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Rico: ball damage increases with every bounce?


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I thought that this would make ricochet more interesting. So every time the ball bounces off a surface, the ball gains 2.5 points of original damage.

 

1 bounce = +2.5.

2 bounces = +5.

3 bounces = +7.5.

4 bounces = +10.

5 bounces = +12.5.

10 bounces = +25.

20 bounces = +50.

 

However, to keep it balanced and not OP, I think ricochet users should keep their distance from their opponents of about 5 meters, because if they don't, self damage will occur.

 

Just my thoughts.

 

 

Edit: Updated

Edited by DieselPlatinum
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Valid

 

At the moment I rarely see Rico users actually using their ability to ricochet shots. And I understand them, because in the time it takes you to shoot a few balls to find the right angle not only will the enemy either kill you or move away, but you will also run out of energy. So it's pretty clear that Rico's ricochet is rather useless. Increasing damage after every bounce would make the ricochet actually interesting and useful, encouraging players to find creative ways to hit the enemy.

 

Besides, Rico isn't that powerful at the moment, so it could use a buff.

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The increase in damage because of the bounces should depend on the turret's modification, but the idea is interesting. However, to keep things balanced the base damage should be reduced a bit...

Edited by TheBlackChick

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Besides, Rico isn't that powerful at the moment, so it could use a buff.

3 balls to kill light hulls and to completely hit off aim for light/medium hulls.

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3 balls to kill light hulls and to completely hit off aim for light/medium hulls.

On DD.  -_- Anything on DD is OP and can kill light hulls in 2-3 shots.

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INCREASE! INCREASE! INCREASE! INCREASE! INCREASE! INCREASE!

 

 

 

I actually hate Richochets...

 

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Under review

 

Decreases? I was actually thinking it should increase. At the moment I rarely see Rico users actually using their ability to ricochet shots. And I understand them, because in the time it takes you to shoot a few balls to find the right angle not only will the enemy either kill you or move away, but you will also run out of energy. So it's pretty clear that Rico's ricochet is rather useless. Increasing damage after every bounce would make the ricochet actually interesting and useful, encouraging players to find creative ways to hit the enemy.

 

Besides, Rico isn't that powerful at the moment, so it could use a buff.

Well, Maf, what do you think, now?

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No. Rico, after magnum is OP, very bad for Space mode, they need to nerf it.

 

How I would do it:

 

Increase range 10-20%

Decrease damage 5%

Decrease reload time a little

Match Impact with the current numbers of Recoil

Decrease damage 2.5% after each bounce

 


 

If you increase damage after each bounce... well, they may as well remove Noise in that same update.

Edited by D.a.n.t.e

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Well, Maf, what do you think, now?

I mean, you didn't have to change your whole idea just because I gave a different opinion in my post, but ok...

I changed the title.

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I mean, you didn't have to change your whole idea just because I gave a different opinion in my post, but ok...

I changed the title.

Nah, it's fine, and I do experience many ricocheters that don't use its special ability. And I'd rather see it be used quite a bit than see that it has become a replacement noob in your face turret for twins.

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On DD.  -_- Anything on DD is OP and can kill light hulls in 2-3 shots.

Except thunder / striker / magnum(Close combat) / railgun / vulcan / firebird. Those turrets with DD start to deal some damage. Without it- Waste of garage space and in these ranks its standart, to have all 3 drugs active and have finger already placed on RK, to heal after each vulcan bullet hits you.

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Except thunder / striker / magnum(Close combat) / railgun / vulcan / firebird. Those turrets with DD start to deal some damage. Without it- Waste of garage space and in these ranks its standart, to have all 3 drugs active and have finger already placed on RK, to heal after each vulcan bullet hits you.

That would be more fitting for the balance topic, so please leave such comments there before we get 50 replies here from people arguing that the turrets you listed can be very powerful in the right hands.

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Clever idea on having a ricochet ball increase its damage when bouncing off surfaces.

Doesn't really make sense since generally speaking objects lose kinetic energy once they hit a stationary object?

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Doesn't really make sense since generally speaking objects lose kinetic energy once they hit a stationary object?

Was thinking the same thing. Shouldn't each plasma ball decrease after each bounce considering a bounce is basically distance. The more bounces = the more distance and more distance = less power/damage. That's how Twins works. If you shoot at Point Blank, you'll get much more damage than at maximum range. As much as I like Ricochet and want a buff, I don't think this is the right one. The only way I see this working is if this becomes an alteration.

 

Damage over each ricochet +x%

Decrease in max. range -x%

 

That is also just a suggestion and the red could be interchanged with any other reasonable/appropriate/relevant drawback.

Edited by Marc
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Hmm, what if the ball damage decreases at a certain angle like say 75 degrees?

 

So each bounce at 1 to 70 degrees = 2.5 point increase in damage.

Any bounce at 75 to 90 degrees = 1 point decrease in damage.

If it bounces at 71 to 74 degrees, it will remain neutral.

 

And a 5 meter self damage is still there.

 

Trying to make it interesting and yet make it have some logic.

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Hmm, what if the ball damage decreases at a certain angle like say 75 degrees?

 

So each bounce at 1 to 70 degrees = 2.5 point increase in damage.

Any bounce at 75 to 90 degrees = 1 point decrease in damage.

If it bounces at 71 to 74 degrees, it will remain neutral.

 

And a 5 meter self damage is still there.

 

Trying to make it interesting and yet make it have some logic.

More self-splash damage (twins, thunder, magnum, stiker, Ricco Alt) ?  No thanks.

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More self-splash damage (twins, thunder, magnum, stiker, Ricco Alt) ?  No thanks.

Actually the only other person that you're damaging would be yourself with each shot. That is if you're in the 5 meter range. This is to reduce the chances of it becoming a replacement for twins as a noob in your face turret. Which alone makes it more interesting than it is now.

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Actually the only other person that you're damaging would be yourself with each shot. That is if you're in the 5 meter range. This is to reduce the chances of it becoming a replacement for twins as a noob in your face turret. Which alone makes it more interesting than it is now.

So splash to yourself, but not to any enemies?  That makes no sense. At least Thunder damages itself because of the area effect it also has on others...

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So splash to yourself, but not to any enemies? That makes no sense. At least Thunder damages itself because of the area effect it also has on others...

It's not supposed to make sense. It's there so ricocheters don't become the next brick layers as well as noob in your face turrets.

 

 

Thunders does because it's an actual explosion.

Edited by DieselPlatinum

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