers.


(Hot-Wire) #23

[QUOTE=Catnadain;426032]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.

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.

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

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

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.

Trust me, four uses was excessive. Three is plenty.[/QUOTE]

Actually what are AP points again? There’s Energy points, squad points, health points… not sure what AP stands for.


(Coup_de_grace) #24

[QUOTE=Catnadain;426032]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.

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.
.[/QUOTE]

Changing SP pt of melee weapons only to less is a disadvantage in 14pt games to new player? Hows that so…

The 60 dmg frm arrow is the primary damage, i meant the square BESIDE the primary target with dmg around 15-18 which is the splash dmg.


(Sandpuppy) #25

I do not think the squirter needs to be reduced but we will see how it plays out

I am very disappointed about this balancing-list ignoring the turrets/sentries, they are a fun element but no experienced player uses them
without a tweak/buff this will not change :frowning:

maybe turrets need to be moveable several squares by the engineer if not used for a round or have a bigger range and less health, I am not too sure what needs to be done, but something has to be done :slight_smile:

the rest sounds very reasonable


(Catnadian) #26

[QUOTE=Coup_de_grace;426047]Changing SP pt of melee weapons only to less is a disadvantage in 14pt games to new player? Hows that so…

The 60 dmg frm arrow is the primary damage, i meant the square BESIDE the primary target with dmg around 15-18 which is the splash dmg.[/QUOTE]

I know what you were referring to. Which melee weapons did you think need a lowering, in particular?

[QUOTE=Sandpuppy;426053]I do not think the squirter needs to be reduced but we will see how it plays out

I am very disappointed about this balancing-list ignoring the turrets/sentries, they are a fun element but no experienced player uses them
without a tweak/buff this will not change :frowning:

maybe turrets need to be moveable several squares by the engineer if not used for a round or have a bigger range and less health, I am not too sure what needs to be done, but something has to be done :slight_smile:

the rest sounds very reasonable[/QUOTE]

Well, it is a sneak peek - there’s hope yet, I’m pretty optimistic that they’ve at least considered tooling around with turrets.

Oh, AP is just what I call Energy units. It’s an abbreviation of Action Points, for whatever reason I just kind of default to AP even when the word Energy is right in front of me.


(Tarq) #27

Good stuff! Several things I’ve been hoping for, nothing I wouldn’t more than quibble about.

I was pretty happy with melee weapons as they were - I like the idea that a sword is significantly less useful than an assault rifle - but the game is supposed to be less of a simulation and more of a hoot, so that’s OK. :slight_smile:

Turrets: I think they’re pretty well on par with the other special abilities, so I’m not at all sold on boosting them. OTOH, the biggest dissatisfaction seems to be with how quickly they can be eliminated. (Cuz if you park a toon in one spot he’s, like, invulnerable, right? :stuck_out_tongue: ) Increasing their durability while nerfing them in some other way might give them a needed fun-increase without an unnecessary power-boost.

A couple of other ideas for making them more fun.
Gatling turret: Allow it to auto-fire on multiple targets in a turn. Mostly… I just think auto-fire is cool.

Rocket turret: Give it a damaging “backwash” at radius 1, and 2 squares opposite the direction fired. Make it a little more interesting and harder to maintain (Dangerous for engineer to park beside it.) So increase the range and/or damage.

Hey, how about a mortar? It could have a long range, a small AoE and a minimum range, but otherwise ignore LOS restrictions.


(Armedmanus) #28

[QUOTE=Ranger007;426041]I really think juan and kate are being nerfed too much. especially when u set Dot not to stack.
I think Dot stacking was fine and in reality u can get poisoned and burn at the same time.[/QUOTE]

I Agree with this.
I think DoT stacking should be left the same… since you are using your energy and you won’t be able to use the grenade or molotov again…
You are limiting when you can use them in a game which is like a handicap compared to other units that can use their abilities whenever they want…

I think reducing the area of dmg and making kates gas cost more energy is a good change to see how that will affect the juan + Kate combo. Players won’t be able to target the same unit as easily since the splash dmg isn’t as big.


(Armedmanus) #29

Another thought that just came to my mind is that if DoT’s don’t stack… this will make Angela very powerful.
She basically nullifies all DoT’s the opponent has with her automatic healing…


(bk17c) #30

Agree with Penfold_UK on the rockets issues:

Carlito’s Rocket Needs Buffing!!!
Reduce Spud’s Rocket cost or add in an extra rocket? XD


(Bwade) #31

[QUOTE=Catnadain;426032]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.

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.

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

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

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.

Trust me, four uses was excessive. Three is plenty.[/QUOTE]

I agree with everything but kate the only thing i wanted changed was one or the other as in either make it cost 4 energy(toxi bomb) or make it a two tile radius


(Bwade) #32

I have a solution for ALL TURRENTS! Make them movable by guss problem solved.
For those who might disagree its better to be usable than worthless, same for the meelee id rather something be overpowered than non usable, that means its in the game for nothing.


(Coup_de_grace) #33

[QUOTE=Bwade;426168]I have a solution for ALL TURRENTS! Make them movable by guss problem solved.
For those who might disagree its better to be usable than worthless, same for the meelee id rather something be overpowered than non usable, that means its in the game for nothing.[/QUOTE]

This would be assuming EVERYONE has a Gus, and if turrets are moveable by water cannon it would be moveable by other push back abilities and attacks. I don’t think that would be practical at all in trying to boost up turret usefulness.


(Bwade) #34

Neer thought about it being pushed by other things too good point. Gotta start thinking things through


(Coup_de_grace) #35

Maybe what’s best that could be done to turrets is to allow gattling turret to attack MULTIPLE times in defense mode but only ONCE to each enemy toon. as for the rocket turret, maybe it should be increased to 150 hp.


(Armedmanus) #36

What if the Turret could shoot over objects or walls? more like artillery.
But obviously in a way that doesn’t make it overpowered. Maybe limited range and reduced damage the farther it shoots?


(Bwade) #37

Just up each turrents hp gattlin to 225 and rocket to 160


(misterskippy) #38

Considering the splash and AP cost penalties for Juan and Kate, the simultaneous DoT penalty is much too harsh of a nerf.


(Warchest_Andy) #39

I really like almost all of these changes. A few comments though:

Stacking DoT’s requires a bit of strategy and manoeuvring to pull off, especially given that Kate is a hare and Juan is a tortoise. I think reducing the splash radius is a great change but I think they should still stack. It’s a fair reward for getting them both on target at the same time.

Reducing the cloak duration to two turns makes sense but it will make it more of a “get out of jail free card” rather than the ultimate flanking tool. I’m not sure exactly how I feel about this yet - I’ll wait until we can test it out.

Great changes to Suds, Archie and Megan. There was no real reason to use them IMHO (especially Megan). I can see me trying all of them out if these updates go live.

I would also like to echo the comments about Carlito. He needs a bit of love. His rocket launcher could be made a bit tougher (maybe 150 health like Taschman’s?) or perhaps be given an extra tile of range? It needs something.

Looking forward to this update!


(Bwade) #40

I wanna hear tinkers opinion he always breaks down everything and puts a good insight on things