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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 12/4/2018 at 10:24 PM, ScoobyDeww said:

Doesnt matter if you have Ricochet if youre facing Scooby Deww. He'll rek you no matter what

 

 

Signed,

Scared of Scooby Deww

No one actually cares about how better you are when I'm pretty sure that there are other people who have better skills than you in the game

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23 minutes ago, destroyer21873 said:

No one actually cares about how better you are when I'm pretty sure that there are other people who have better skills than you in the game

Imagine posting a joke, and the answer coming to you after 3 years.

Btw, yes you're right I'm way better than him in Ricochet

 

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Along way with re-raising old posts

On 5/11/2018 at 5:26 AM, ThirdOnion said:

It's rare to find a Rico who even is aware the projectiles can bounce . . . I like to think of Ricochet as an aimbot for bad players.

Yes, I do agree. So I consider the nerf in Torch-plasma Augment for (one bouncing projectile) is more to be just a nerf for pro Ricochet users than a real nerf. And yeah this maybe will restrict some Ricocheters from using this Augment, but in other side the "Noobs" will don't have a downside in this.

R6f1TQY.png

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36 minutes ago, asem.harbi said:

Along way with re-raising old posts

Yes, I do agree. So I consider the nerf in Torch-plasma Augment for (one bouncing projectile) is more to be just a nerf for pro Ricochet users than a real nerf. And yeah this maybe will restrict some Ricocheters from using this Augment, but in other side the "Noobs" will don't have a downside in this.

R6f1TQY.png

Wait a minute - is that max # ricochets new?  Don't recall seeing that before.

The thing is - many maps are not really suitable for bouncing.  Sure there's some with right-angled walls and tunnels.  But a lot of maps are just too darn huge, or have no walls (like massacre) or have angled walls like Yorkshire and Wolfenstein.

 

FYI - when combined with Hunter on CP battles, Plasmagun is pretty darn effective.

Edited by wolverine848

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53 minutes ago, wolverine848 said:

Wait a minute - is that max # ricochets new?  Don't recall seeing that before.

I noticed that before some months, and I felt like you. So maybe it's a new downside?

53 minutes ago, wolverine848 said:

The thing is - many maps are not really suitable for bouncing.  Sure there's some with right-angled walls and tunnels.  But a lot of maps are just too darn huge, or have no walls (like massacre) or have angled walls like Yorkshire and Wolfenstein.

FYI - when combined with Hunter on CP battles, Plasmagun is pretty darn effective.

Yes agree, but in example it's very effective in this cliff? If there was a one above and you want to shoot him by bouncing, it's true there are not many buildings and walls, but sometimes you feel like you need more bouncing

OYBRbct.png

Yeah it's very strong Augment, and I use it as my default on my rico, but just this thing pissed me as many Augments that have some no-downsides for mults, and I will give you an example:: like the Augment that disable freezing effect for Freeze, most times "less-skilled players" didn't take a round around the tanks while freezing, so freezing character on them is something not that important, but skilled player want the freezing effect really. Or my old criticize between old stock Magnum, and the "left-right" Augment, I don't remember its name, but this criticize isn't valid until now.

Edited by asem.harbi
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8 minutes ago, 2shots2kills said:

Besides the overused Plasma Torch, has anyone ever tried Adrenaline with Ricochet? I am having good results but I am curious to hear other players opinions.

 

I have bought it on one of my accounts and I am really enjoying it. I prefer it over Minus-Field Stabilisation. 

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On 9/9/2021 at 7:50 AM, Matt_Black said:

It seems that the mechanics of the game are skewed towards certain turrets. I don't equip protection for ricochet any more as it doesn't seem to do anything even at 50%.

It may not seem like it does anything for you, since you end up dying eventually if the Ricochet happens to survive that long. But you have to remember that Ricochet has a fixed ammo capacity. Mk7+ Ricochet can shoot up to 29 balls continuously before running out of energy A Ricochet needs 9 balls to kill a medium hull if the Ricochet has DD and the enemy has DA. Add 50% protection and that turns into 18 balls. Add a well-timed repair kit and that turns into ~26 balls. Add a Defender drone and it will take the Ricochet more than its entire ammo capacity to kill that one person, assuming of course they didn't dodge some of the balls. 

