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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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On 7/26/2022 at 10:17 AM, luckylook500 said:

I have  not play private battles till now. When I used it, I was unable to find any difference. So just wanted to check how it is different?

Compare the firing rate of the Ricochets in these two videos.

 

Magnetron - https://youtu.be/uDM-p8T7hc0

 

Berserk - https://youtu.be/_D1mXUzRiWc 

 

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On 4/24/2022 at 9:18 PM, frederik123456 said:

Anyone got their hands on Pulsar or Helios yet?

I wonder which one is stronger currently.

It may seem like it's Pulsar 100%, but actually Helios seems to be quite a killer, especially with booster or crisis.

Helios and Crisis need to be removed from the game. They totally suck for regular players and screw up matches. One or two players dominate because their kit is overpowered. It is ridiculous and makes matches unplayable.  hate garbage like this that the devs do. Greedy, shortsighted nonsense. It is infuriating.

 

On 4/27/2022 at 6:58 PM, Akame said:

Reference; rico prot is really valuable against both of these, ofc helios crits r crazy op so avoid at many costs if one is supercharged and u dont have armadillo. But as you see, these are the range limits and their damage values, needless to say pulsar cannot do anything to you if you're over 50m away, I am unsure if viking OD increases it's range. As for Helios, be as far as you possibly can or curve often to ensure they miss the burst,

chart_3.png

All of this to say that if I find myself in a match with a buyer like you I will leave because I know the match will be skewed towards your team regardless of how well I or my team play. These augs and mods give a stupid amount of power to players and ruin the matches, rendering the game pointless and boring. Tanki just needs to stop with this stupidity. The game absolutely sucks being in a match with players that win because they pay, not because they can play.

 

On 5/10/2022 at 10:37 PM, DaringDeer said:

I just got Helios last night on my low legend account and it is stupidly strong with Crisis.  40/50/60 kill games regularly with hopper.  You can't run into a group of people but you can just endlessly pick people apart just outside of medium range turrets.

Thanks for ruining matches for others.

Edited by frederik123456
Posts merged

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On 11/8/2022 at 10:52 PM, rebar619 said:

Helios needs to be removed from the game. It is an overpowered abomination. I refuse to stay in matches with buyers that just roll around with that stupid aug. 

Thankfully there are no penalties for leaving games, so you can continue to leave games that you don't see fit to play

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On 11/8/2022 at 8:41 PM, Akame said:

Thankfully there are no penalties for leaving games, so you can continue to leave games that you don't see fit to play

The problem is that there are very few matches worth staying in. There was a guy with Helios in a JDM match that had a 11/0 K/D ratio with less that 2 min gone in the match. Already my team was behind 2:0. There is no point staying in a match like that and it is NO FUN AT ALL to be in one of those when people are leaving. How is it so hard to understand that augs and mods like this F up the game for EVERYONE?  The devs being so willfully dense or ignorant to the issue is exasperating. I have quit the game before and will do it again, because the game has ZERO interest when it is configured this way. FFS, how is this hard to understand????????????????

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Yep helios needs a serious nerf, I only encountered it once in battle and even with 25% rico prot I stood 0 chance to fight back, either I die so fast I have no time to react or I get my aim knocked off completely by the 500 balls coming in

The only way to counter it is from distance, come close range and might as well quit because you're gonna die anyway

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On 4/12/2023 at 2:06 AM, cybernite said:

Ohya and rico's helios too... just played after months of not using... wow after you shoot... the reload is so long...

As it should be. You shouldn't be turning a DPS turret into a burst damage turret with no downside. You want to be able to immediately kill someone in front of you with a Ricochet, take the extra reload. Otherwise, you have other options in the form of status augments or Berserk/Plasma Torch. 

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Hi, I recently unlocked camper augment for ricochet, wiki says that its supposed to be 100% boost in damage but its just 50%. I reported this on wiki but no change has been made to wiki, so i wanted to ask here, its just a type on wiki or is it some bug? yes, i tried shooting at enemies at blank range, with no protection and no double armor active (while i had full health). it does exactly 1.5x damage i.e. 510 or 520 per shot (dont remember the exact figure).

