RAD Soldiers Balancing Sneak Peek!


(Coup_de_grace) #101

I believe medics should remain with their array of weapons as what they contribute to the team is more in general to endurance and not firepower. The possible upcoming fire and toxic radius nerf and also the elimination of stackable DoT, may see a better contribution of medics especially with Angela Merci.

However i have to say it would be actually very VERY interesting to have a side-mode where all classes can hold all types of weapons. One have to argue its tempting and just for pleasure sake to have a rifled medic battle inspired by the expansion mission

“CP-Sisters of Merci - Two Angela Mercis, with sniper rifles. Healing, death-dealing markswoman! These Mademoiselles never Miss!”

Just the description alone gives you the tingles, hahahahahaha :smiley:


(Warchest_Andy) #102

The problem with Angela is that she can’t compete with Kate or Gus. Kate is nimble and has a nasty poison DoT (which is a potential game winner if the enemy doesn’t bring a medic). Gus is resilient and his Squhurter can be used offensively or to move friendly toons in potentially game-changing ways. By comparison, Angela has an ability which requires you to clump your toons together in a manner that invites artillery strikes, grenades, rockets or whatever else a competent player has to throw at you - potentially resulting in a net loss of health over time rather than a net gain.

I think the changes to Kate and Gus will even things up a bit but tbh Angela is still outclassed. I am starting to wonder whether increasing the radius of her healing aura by one tile might be worth considering. I don’t think that would make her particularly OP but it would make it easier to gain the benefits of her ability without having your toons grouped so tightly that any AoE damage is potentially catastrophic.


(Doenerkatz) #103

+1. Reasonable way to bring her on level with Kate and Gus.


(Smouse) #104

When the upcoming nerf of Kate’s toxic grenade takes effect I think she will be used less. With Angela making a comeback.

No to changes in any medics weaponry options and no to an increase in Angelas healing aura. IMO


(Coup_de_grace) #105

[QUOTE=Warchest_Andy;430946]The problem with Angela is that she can’t compete with Kate or Gus. Kate is nimble and has a nasty poison DoT (which is a potential game winner if the enemy doesn’t bring a medic). Gus is resilient and his Squhurter can be used offensively or to move friendly toons in potentially game-changing ways. By comparison, Angela has an ability which requires you to clump your toons together in a manner that invites artillery strikes, grenades, rockets or whatever else a competent player has to throw at you - potentially resulting in a net loss of health over time rather than a net gain.

I think the changes to Kate and Gus will even things up a bit but tbh Angela is still outclassed. I am starting to wonder whether increasing the radius of her healing aura by one tile might be worth considering. I don’t think that would make her particularly OP but it would make it easier to gain the benefits of her ability without having your toons grouped so tightly that any AoE damage is potentially catastrophic.[/QUOTE]

You see the problem with Angela is that she is a defensive toon in nature, thus she is a pure support toon that is very tricky to use. One can either have toons standing at three squares away with the best possible cover position playing defensively(which includes knock back consideration) or use her as an tank healer to advance a particular flank aggressively. Either way I would actually say she works best with Ivan and middle class commando units. Ivan’s EMP grenade in particular can help in playing either defensive or offensive while surviving and tanking with Angela by his side.


(Bwade) #106

The only time i did good with her is when i had 3 of her in at one time.


(Hot-Wire) #107

That’s what he said.


(Bwade) #108

I know, just letting him know it was the same for me also.


(KEEPiTaHuNNeT) #109

[QUOTE=badman;425912]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 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![/QUOTE]

I think if your going to reduce the splash damage of the molotov cocktail and poison bomb grenade, then you should allow the dot to stack since it will now be easier for players to avoid the splash damage. If your opponent has kate and juan then the smartest thing to do would be to avoid cluttering your soldiers together. It’s just common sense.

Ghost ability is cool the way it is, I don’t think you guys should tweak that. On the other hand, the captain’s detector care package should last for at least 2 turns rather then just 1.

Carlito’s rocket launcher definitely needs some more AP. Unless you have a deployable wall or mobile shield to guard it after it’s deployed, it’s almost certain that your opponent will destroy it before you will ever get to use it.

Great news with the mines throw range and C4, definitely looking forward to it!

I would definitely love to see a stats tab. I have so many wins and few losses but no way to prove it lol… We need a stats tab that keeps record of our online battles.

Players who quit should be penalized. Maybe they should lose 1 RADBUCK for anytime they quit the game and all coins accumulated throughout the match is awarded to the other player.

More weapons and characters, challenges and maps please!

Different game modes would be nice.

Hey great game to the Dev’s. I love it! It is highly addictive. I’ve had it for over a month now and has played it everyday since. I have all characters and most weapons. This is the first game that I actually don’t mind spending money on. It’s well worth it. Thank you and keep up the good work!


