RAD Soldiers Balancing Sneak Peek!


(Mitsid) #81

Totally agree!!!


(Sandman77) #82

Yes I agree too


(Catnadian) #83

What are you talking about? There was more to Juan/Kate than DoT-stacking which guaranteed you could run around hiding for three turns while still inflicting obscene amounts of damage.

That will make the game even more leaning toward snipers lineup.

While I have no idea how you drew that conclusion from strictly what you said above, that’s something I’m sure nobody really wants and will be tweaked, which is why I suggested the sniper rifle tweaks earlier…

It will also make both of their abilities totally useless as Juan do more damage per round with a sniper rifle, why bother using skills?

…and you’ve lost us again. When current DoT’s aren’t viciously murdering everything, they make a great deterrent and if you can catch an enemy Medic in one, you’re doing irreversible damage to what’s likely the team’s only healing source. Dropping the radius isn’t going to end the usefulness of either, especially not Fire, which can’t be put out by medkits.

And with the gas bomb nerf, people will use merci or gux over kate alot more.

Well now I know you’ve lost it, nobody’s going to use Angela.

Kidding aside, Kate has major pressure potential even factoring in for the incoming nerf, and people are already using Gus over Kate because tactically speaking, the water cannon is an absolute game-changer, which is also why it’s getting brought down a bit.

I also think this patch is way too dramatic because basically the whole game changed, this will cause old players get frustrated and leave the game that they are used to.

I can’t even begin to pick apart what’s wrong with this sentence. Old players aren’t going to quit over something like this. If they “leave the game they’re used to” they were likely not really interested in playing it in the first place. Most casual players are probably just going to take the changes in stride, and the older players will adapt, offer criticisms and suggestions, and generally continue helping the game along as they have been. There’s a number of us who have been with the game since selective release, and none of them seem as moved as you are over this.

I think changes should be make little by little as of now, the major issue isnt the balance of the game, rather it is the lack of functionality like messaging, limiting time, etc…

The game needs attention to both balance and functionality, and thankfully that’s exactly what it will get, judging from recent community chats and basically everything else that’s been discussed.


(Bwade) #84

Im glad everyone’s not gonna be running around with kate anymore, and why would it be bad if people used angela and guss more?


(RealFeiLong) #85

I also hope they introduce a stats system so people can see stats from players like Catnadian and just totally ignore them. “No one use merci” lol, go play some more games before coming on and starting ****. You can posts a match to me so I can quick you to show how much you know


(Bwade) #86

He wasnt trying to be a jerk trust me, ive been on the forums long enough to know that. Secondly, there is a very high chance he shows you up, what lvl are you and how long have you been playing? Lastly, if anyone is trying to start something, its you saying vulgar words.


(Catnadian) #87

Let’s not make the thread about this.

I missed this from the last page. If it’s one thing that the tournament has taught me, it’s how ridiculous being able to Ghost for three turns can be. If your tank sniper is in trouble, just Ghost him out and heal him, and the enemy can do next to nothing about it until the ability expires, or until he runs into a trap which could cost him one or two Soldiers. They could waste AoEs trying to flush him out, but those could probably be better used elsewhere.


(Coup_de_grace) #88

Which is why the aim should always be to grant a swift death to the toon in one turn rather than just hurting him massively which would spook the toon into a retreat-heal. Not that it’s an entirely bad thing either since the toon would retreat providing less firepower support on the front lines. Also handy to note is that with the opponent having a medic in the team it would have less firepower since medic weapons are generally shorter range and weaker in comparison(with the exception of gus+colt at near range). Of course this would be limited to 26 point games where one can have enough firepower to kill the heavy toon in a turn while still boosting a variety of abilities like detecto-sweep. In the end when it comes down to it, its all about how well we are able to strategize and assess the situation, exploiting weak ends for assured victory.


(Catnadian) #89

This is part of the reason why Juan is such a powerhouse, and perhaps too much of one. Even in 14pt games, his optimal damage output means any class is guaranteed done for unless your positioning is such that you cannot be scooted, and that usually means you’re relinquishing the point, and that’s never good.

