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Rico: ball damage increases with every bounce?


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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.

Big difference though with Twins is... IT. NEVER. STOPS. FIRING.    At least Ricco has to recharge - been caught like that a few times by hammer with Ricco protection. Nasty.

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Imma lifetime Rico user. I don't use bounce often. Because two of the most common edge textures, the barricade and the cliff wall are not 90 degree surfaces. They're more like 110 or 120 degrees, meaning shots bouncing off those surfaces cause shots to fly well over your enemy. Fix them to 90 degrees and I'll bounce my balls more. You'd probably make Rico a lot more popular though.

 

Self-damage? No thank you. Having experienced Twins' self damage which was a LOT worse than the minimal enemy splash damage gained.

 

Edit for spelling and noob mobile autocorrect

Edited by austen_pierce
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Imma lifetime Rico user. I don't use bounce often. Because two of the most common edge textures, the barricade and the cliff wall are not 90 degree surfaces. They're more like 110 or 120 degrees, meaning shots bouncing off those surfaces cause shots to fly well over your enemy. Fix them to 90 degrees and I'll bounce my balls more. You'd probably make Rico a lot more popular though.

Self-damage? No thank you. Having experienced Twins' self damage which was a LOT worse than the minimal enemy splash damage gained.

Edit for spelling and noob mobile autocorrect

That's a very good point about the walls, the cliff walls could be at 90 degrees except recognizable spots in the cliff walls that look somewhat like a slide which can stay at that angle. The barricades that surround an entire map or flank the map on either side like polygon for example, can be replaced by a 90 degree wall that it has. As for the big tall, slanted, concrete walls that surround maps like desert, novel, and year 2042, I don't know what to do about that.

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How about making it an alteration that decreases direct damage and increases bounce damage ?

Might be valuable - IF they modify the wall angles.  Too many are not at right-angles so the balls bounce harmlessly up in the air.

 

Would be good on maps with tunnels though - has anyone actually seen a battle in subways in last year?  Does that map still exist?

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How about making it an alteration that decreases direct damage and increases bounce damage ?

No. I hate all alterations, and more the alterations that you don't quickly see it is an alteration, at least with the M2 Fire alteration you turn orange before dying.

 

A visible alteration for Rico could be balls that are affected by gravity.

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No. I hate all alterations, and more the alterations that you don't quickly see it is an alteration, at least with the M2 Fire alteration you turn orange before dying.

 

A visible alteration for Rico could be balls that are affected by gravity.

Or maybe a different colour?

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Rico would become so OP in Noise with all the ramps :wub:

That's why there should be a decrease in damage with every bounce instead of an increase.

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That's why there should be a decrease in damage with every bounce instead of an increase.

That was my original idea until i thought about it thoroughly and it's there so the bounce effect is utilized more often.

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That was my original idea until i thought about it thoroughly and it's there so the bounce effect is utilized more often.

Then that simply makes it too OP. Each turret has its own feature which is balanced out by its own drawback. Eg. Shaft/Magnum/Railgun has high damage but slow reload, Hammer has a fast firing rate, high damage but a clip size of 3 (unless using alteration). Rico with the ricochet being strengthened further does not get balanced out by the decent reload. The only way is to increase ricochet damage but reload is lengthened or something along those lines.

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Then that simply makes it too OP. Each turret has its own feature which is balanced out by its own drawback. Eg. Shaft/Magnum/Railgun has high damage but slow reload, Hammer has a fast firing rate, high damage but a clip size of 3 (unless using alteration). Rico with the ricochet being strengthened further does not get balanced out by the decent reload. The only way is to increase ricochet damage but reload is lengthened or something along those lines.

That's actually better than anything that I can think of.

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Ricochet has always been a strong turret, but not generally overpowered through all the ups and downs of everything else.

 

The bounce is the key.

 

I've several times suggested bounces reduce the shot power, very little at first, but more with each bounce. However, I think the bonus for skilled use of bounce would be an incentive for skill development.

 

What I think should happen with bounce is a 2-4% increase in damage for one bounce, and a 5-10% increase for the second bounce, but then 10% decrease for each bounce after. This effect would encourage players to get good at shooting corners and walls, but would discourage sitting at the end of a tunnel and blasting away while the balls bounce between walls. There is already the decrease with distance, and multiple bounces increases distance rapidly. 

 

The fact that many walls are not at good angle for bounce is significant and limits Ricochet effectiveness in many situations on many maps.