And remember, DD isn't infinite unless you're using Booster, so they can have no DD, use their entire ammo capacity, and only take off 50-75% of the enemy's HP. 

 

I used to be like you and complained about Ricochets having infinite ammo and my Ricochet protection not doing much, but then I looked at it from their perspective, and even upgraded it to use it against protection. Not only does it help you survive against them longer, protection against Ricochet helps your teammates IMMENSELY. You should know that it's unpleasant to use 90% of.your ammo to kill one person and then have to fight a complete copy of that previous person immediately after.

 

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12 minutes ago, Matt_Black said:

Yeah that probably used to be the case but when you add in turret alts and drones even a heavy hull is easy meat.

 

It still is the case. The majority of Ricochet players do not have AP Ricochet to bypass your protection. 

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I may be biased against this turret as I absolutely hate it. All I see are noobs with Viking/Rico charging up to the point I'm defending hitting the overdrive and then dying 7 seconds later after killing the defenders. And that is their total contribution to the game apart from TDMing until the overdrive is active again. 

29 balls is pretty much infinite ammo given the spawn/attack/die, churn that most battles become. I can't remember the last time I saw a Rico out of ammo.

I still contend that the game mechanics are skewed to favour certain turrets, particularly the plasma shooters Rico and Twins. Tesla looks to be another protection beater. I've over 40% and on DA my heavy is still only 3 shots from dead.

But again I play gatekeeper 90% of the time with a heavy hull and Vulcan so I'm going to come across the best players with the best garage. Oh and the buyers who still can't turn their turret.

Edited by nikunj04
Kindly refrain from profanity
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Rico is a neat turret. Every time i play it, it seems very strong yet not to the point of taking over games. Seems like a well balanced turret.

The arguments made by ppl above make sense. If I use all my ammo on one person in tdm and die, then by the end of the battle I will have a d/l of 1 which seems like a nicely balance number 

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On 9/18/2021 at 9:42 AM, Matt_Black said:

29 balls is pretty much infinite ammo given the spawn/attack/die, churn that most battles become. I can't remember the last time I saw a Rico out of ammo.

I still contend that the game mechanics are skewed to favour certain turrets, particularly the plasma shooters Rico and Twins. Tesla looks to be another protection beater. 

Look at this:

 

Spoiler

 

 

Screenshot-2021-10-05-10-09-48-101-com-t

 

Screenshot-2021-10-05-10-11-21-416-com-t

This is me using Adrenaline, so let's take Stock's damage, which is what most Ricochets wil be using against this. Against a Defense with 50% protection, a Ricochet would be dealing 58.3 base damage per ball let's assume I manage to survive the 14 seconds it takes for me to fire all 29 balls. That's 1,691 damage I'm dealing to that person. Just over half the HP of a medium hull with my entire clip. Taking a person with only 50% and no Defender, that's my entire clip just to kill that person, assuming they don't use a repair kit and I have to take much longer to kill them after that, again, assuming I survive until then. 

 

Once Ricochet runs out of ammo, its efficiency plummets. You use your entire ammo clip to take out someone then see another person with Ricochet protection to fight right after. You can't win. So I say again  Ricochet protection is potent against Ricochet, and also a great asset for your entire team. 

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7 minutes ago, TheCongoSpider said:

Look at this:

 

  Hide contents

 

 

Screenshot-2021-10-05-10-09-48-101-com-t

 

Screenshot-2021-10-05-10-11-21-416-com-t

This is me using Adrenaline, so let's take Stock's damage, which is what most Ricochets wil be using against this. Against a Defense with 50% protection, a Ricochet would be dealing 58.3 base damage per ball let's assume I manage to survive the 14 seconds it takes for me to fire all 29 balls. That's 1,691 damage I'm dealing to that person. Just over half the HP of a medium hull with my entire clip. Taking a person with only 50% and no Defender, that's my entire clip just to kill that person, assuming they don't use a repair kit and I have to take much longer to kill them after that, again, assuming I survive until then. 