Also handy to note is that with the opponent having a medic in the team it would have less firepower since medic weapons are generally shorter range and weaker in comparison(with the exception of gus+colt at near range).

And this lends to why Angela is kind of in a weird little niche of her own: Kate provides flexible attack options and a powerful DoT while Gus is a close-range murder machine with 300HP and one of the best abilities in the game. Angela just heals, and is moderately good with a melee weapon if you can get your enemy in such a way that they have to advance into you, but there’s arguably better options for both. Theoretically you could gather DoT victims around to try and mitigate that, but then you’re opening yourself up to other avenues of suffering.


(Ciakgb) #90

i worry about the new spray n pray smg, four medics with this weapon say…might be hard to beat.


(Tarq) #91

Given that squad points are connected to weapons and not soldiers, a weak medic weapon generally means a better weapon elsewhere.

I’ve never felt FP-deprived with the medic weapons. As a light Kate can shoot & scoot well, and her grenade may do a great deal of damage. Gus can rip things up at short range… and I’m often using his special ability more than his weapon anyway. OTOH, I do make sure the squad isn’t lacking in longer-ranged weapons - especially if I’m using more than one medic. (Medic-engineer combo squads can easily have a weapon range problem.)

All that leaves out Angela, I guess… but I generally do.

It’ll be interesting to see how Kate seems after the patch. (IMO Gus is still going to be a monster.)


(Coup_de_grace) #92

True, a weaker medic means a better weapon elsewhere but the team would still be having less firepower compared to an opposing team carrying a full assault team. With more members that is catered for offense, the assault team would easily kill a toon with attack or skills in a turn allowing no chance of healing. When that happens, since the other toons are the one carrying the bulk of the firepower any lost in a toon will reduce the team’s ability to deal significant damage. If you still dont get my drift try to imagine a medic setup as having 3 cannons and an assault team having 4 cannons. More major pieces allows you to cover more flanks, and contribute to more offense in focus fire on a target.


(Smouse) #93

I haven’t visited this thread in awhile. It’s taken quite the turn.
Not everyone can be pleased. We all have our thoughts on the perfect RAD soldiers game and I’m positive they all differ. The splash damage of the Molotov cocktail and gas grenade absolutely had to decrease. It’s laughable how many tiles they hit. Other than that honestly, not much balancing is needed. I think these devs did a great job.


(Coup_de_grace) #94

Yeah 7 squares diameter circle is large, what more some maps are small like bridge for example. chuckles
But majorly i have to say i look forward the most to see changes that would make Carlito and Scud more useful in combat. Its sad to see some toons barely making an appearance in matches.


(Warchest_Andy) #95

Agreed. Tbh I think this is actually the best change in the list (and I use Juan and Kate a lot - possibly too much!). :slight_smile:

A Scud would be massively OP. Turn 1: launch Scud. Turn 2: enemy team vaporised. Collect winnings. :smiley:

Joking aside, I too hope the changes make some of the less-seen toons more viable. I don’t own a Suds, an Archie, a Taschman or a Hatlacker yet (Hatlacker is going to be my next purchase) and I hardly ever face them in 26 point matches. I’ve started playing Carlito but he’s hard to justify compared to say Juan, although it can be fun to dose him up on No Harma Pharma and use the “Gus Delivery System” to shunt him right into the middle of the enemy with his Hamjack. :eek:


(Coup_de_grace) #96

Hahahaha an error on my part. A scud would actually be a ballistic missile. Suds, Spud, Scud they all sound pretty close hahaha


(Oopstwice) #97

Cant u allow heavier weapons to Kate? Id like to give her a rifle etc too.


(Walrus365) #98

No. She’d be way too overpowered.


(Tarq) #99

I’d like to see Angela allowed other weapons. Even with the upcoming changes she’s weak sauce compared to the other medics IMO. Oh well, A step at a time.


(Catnadian) #100

If any weapon were allowed to the Medic, I’d prefer them to be shotguns, as they are firmly in the domain of Engineers, which hardly see much use unless you have Megan or like Carlito. Not sure if it would be completely fair, but allowing the Medic class rifles is just a wee bit too much.