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Which playing style do you prefer when playing with Ricochet?  

20 members have voted

  1. 1. Which playing style do you prefer when playing with Ricochet?

    • Attack
      16
    • Defence
      2
    • Support
      9
    • Parkour
      2
  2. 2. Which Ricochet augments do you prefer?

    • Standard
      2
    • Destabilized plasma
      2
    • Minus-field stabilization
      6
    • Plasma-torch
      5
    • Berserk
      3
    • Super-smart Minus-Field
      4
    • Adrenaline
      5
    • Helios
      7
    • Sizzling field
      0
    • Pulsar
      1
  3. 3. Which skin for Ricochet do you prefer?

    • Standard
      6
    • XT
      11
    • Legacy
      4
    • Retro future
      1


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That's why I may consider getting Rico before Hammer for example.

At M3 I didn't have that choice since I ranked through before the great M3 leveling. I had to buy Hammer since it unllocked at Brigadier (old version of Jackhammer kit), and get M3 Ricochet via Redneck kit when I ranked to Marshal.

 

At the time M3 Ricochet wasn't as powerful as it needed to be and I still think it could use a bit of a buff, but overall it's very competitive until you either run out of ammo or run into someone with high Rico protection. Heavy hulls can be a problem since they take most of your clip to kill. In DMs you get kill stolen a lot. Regardless - Rico remains one of the most fun, if not most effective turrets in the game.

 

On the other hand, I gotta say Hammer was and still is a great turret. DMs are your oyster since most tankers are too busy protecting from Firebirds, Thunders, Freezes, Twins, etc. Sure you'll want to stick to maps with a lot of close quarters space, and definitely pick up that 5 shot alteration. Overdrive and heavy Drugging are Hammer's nemesis though because if your enemy heals even once and survives your full clip you are a sitting duck. Avoid those battles. Otherwise, laugh as your Hammer shreds M4 heavy hulls, Firebirds, Twins, and even those dreaded Isidas.

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Yes, both turrets are strong, but buying Rico seems more cost-efficient as I don't really need any alteration for it to work well.

Yeah mostly true. Gotta plug Rico's Minis Field Stabilization alteration though. You'll find that very useful when trying to hit tanks farther away and behind cover. But yeah, not as much of a must have as Hammers 5 shot drum alteration.

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Yeah mostly true. Gotta plug Rico's Minis Field Stabilization alteration though. You'll find that very useful when trying to hit tanks farther away and behind cover. But yeah, not as much of a must have as Hammers 5 shot drum alteration.

And it's not just the distance. Speed of balls goes up 100% I think. 2x as hard to dodge.

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Minus FIeld Stabilization is good for people like wolverine, but I wouldn't use in Polygon so it's not worth for me. The other alteration seems really interesting as it makes you more effective when people are gathered around the point while suffering some self damage in close combat, but a module with Rico protection could help (everyone has such modules anyway).  It may be a good choice for this map, but I have to say it is rather overpriced for what it does.

Edited by TheBlackChick

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A matter of taste I guess. I find MFS very useful in Polygon

 

And yes, all alterations are ridiculously overpriced. Tanki thinks you're buying another turret. :blink:

 

.

Edited by austen_pierce

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If you have trouble hitting your enemies you should use MFS, but if you can do without it just unequip it. A reduction in damage is something you really don't want.

Theoretically, alterations are here to change the gameplay when using a certain turret so, in general, you are almost getting a new turret.

Edited by TheBlackChick

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If you have trouble hitting your enemies you should use MFS, but if you can do without it just unequip it. A reduction in damage is something you really don't want.

Theoretically, alterations are here to change the gameplay when using a certain turret so, in general, you are almost getting a new turretRedu

Reduction in damage?

 

You mean like damage-per-minute because of re-load time?  I don't notice it. After a full clip target is usually destroyed because more balls are actually hitting due to the increased speed, and the reduced time between the impacts.

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You mean like damage-per-minute because of re-load time?  I don't notice it. After a full clip target is usually destroyed because more balls are actually hitting due to the increased speed, and the reduced time between the impacts.

