WarChest News

Our biggest-ever RAD Soldiers Balancing Update is now live - full list of changes inside!

Commanders, the latest RAD Soldiers update is now available for download in the App Store, and brings with it the latest amount of balance changes we've ever made. In a nutshell, we're boosting weapon and ability damage across the board to increase the general pace of the game; look for a full break-down of all our tweaks later in this post.

Going hand-in-hand with the balance changes, we've also tweaked the London and Rio challenge packs, and they'll now offer a more consistent difficulty curve. Speaking of challenges, we've also improved their tally screens to how display your score, so you can immediatey see how well you did compared to previous attempts. Really great for anyone looking to move up the friends leaderboard.

We've also fixed a whole bunch of bugs, including Detecto-Sweep inadvertently revealing your own deployables to the enemy and Engineers being unable to disarm enemy mines that have enemy Soldiers standing on them.

Right, on to the bit you've all been waiting for - here's the full list of balance changes:

Balance Changes

General

  • Boosted damage of all melee weapons by 10%
  • Boosted damage of all sniper rifles by 20%
  • Boosted damage of all other weapons by 30%

Abilities

  • Trunquilizer: Boosted damage by 10%
  • Rocket Launcher: Boosted damage by 20%
  • Orbital Laser: Boosted damage by 10%
  • C4: Boosted damage by 20%
  • Gatling Turret: Boosted damage by 20% and increased health by 50
  • Rocket Turret: Boosted damage by 20% and increased health by 30
  • Explosive Crossbow: Boosted damage by 30%
  • Frag Grenade: Boosted damage by 30%
  • Squhurter: Boosted damage by 30%
  • Landmine: Boosted damage by 10% and health by 30
  • UAV: Boosted explosion damage by 30%
  • Flaming Nora: Boosted impact damage by 30%
  • Gas Grenade: Boosted impact damage by 30%
  • Concussion Grenade: Boosted impact damage by 30%
  • Healing Aura: Boosted effects by 50%
  • Medkit: Boosted effects by 50%
  • Health Crate: Boosted effects by 50%
  • Toolkit: Boosted  repair by 30%
  • Shield-o-bot: Increased health by 75
  • Deployo Cover: Increased health by 100
  • Bee Bomb: Boosted impact damage by 30%
  • Artillery: Boosted damage by 30%
  • Chains-Awesome: Increased Squad Point cost to 7 and Energy Cost to 5
  • Salad Jammer: Increased Squad Point cost of to 7 and Energy Cost to 5

Weapons

  • Biffo LMG: Increased Energy Cost to 6
  • Hamjak: Increased Energy Cost to 6
  • Minimax: Increased Energy Cost to 7

The update is now available via the App Store - give it a go and let us know what you think!

Category: 