 

Once Ricochet runs out of ammo, its efficiency plummets. You use your entire ammo clip to take out someone then see another person with Ricochet protection to fight right after. You can't win. So I say again  Ricochet protection is potent against Ricochet, and also a great asset for your entire team. 

I have great battles where I could deal 500 damage per plasma ball, with my mk7-6 at least Rico.  I like it but tesla could do better damage with almost same pause between each shot. Such a pity. With defender there is almost zero hope of killing them. 

Edited by Incorp
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On 9/18/2021 at 2:46 PM, Potdindy said:

Rico is a neat turret. Every time i play it, it seems very strong yet not to the point of taking over games. Seems like a well balanced turret.

The arguments made by ppl above make sense. If I use all my ammo on one person in tdm and die, then by the end of the battle I will have a d/l of 1 which seems like a nicely balance number 

Rico is one of the most versatile turrets for sure. It can make shots that others can't. It isn't OP at all, but can be devastating in tunnels and narrow alleys. It is also the single best turret (along with Vulcan equipped with the rare rubberized rounds) at finding the enemy tanks before you see them.

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7 minutes ago, enri_chill said:

Rico is one of the most versatile turrets for sure. It can make shots that others can't. It isn't OP at all, but can be devastating in tunnels and narrow alleys. It is also the single best turret (along with Vulcan equipped with the rare rubberized rounds) at finding the enemy tanks before you see them.

It's a shame most of the maps don't have much of either.

Esplanade was an awesome map for Ricco.

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Nostalgia at its peak, I still remember taking my ricochet hornet m1 combo and killing enemies  all the time by rebound shots only in Esplande.

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42 minutes ago, wolverine848 said:

Esplanade was an awesome map for Ricco.

So was fort knox. I remember dominating fort Knox battles using hornet and rico back in 2017 even before MM or the range nerf.

Edited by PirateSpider
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The latest changes to Ricochet dumbed down this Turret even more. 

Any augment, including AP is pretty trash, since the bullets in the magazine are not enough to kill enemies with Defender/Crisis + Repair Kit.

BUT Plasma Torch went to meh to meta augment. You can kill anybody with one clip, and your magazine will be full again in 2 seconds. 

 

So basically to sum the "new" Ricochet:

1 - no need to bounce shots, you have no range anyway,

2 - equip Plasma Torch, it has fast projectiles and a fast reload,

3 - do not turn your turret like every single Plasma Torch user I have ever seen,

4 - ???

5- Profit.

No skill required to play. 

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22 hours ago, 2shots2kills said:

no need to bounce shots, you have no range anyway

I never understood the range nerf Rico received a long time ago. I always enjoyed using that bounce ability to my advantage. At this point, it is more effective to use bouncy Vulcan for that, which is a pity.

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4 minutes ago, frederik123456 said:

I never understood the range nerf Rico received a long time ago. I always enjoyed using that bounce ability to my advantage. At this point, it is more effective to use bouncy Vulcan for that, which is a pity.

Seems to be an across-the-board shortening of battle distances. Everything is being brought much closer together. If it wasn't obvious, they've been trying to make melee turrets on the stronger side, and what better way to do this than to buff them a lot and to nerf the effective range/weak damage of the rest of the turrets as a start? They're balancing it for player engagements to happen closer to each other. 

 

If you ask me I don't like that turrets are being so dumbed down or dealing so much easy burst damage justified by fast damage dropoff. You feel powerless at times. 

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Interesting how one and half month crossed after the reset and there are only 3 votes, not sure how many months required to return the old 1179 number.  BTW, I haven't played with Ricochet after the update, I will share my vote as soon as I test it.

Edited by asem.harbi
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