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Rico: ball damage increases with every bounce?


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Ok it doesn't matter whether Rico is overpowered or underpowered or how little the increase is. It's just WRONG that you should deal MORE damage from safely sniping behind cover (which is a huge advantage in itself) vs. when you're in a square battle out in the open and your opponent can fight back. 

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I don't hink the damage increase after each bounce should be an alteration. It should be the main feature of ricochet. Reducing it's damage and impact force for stock ricochets and increasing damage and ipact force after every bounce would make this turret alot more effective.

 

Nowadays we see kids who can't turn their turret relying on ricochets burst damage paired double damage getting away with a ton load of kills. This idea changes that

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I don't hink the damage increase after each bounce should be an alteration. It should be the main feature of ricochet. Reducing it's damage and impact force for stock ricochets and increasing damage and ipact force after every bounce would make this turret alot more effective.

 

Nowadays we see kids who can't turn their turret relying on ricochets burst damage paired double damage getting away with a ton load of kills. This idea changes that

Not quite sure how to reply. Some folks never learn to effectively turn their turret. They tend to use Ricochet or Firebird, but I've seen plenty from true newby to those with experience levels higher than you and me still die just because I could get beside them and prevent them from turning by contact. I blast them, while they fire aimlessly, literally. It isn't just Rico and Fire, but those two provide the turretless player the least penalty. (Of course, turretlessness is an intentional feature of the otherwise overpowered Magnum.)

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Not quite sure how to reply. Some folks never learn to effectively turn their turret. They tend to use Ricochet or Firebird, but I've seen plenty from true newby to those with experience levels higher than you and me still die just because I could get beside them and prevent them from turning by contact. I blast them, while they fire aimlessly, literally. It isn't just Rico and Fire, but those two provide the turretless player the least penalty. (Of course, turretlessness is an intentional feature of the otherwise overpowered Magnum.)

 

Magnum can rotate it's turret from 0 to 90 degrees vertically.

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I don't hink the damage increase after each bounce should be an alteration. It should be the main feature of ricochet. Reducing it's damage and impact force for stock ricochets and increasing damage and ipact force after every bounce would make this turret alot more effective.

 

Nowadays we see kids who can't turn their turret relying on ricochets burst damage paired double damage getting away with a ton load of kills. This idea changes that

How?  This would nerf the turret on half the maps.

 

What does not turning a turret have to do with bounces?

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What does not turning a turret have to do with bounces?

I figure you know this, but you asked. Players that never manage to turn their turrets (for whatever reason) suffer from it. The spray of Firebird and the bounce of Ricochet make the penalty less severe. Aiming by steering is crude. Having the broad damage cone or the second (or more) chance for a bounce to find a target improves the odds versus the poor aim by steering only.

 

So, turning the turret has nothing to do with bounce. It does make the turret more effective for those unwilling or unable to develop more turret skill. I have always considered it the main reason Rico is considered OP. It is a little, but the effectiveness is mostly a matter of bounces giving better odds due to more chances to hit.

 

Head to head medium to close range, Ricochet has significant advantage over Smoky for equally skilled players. Most of the other turrets are probably 50/50 all other factors being equal (which they never are), except the short range turrets. All three short range turrets have significant advantages over Ricochet (and all the other turrets under most circumstances). (BTW, Smoky has significant advantage over Rico at range, especially if the Rico has the range alteration active.)

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I figure you know this, but you asked. Players that never manage to turn their turrets (for whatever reason) suffer from it. The spray of Firebird and the bounce of Ricochet make the penalty less severe. Aiming by steering is crude. Having the broad damage cone or the second (or more) chance for a bounce to find a target improves the odds versus the poor aim by steering only.

 

So, turning the turret has nothing to do with bounce. It does make the turret more effective for those unwilling or unable to develop more turret skill. I have always considered it the main reason Rico is considered OP. It is a little, but the effectiveness is mostly a matter of bounces giving better odds due to more chances to hit.

 

Head to head medium to close range, Ricochet has significant advantage over Smoky for equally skilled players. Most of the other turrets are probably 50/50 all other factors being equal (which they never are), except the short range turrets. All three short range turrets have significant advantages over Ricochet (and all the other turrets under most circumstances). (BTW, Smoky has significant advantage over Rico at range, especially if the Rico has the range alteration active.)

Turning the turret makes all weapons more effective.  Suggesting Ricco damage should be adjusted because some ppl can't turn the turret makes no sense. 

 

Should Twins damage be lowered for anyone right in front of the tank?  You know - to encourage them to turn it?

 

As a rico user, I agree with the idea!

Since you can't pick your maps - good luck on Massacre.

 

Ah... never mind - had confused above conversation with original idea.

Edited by wolverine848
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