(BonerDragon) #110

Really gotta remove the fact that health boxes can serve as walls…


(Coup_de_grace) #111

That actually isn’t a draw back, cause if it’s used as an obstacle it’s wasting the heal purpose it serves for. For your knowledge the crate is 50 hp only, pretty easy to destroy too~ :3


(Jerry-Rigs) #112

Not really pushing for it but,

Given that:

[ul]
[li]Players have spent a lot of time (and money in some cases) building up their barracks based on the current perceived strengths & weaknesses of the characters.
[/li][li]Game updates are coming that will change the existing balance of power inside a player’s barracks.
[/li][li]The higher level you are in the game, the more difficult it is to gain coins & rad bucks without paying for them (this statement may not be true)
[/li][li]
[/li][/ul]
After the update, veterans may be at a disadvantage because they now have a set of characters with greatly altered functionality.

Has any consideration been given to a game update one time exchange? Something like: at the time of the update, all players barracks are emptied and converted to coins/rad bucks and then they are allowed to buy back in what ever configuration they want?

Since characters don’t get any advantages for having more experience points, that would not be a problem.

One problem is that there is a discrepancy in the exchange rate of rad bucks & coins.


(G4S) #113

[QUOTE=Jerry-Rigs;435637]Not really pushing for it but,

Given that:

[ul]
[li]Players have spent a lot of time (and money in some cases) building up their barracks based on the current perceived strengths & weaknesses of the characters.[/li][li]Game updates are coming that will change the existing balance of power inside a player’s barracks.[/li][li]The higher level you are in the game, the more difficult it is to gain coins & rad bucks without paying for them (this statement may not be true)[/li][/ul]
After the update, veterans may be at a disadvantage because they now have a set of characters with greatly altered functionality.

Has any consideration been given to a game update one time exchange? Something like: at the time of the update, all players barracks are emptied and converted to coins/rad bucks and then they are allowed to buy back in what ever configuration they want?

Since characters don’t get any advantages for having more experience points, that would not be a problem.

One problem is that there is a discrepancy in the exchange rate of rad bucks & coins.[/QUOTE]
Oh, yeh! Balancing team is a great idea, just why toons have a different price? Probably it shoud come some modifications. Sorry, I do not remember, but someone already made that hint. First team (3 toons) you get for free and each additional would cost more and more in geometric progression or factorial function :smiley:


(Ciakgb) #114

How about you can always trade in all the time? Maybe at a “used” discount?

For those freaked out, though, I think the change will simply revitalize some old troops you have laying around that are suddently usefull.

-c


(Coup_de_grace) #115

Why the sudden worry of change lads? Most of the changes are to make toons more or less balance in strength. This does not mean they will all have equal firepower or such but they each have respective strength and weakness in either mobility, firepower or skill. Some toons are left behind so these gets buffed, some toons are way advantageous to have in the team thus the commonness to be encountered in battle receives a nerf instead. As for the change in already bought toons, it’s all the reason y some toons are getting a buff. Too see more variety and blend in team setup and play styles.

I’m sure at this point even seasoned veterans would agree we are seeing Gus,Kate & Juan too often while our chubby Cuban Carlito, cool shades Gatalling engi, FedEx C4 Suds are yet to see any action. Even in experience hands, they are still quite a struggle to be useful in combat.


(tinker) #116

why toons have different prices? it’s simple. Have you seen any Suds yet? yes? me too. but they were bad. Suds is cheap because a) he is hard to use and b)people don’t use him … as you might see b is in this case the consequence of a. Of course it is not the best ability but it is usable.
if more people use him some might find a great idea of making him in fact useful.

the other thing about the price is the gun. you know why Megan is so expensive? because her gun is.

and why do the guns have different prices if they are all useful and good?

  1. come on, it would be boring if each gun costs exactly 10.000 coins.
  2. each gun has pros and cons but at the moment : the more dmg a gun does with 1 hit, the more it costs.
    and as a you might know … the more dmg a gun does with 1 hit the easier it is to use. the complexity comes with the division of your energy. the perfect use of knirly knife with megan and her mines is actually harder than megan+salad jammer and full mines… you have more opportunities and this makes it (well FOR ME) hard to decide over the best.

Any update and balance should not change your decision over what characters you like or dislike. It is not like characters having a 180° change. the characters specific pros and cons will remain. just that the pros and cons of ALL characters in comparrison will (probably) be balanced.

hope you get me
with friendly regards
me


(iamloneliness) #117

How about turret’s health? and a Deployo-cover’s health(Captain Abilities)
add some health pls.:slight_smile:


(KEEPiTaHuNNeT) #118

[QUOTE=Armedmanus;425976]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.[/QUOTE]

One suggestion I would give you is when you play with Carlito, make sure to also have Dee Hatlaker in your squad. Use his shield to cover Carlito’s turret during that first turn and before you end any other turns after that. The turret is good to have but its best used manually rather then automatic. If you leave it open to fire because you want it to automatically attack your opponent during their turn then you will almost always lose it.