RAD Soldiers Balancing Sneak Peek!


(misterskippy) #41

Also, another option is adjusting coin/radbuck pricing for each toon.


(Hot-Wire) #42

[QUOTE=Catnadain;426055]I know what you were referring to. Which melee weapons did you think need a lowering, in particular?

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.[/QUOTE]

Oh okay. Wow that would make team spirit pretty good. Maybe Juan can fire up to 4 times now hahaha.


(Crozzton) #43

Think range and cost of grenades is fine as it is and especially if you at the same time remove the stacking ( bee bomb aswell?)
The range of Ivan’s grenade is 2 tiles as you want these nerfed to, and I find it pretty crap unless ppl stack up fully (which you won’t if against anything if you have half a brain unless you are forced. And by then its pretty much over anyway)

Hurray for ghost nerf and increased usability of teamspirit and bee bomb ( if it doesn’t stack with grenades it’s pretty much status quo imo)

Miss boosts for turrets. They really need some HP or alternatively they could count as always in cover.


(EL-CO) #44

I had a busy week and just come back to see the sneak peak. Very interesting and waiting for the update.
I’m basically fine with most of the part, but followings are my comments.

  • Just reducing energy cost of all melee attacks by 1 would not work. I mean, that will make all melee weapons with squad point of 5 completely useless: Katana, Seville Slugga and Persuader are all less powerful compared to the knife (in damage/energy). I think reducing energy cost of melee weapons is good, but it will require more fine tuning.
  • Buff on C4 is good (I’m happy with buff on Megan’s mine, but I’m already feeling she is powerful enough). However, C4 and mines are quite difficult to detect. Even they can be destroyed, it is hard to detect without detecto-sweep and nobody use detecto-sweep in 14 pts match. I would say again that Detection aura should have more range (4 sqs), otherwise C4 and mines are basically undetectable. I’m pretty much sure that C4 and mines are still quite useful and many people will consider to bring detecto-sweep even Detection aura has 4 sq range.
  • Changes of commander abilities sound very interesting. I would like to see another 1 point ability, though.
  • Any buff for Pete’s headshot?
  • Any buff for Turrets? more health or increase the number of auto fire?

(Bull_dawg) #45

Great changes, looking forward to see more use of melee weapons!

What about 7sp weapons like the hsr and hmg? they should be 6 sp to see more use out of them, both have their drawbacks; 8ap for hsr and shorter range for hmg… Nobody uses those two right now since you really end up with 1 toon less per match… I’d think if those two were 6ap they would be used more often.

As with melee right now, which are rarely used, make the game more balanced and include changes to 7sp weapons to see more variety of weapons in the game!


(Bull_dawg) #46

Oh and how possible would it be to have higher rank level then 40?


(Domm) #47

[QUOTE=Bull_dawg;426516]Great changes, looking forward to see more use of melee weapons!

What about 7sp weapons like the hsr and hmg? they should be 6 sp to see more use out of them, both have their drawbacks; 8ap for hsr and shorter range for hmg… Nobody uses those two right now since you really end up with 1 toon less per match… I’d think if those two were 6ap they would be used more often.
[/QUOTE]

I have to say that I dont agree, I uses HMG all the time and my experience is that its extremely powerful. I had big problems using it in the beginning but now I say that it rocks, big time. I see it that if its gets lowered in points you will have the same problem as with Juan (Ivan gets to powerful…).


(Profit) #48

I would suggest implementing either the no dot stacking change OR the reduction in Juan/Kate’s AoE and Kate’s use-cost. I think everyone agrees that combo needs a nerf but you don’t necessarily want to remove it from play entirely.


(Catnadian) #49

[QUOTE=EL-CO;426507]

  • Just reducing energy cost of all melee attacks by 1 would not work. I mean, that will make all melee weapons with squad point of 5 completely useless: Katana, Seville Slugga and Persuader are all less powerful compared to the knife (in damage/energy). I think reducing energy cost of melee weapons is good, but it will require more fine tuning. [/QUOTE]

A 3 energy Katana would actually work pretty well for Lights, and be about on-par with the Knife. The others have knockback, which I think is good for utility, and I don’t necessarily mind them being less combat-effective for it.

Maybe we’ll see some damage tweaks to the weapons as well?


(EL-CO) #50

[QUOTE=Catnadain;426688]A 3 energy Katana would actually work pretty well for Lights, and be about on-par with the Knife. The others have knockback, which I think is good for utility, and I don’t necessarily mind them being less combat-effective for it.

Maybe we’ll see some damage tweaks to the weapons as well?[/QUOTE]

As knife requires less squad point, I would definitely like to see some damage tweaks. At least Katana should be more effective than knife. Reducing 1 energy cost for knife brings it back to the old time and I think that is too much for 4 SP weapon.


(Coup_de_grace) #51

I agree with EL-CO’s point, reducing knarly would be too much. The changes should be done to the medium and heavy class melee weapons. 5SP pts and above weapons.


(Bwade) #52

We cant make the katana 3.5 people. The katana is very difficult to use at 4 energy you cant say it isnt otherwise you would be using it and ive played alot of people in here and only 1 person out of these forums have used a melee on me. Te pistol and and sub machine guns are the same squad points but the smg is better but the reson for that is only certain types of soldiers can use it. I think they should make the katana 3 energy but only available to certain soldiers and let the narley knife be like the pistol, available to everyone. For the big melee weapons just knock them down a notch also


(Hot-Wire) #53

I think we should all keep in mind that this is just a sneak peak, so it is probably not the whole change list.


(badman) #54

Thanks everyone for your feedback so far! The knife is the one melee weapon that’s not being affected by the lower energy requirements, since there are further balancing knock-ons as many of you have pointed out.


(badman) #55

Another quickie update:

We’ve had to adjust the C4 changes we had originally planned. C4 will now do significantly more damage to its primary target, as well as much increased splash damage to the targets around the impact tile. Should make things rather interesting for Suds fans. :smiley:


(AgentOO7) #56

Damn, now your talking. Hehe. It seems Suds market price would likely increase due to its new improvements. xD


(AgentOO7) #57

3 c4 and more damage. Sweeeeeeet! Can’t wait for the next update. xD


(badman) #58

(To clarify, the amount of C4 he carriers will be unchanged at 1.)


(Smouse) #59

Confusing, in your original post it seemed that suds was now carrying 3 charges. Well I still enjoy using him anyhow.


(Smouse) #60

Also, not a fan of being able to shoot at the C4. I think having only an engineer being able to remove it is much cooler