46 Comments

Lots of changes might effect game play a bit too much but sounds good about c4
Posted on 7 August, 2013 - 19:22
Why increase Energy cost on weapons? That basically means a LMG or Hamjak is barely useable with a medium toon...
Posted on 7 August, 2013 - 21:20
I agree on the extra cost on the Hamjack, it would be way to powerfull, as well as the melee weapons, not to sure about the Minimax, and consider it unesesary for the LMG...
Posted on 7 August, 2013 - 21:45
Little disappointed there's no new characters .i also think that the tweaks are quite unnecessary .
Posted on 7 August, 2013 - 22:07
This is a quite big change! I think that the update would make the game deadly, not speedy. As basically most of the damage are increased 20-30%, the game will become 'if you make one bad move, you will lose one unit (and the match)'. In such a game, I will play less aggressively, always keep cover, waiting opponent's mistake, which might not be very speedy. The overall boosting of damage won't reward aggressive and advancing style and will encourage people to play more protectively with sniping. Boosting healing ability doesn't help as you can easily lose an unit in a single turn without any chance of healing (this is already true in most of 20 and 26 matches and will be facilitated by the update). I think damage boosting is too much and will make the game less exciting, but that's just my speculation. We will see what happens. I appreciate the buff for the turrets and Deployo Cover, though. Increase in both Squad Point cost and Energy Cost for Chains-Awesome and Salad Jammer seems a bit too much for me. Increase in Squad Point or Energy Cost would be fine. No need to debuf Biffo LMG, Hamjak and Minimax but definitely need debuf Electri-Fryer (increase Squad Point to 6) IMO. Do you have any buff for medium weight units?
Posted on 8 August, 2013 - 05:18
This is a quite big change! I think that the update would make the game deadly, not speedy. As basically most of the damage are increased 20-30%, the game will become 'if you make one bad move, you will lose one unit (and the match)'. In such a game, I will play less aggressively, always keep cover, waiting opponent's mistake, which might not be very speedy. The overall boosting of damage won't reward aggressive and advancing style and will encourage people to play more protectively with sniping. Boosting healing ability doesn't help as you can easily lose an unit in a single turn without any chance of healing (this is already true in most of 20 and 26 matches and will be facilitated by the update). I think damage boosting is too much and will make the game less exciting, but that's just my speculation. We will see what happens. I appreciate the buff for the turrets and Deployo Cover, though. Increase in both Squad Point cost and Energy Cost for Chains-Awesome and Salad Jammer seems a bit too much for me. Increase in Squad Point or Energy Cost would be fine. No need to debuf Biffo LMG, Hamjak and Minimax but definitely need debuf Electri-Fryer (increase Squad Point to 6) IMO. Do you have any buff for medium weight units?
Totally agree!
Posted on 8 August, 2013 - 09:41
Why increase Energy cost on weapons? That basically means a LMG or Hamjak is barely useable with a medium toon...
In short, it's to balance their overall damage profile. RadSiri or one of the other designers can elaborate. We know this stuff looks frightening at first glance, but it's not quite as drastic as it reads on the page. We've been playing with these new values internally and there's also been a select group of players trying these out (stuff like this is why we occasionally ask for beta testers on here), so it's not a kneejerk / throw-something-at-the-random-balance-dartboard-and-see-what-sticks decision. :)
Posted on 8 August, 2013 - 10:08
My first reaction was that these are huge changes. Then I thought a little. I understand that devs have a limited tool box in which to make tweaks. -Damage and healing is a place where small tweaks are possible. -Weapon range could be a medium to large tweak. -AOA splash range change is large. -Energy cost and squad points are large tweaks no matter how small the change. -Health point and movement point tweaks would be huge! So, looking at the tweaks again, most everything is affecting damage or health which says small tweaks. The fact that all squad weapons are tweaked and the way they are tweaked says that devs thing that currently, sniper rifles are overpowered, and melee is way overpowered. That somewhat agrees with the discussion forums. In order to balance small tweaks there, damage had to be adjusted across the abilities as well. The overall effect, however, is a push to higher damage faster. That changes a lot. I'm still thinking about tactics changes. Specific ability changes are interesting as well. DOT (flame, toxic, B-Bomb) did not change, just the initial impact. Devs must have considered the DOT way overpowered. Even more than sniper rifles. I'll miss you Kate. Medkit is more powerful but can be destroyed in 2 shots or less from any weapon. Killing one now costs a lot less that the damage it heals. Crates ain't gonna live long on the battlefield. Turrets got stronger but the rocket turret still ain't gonna live to be useful given all the damage increases. Landmines appear to be considered overpowered currently. Sorry Ciakgb. Concussion grenade does damage? Yes, I know, but +30% of next to nothing is still next to nothing. The real heavy hitters really got waxed. Of course since the across the board damage changes are all percentage based, I can see that they could all suddenly become really overpowered. I'm upset that my beloved Biffo will likely no longer fit my need but I am very surprised that my precious E-Fryer is untouched. Maybe because the Fryer isn't getting tweaked up as much as the LMG in the first place, it didn't need to get cut back down. OK, now my thoughtful, considered, non-kneejerk reaction is ... wait for it ... these are huge changes. On a separate note. For the upcoming update: Please fix detection. My captain, UAV, or sweep should not show my mine, c4 or ghost to the enemy. Please figure out how to bring back a draw when a red mine takes out the last remaining blue toon that killed the last red toon (or vice-versa). I know I requested the changed that caused this condition but I didn't foresee all of the effects.
Posted on 8 August, 2013 - 16:04
A new blog post has been added: Our biggest-ever RAD Soldiers Balancing Update is now live - full list of changes inside!
Commanders, the latest RAD Soldiers update is now available for download in the App Store, and brings with it the latest amount of balance changes we've ever made. In a nutshell, we're boosting weapon and ability damage across the board to increase the general pace of the game; look for a full break-down of all our tweaks later in this post. Going hand-in-hand with the balance changes, we've also tweaked the London and Rio challenge packs, and they'll now offer a more consistent difficulty curve. Speaking of challenges, we've also improved their tally screens to how display your score, so you can immediatey see how well you did compared to previous attempts. Really great for anyone looking to move up the friends leaderboard. We've also fixed a whole bunch of bugs, including Detecto-Sweep inadvertently revealing your own deployables to the enemy and Engineers being unable to disarm enemy mines that have enemy Soldiers standing on them. Right, on to the bit you've all been waiting for - here's the full list of balance changes: Balance Changes General Boosted damage of all melee weapons by 10% Boosted damage of all sniper rifles by 20% Boosted damage of all other weapons by 30% Abilities Trunquilizer: Boosted damage by 10% Rocket Launcher: Boosted damage by 20% Orbital Laser: Boosted damage by 10% C4: Boosted damage by 20% Gatling Turret: Boosted damage by 20% and increased health by 50 Rocket Turret: Boosted damage by 20% and increased health by 30 Explosive Crossbow: Boosted damage by 30% Frag Grenade: Boosted damage by 30% Squhurter: Boosted damage by 30% Landmine: Boosted damage by 10% and health by 30 UAV: Boosted explosion damage by 30% Flaming Nora: Boosted impact damage by 30% Gas Grenade: Boosted impact damage by 30% Concussion Grenade: Boosted impact damage by 30% Healing Aura: Boosted effects by 50% Medkit: Boosted effects by 50% Health Crate: Boosted effects by 50% Toolkit: Boosted  repair by 30% Shield-o-bot: Increased health by 75 Deployo Cover: Increased health by 100 Bee Bomb: Boosted impact damage by 30% Artillery: Boosted damage by 30% Chains-Awesome: Increased Squad Point cost to 7 and Energy Cost to 5 Salad Jammer: Increased Squad Point cost of to 7 and Energy Cost to 5 Weapons Biffo LMG: Increased Energy Cost to 6 Hamjak: Increased Energy Cost to 6 Minimax: Increased Energy Cost to 7 The update is now available via the App Store - give it a go and let us know what you think!
Posted on 8 August, 2013 - 18:52
Will play and then pass judgement...
Posted on 8 August, 2013 - 19:39