Hello everyone , I am an experienced turn-based player who has many years of XCOM / Team Fortress 2 / EVE Online hours under my belt.
I have to post this to raise awareness on the direction RAD Soldiers is heading at the moment. I love this game very much and I really hate to see it become less than the potential it has.
I have noticed a big shift in the gameplay doctrine : Snipers. Many players , myself included , are gearing up with full sniper teams (with the occasional Gus Marx). Why ? this is because sniper-heavy teams has enough turns to actually hold out and flush all other teams out to win the game by means of elimination . I have been very successful with that.
With 100k spare coins in my wallet , it’s getting boring.
I was happy initially , but as I switch with other soldier combinations , I have come to the conclusion that medium range soldiers such as “Specialist SUDs” and “Spud Grunts” are pretty much worthless - they couldnt move far enough and simply doesnt have the HP to “tank” incoming damage to make up for their lack of reach / limited movement range. This automatically points to one fatal flaw - Snipers should not have the same amount of “tanking capabilities” as a soldier who has to dive in regardless . It is a valid combat philosophy.
I am tired of playing a sniper team and I am here to expose why we are so popular and powerful . I want more diversity , and in order to have diversity , may I suggest several important elements that could enable RAD Soldiers addicts like myself to expand our tactical decisions.
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Decrease the Take&Hold timer down to 3 turns. This automatically engages player to make decisions , rather than camping each other out. ( believe me , I have played numerous Sniper vs Sniper games on “Old Town” map and it takes a week to complete these multiplayer games a piece.
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Implement a new class of “melee” soldiers who could only equip melee items , with degenerative skills (such as movement impairing / stun / higher HP) that are specialized to deal with Snipers. YES this is the crucial class that is missing here in RAD Soldiers when we could see it in many other games. I hope nobody takes this the wrong way but , Snipers are just overpowered and therefore it dictates the entire game. In other balanced games , there are valid “anti-sniper” classes and are actively pursued
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The range of sight that reveals a sniper must be increased by one square . For commander / radar / frenchlady’s robot.
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Soldier class could be redeemed with perhaps a movement boost to their rifles , since no other classes could use their . Like , if a Spud Grunt equips a pistol , he should be able to move 4 more squares ? This should discourage sniper heavy teams - simply by leveling the playing field. (Which is what RAD Soldiers is about in the first place?)
I hope people who feels the same way - perhaps you want to explore more into “Engineer” teams ? or perhaps “healing school” teams ? This is our chance to band together and make that curiosity possible. But first we have to deal with the gameplay limitations which seems to favour Sniper teams .
Thumb me up so the developers could see this , and add me as a friend in-game . My Username is : Hendrov
Cheers !