 

also, as a side note, why were the augments numerical stats removed from garage? now its only verbal description in garage.

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i saw video on youtube for smoky camper augment, it was doing 1050 damage per shot, which is also exact 1.5x of normal damage (700 -> 1050 = 50% damage increased). so i guess its wiki thats wrong, camper only boosts damage by 50%, not 100%.

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On 9/7/2025 at 10:09 AM, daudiii said:

so i wanted to ask here, its just a type on wiki or is it some bug? 

The wiki isn't wrong. It's just the way damage enhancement works in the game. Think of it as units of damage enhancement going towards a damage multiplier. By yourself you have 100 units for x1 damage, the number that you see in your garage. The base boosted damage supply gives you +50% (as stated in the garage). You look at it as +50 units, so 100 + 50 giving you 150 for x1.5 damage. Fully upgrade a drone and it will turn that 50 into 100. 100 + 100 gives 200 so x2 damage. These additional boosts here are external damage boosts that work off of the base damage of the turret or augment. 

 

Camper augments are the Stock turret except they gain an external damage boost of 100% (read +100 units) when above a specific HP threshold. By itself, it will give you 100 (base) + 100 (Camper external boost) for 200 which gives you x2 damage. Add a maxed level boosted damage supply and it will add another 100 units to that damage multiplier for x3 damage. So again, the wiki isn't wrong. There's just no way to properly word what it does without it sounding complicated. It's working off of the base damage. It's giving you an extra 100% of the base damage. 

 

Edited by TheCongoSpider
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On 9/7/2025 at 7:09 AM, daudiii said:

i tried shooting at enemies at blank range, with no protection and no double armor active (while i had full health). it does exactly 1.5x damage i.e. 510 or 520 per shot (dont remember the exact figure).

Did you have DD activated? If you did, try without and you should see 100% damage increase with the augment.

As @TheCongoSpider explained the augment amplifies only the stock damage part. Not the boosted damage. Augment + DD give you x3 damage, hense 3/2 = 1.5.
 

On 9/7/2025 at 7:48 AM, TheCongoSpider said:

There's just no way to properly word what it does without it sounding complicated

Its really sad the game got that complex you need a PhD to understand even basic things ☹

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@Snafu yes, i tested this the way you said, without dd, and now it does 2x the base damage. yes that is confusing. but with augments like railgun large calibur, thats boosts damage by 50%, the damage goes from 140 to 210, and with DD active, i do 420 damage. so its confusing that there is not distinction between the type of extra damage that we are getting.

 

even worse is the fact that augments decription in garage dont give mathematical figures, just the text description.

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On 9/8/2025 at 10:08 AM, daudiii said:

@Snafu yes, i tested this the way you said, without dd, and now it does 2x the base damage. yes that is confusing. but with augments like railgun large calibur, thats boosts damage by 50%, the damage goes from 140 to 210, and with DD active, i do 420 damage. so its confusing that there is not distinction between the type of extra damage that we are getting.

Because augments alter the base stats of the turret. The base stats is what supplies and those external boosts work off of. Stock Railgun has 1,400 base damage at max. Equipping the Large Calibre Rounds augment turns that base damage into 2,100. Any boost going forward would be working off of that 2,100 damage as the base instead of 1,400. 

 

Best way to explain the difference - suppose that the Camper augment along with the extra external damage boost, also increased base damage by 20%. 

What will happen with Railgun in this case would be the base damage is altered by the Camper augment. It turns into 1,680. The external boost will then work off of that new base damage. Instead of doing 2,800 like it does now, this new Camper does 3,360. When you activate a maxed boosted damage supply, this now becomes 1,680x3 and not 1,400x3. 

 

On 9/8/2025 at 10:08 AM, daudiii said:

even worse is the fact that augments decription in garage dont give mathematical figures, just the text description.

This is something they are aware of and they said that numerical paramater changes listed in the garage may return in the future. 

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@TheCongoSpider yeah it was confusing to me that one augment alters base damage while other is not (in case of my testing, one being large calibre of railgun, other being camper of ricochet). but yeah i understand it now. thanks for the clarification.

 

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