 

It is a good turret. It has always been on the high side of middle for power, and it is the turret that makes the mediocre player look pretty good. For skilled players, it is almost as good as Smoky. (Smoky has always been the turret that most rewards highly skilled players.)

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The ricochet itself is already a big advantage because you can hit enemies while you stay in cover. Adding damage INCREASE would be so OP because think of it this way: it would mean that the more sheltered you are (and thus the more times your ball will bounce), the more damage you deal? That does not seem right, particularly when Ricochet already has really high damage. 

 

In fact, it should be a damage DECREASE with each bounce. You should deal less damage if you're safely hiding in cover vs. when you're facing them in the open. 

Edited by thesquarerootof2

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The ricochet itself is already a big advantage because you can hit enemies while you stay in cover. Adding damage INCREASE would be so OP because think of it this way: it would mean that the more sheltered you are (and thus the more times your ball will bounce), the more damage you deal? That does not seem right, particularly when Ricochet already has really high damage. 

 

In fact, it should be a damage DECREASE with each bounce. You should deal less damage if you're safely hiding in cover vs. when you're facing them in the open.

 

Adding 2.5 points of damage with each bounce will make Rico OP? Seriously? 2.5 points of damage is literally nothing. I don't think I've ever encountered anyone that utilizes the ricochet effect in the low ranks, well except for me.

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 That does not seem right, particularly when Ricochet already has really high damage. 

 

In fact, it should be a damage DECREASE with each bounce. You should deal less damage if you're safely hiding in cover vs. when you're facing them in the open. 

To balance it out, Rico's default damage should be reduced, and the bounces would make up for that nerf. This would encourage players to use Ricochet's special ability more often and reward players who are good at using it, thus giving more skilled players an advantage, which is how it should be.

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Adding 2.5 points of damage with each bounce will make Rico OP? Seriously? 2.5 points of damage is literally nothing. I don't think I've ever encountered anyone that utilizes the ricochet effect in the low ranks, well except for me.

If it's nothing, then it wont make a difference anyways so there's no point in implementing this ¯\_(ツ)_/¯ 

Edited by thesquarerootof2

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To balance it out, Rico's default damage should be reduced, and the bounces would make up for that nerf. This would encourage players to use Ricochet's special ability more often and reward players who are good at using it, thus giving more skilled players an advantage, which is how it should be.

Unless I get to choose my map - I say Nope.  Massacre, and any maps that has no/few right-angled walls would nerf the turret.

 

Maybe as an alteration, and - the bounced shots should end up having more damage than current, else - what's the point?

Edited by wolverine848
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Y'all didn't read my comment, did you?

 

I agree Rico is powerful, but it is not over powered compared to the other turrets. It is under powered compared to the short range turrets.

 

Rico needs no base changes, but it should have reducing damage from bounces, after the first two or three. It should increase for the first bounce, and increase more for the second bounce, then decrease.

 

As Wolverine points out, some maps have no bounce-walls. So, nerfing its base would be an overall nerf in most situations. The balance would come from reductions with many bounces.

 

The change to the bounce should encourage skillful play and discourage lazy tactics (like sitting at the end of a tunnel and just blasting). Increasing for two bounces and decreasing for each bounce after would incentivize thinking ahead.

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I really disagree, because at my rank ricochet is severely overpowered.

I assume you are actually rather new (rather than secondary account). Yes, I somewhat agree with you. Firebird and Freeze are stronger, but they require certain tactics and some skill has to be developed. Ricochet is much more point and shoot. (Some say "pray and spray.") Bounces hit more by accident than intention with newer players. The bounce does improve effectiveness.

 

The small differences are more important at low ranks.

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If it's nothing, then it wont make a difference anyways so there's no point in implementing this ¯\_(ツ)_/¯

 

The devs slightly buffed strikers lock on time and it was pointless, same case with Rico's bounce effect, just a slight buff that increases its usage.

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Here's what happens:

The plasma ball bounces because it is a fully conscious AI. It is programmed to seek and destroy. If it misses, it grows angry and intensifies and bounces. If it misses the second time, the rage is beyond human comprehension, and it intensifies even more. However, by the third bounce, the anger is overwhelming the AI, and it begins to break down. It is also expending excessive amounts of energy just trying to chase down the target. The breakdown intensifies with each subsequent bounce, and it sadly dies having never fulfilled its destiny.

 

What? No, really. That is exactly what happens. Ask any Russian scientist. They all know how it works.

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