Yes, I meant that the damage per minute is lower. I was not talking about situations in which you actually have issues with hitting a target. In Polygon it's rather unlikely that you have trouble with aiming at the enemies, especially because the distances between players aren't usually significant and people prefer heavy hulls which are slower and bigger.

Edited by TheBlackChick

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Yes, I meant that the damage per minute is lower. I was not talking about situations in which you actually have issues with hitting a target. In Polygon it's rather unlikely that you have trouble with aiming at the enemies, especially because the distances between players aren't usually significant and people prefer heavy hulls which are slower and bigger.

Makes sense.  I still like the speed of shots when MFS equipped but I get what you are saying.

 

If I ever have a surplus of crystals (hard not to snicker while typing that) I might consider the splash damage for Polygon. But - is the radius enough to make a real difference?  How does it compare to Thunder?

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If I ever have a surplus of crystals (hard not to snicker while typing that) I might consider the splash damage for Polygon. But - is the radius enough to make a real difference?  How does it compare to Thunder?

If I remember correctly the splash radius is significantly lower. It's not something I would recommend tbh because I'd rather invest the crystals in something else. I think it's worth buying only after you get a really strong garage which isn't the case for both of us at the moment.

Edited by TheBlackChick

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Tell me about ricochet, is it worth buying? I have railgun shaft isida already and I need a medium range turret like: vulcan rico twins thunder, I am planning to pair one of them with dictator, how is ricochets gameplay?

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Tell me about ricochet, is it worth buying? I have railgun shaft isida already and I need a medium range turret like: vulcan rico twins thunder, I am planning to pair one of them with dictator, how is ricochets gameplay?

It's great for medium range (and long with the MFS alt) - I have a smoky 3.5 and have rarely used it since picking up Ricco.

 

Once you learn how to bounce the shots in tunnels and around corners it is great fun. There's nothing like causing 300-800 damage on enemy before they even see you. I blindly shoot around corners, and once I see the damage counter just keep firing.

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Tell me about ricochet, is it worth buying?

Short answer: Yes

Long answer:

High burst damage => Good choice for smaller maps. Decent impact and range => Good choice for medium range fights (especially if you get the MFS alteration). The special ability can come in really handy in many maps. (examples: Silence, Rio, Gravity, Noise).

Just as every other turret Rico has some weaknesses: you'll run out of ammo fairly easy. This is one of the reasons DD is more important than DA for a Rico user. After destroying a heavy hull, you are defenceless for a while so sometimes it's a better idea to wait and reload after destroying someone and then move on further. If you want Rico for Polygon or smaller maps you will probably be in trouble at times because of the high number of modules against it. Apart from these I can't find any other cons...

  • Like 1

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What's the MFS alt? is it the one that removes the bouncing effect? 

MFS: Minus Field Stabilization

It's the alteration that increases reload by 20% but doubles your projectile speed and range of minimum damage.

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Makes sense. I still like the speed of shots when MFS equipped but I get what you are saying.

 

If I ever have a surplus of crystals (hard not to snicker while typing that) I might consider the splash damage for Polygon. But - is the radius enough to make a real difference? How does it compare to Thunder?

I'd asked the same question a few pages back. I forget who answered but I got the feeling that tanks would have to be very tight to feel splash damage, like on the same or adjacent square. Happens less than you think even on Poly CP, where good teams cap the flag but don't hang around it.

 

I think of it like Twins splash damage. Much worse for the player than for the enemy.

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Makes sense.  I still like the speed of shots when MFS equipped but I get what you are saying.

 

If I ever have a surplus of crystals (hard not to snicker while typing that) I might consider the splash damage for Polygon. But - is the radius enough to make a real difference?  How does it compare to Thunder?

I think that it might be good in maps where most of the walls aren't 90 degrees like siege, forest, highland, sandbox, skylark, and a few others.

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Ricochet is the only turret I have which I'd make M4. The MFS alt gives you more range and damage but the reload is a bit slow. The quicker reload at M4 would probably make this turret an absolute beast.

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