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Why is ricochet and hornet so weak compared with other turrets and hulls?


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14 minutes ago, Tanker-Arthur said:

Ricochet isn't weak at all......


Gauss, Magnum, Vulcan with Heat Immunity, and Shaft are too OP.

 

 

As for Hornet, it's only weak because it's overdrive allows teammates to easily steal it's kills.

yes so imagine going against those guns in which i see every battle. I cant do anything against legends who have 9k+ gs who just kill me since they have op tanks 

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16 minutes ago, raze_avenger said:

yes so imagine going against those guns in which i see every battle. I cant do anything against legends who have 9k+ gs who just kill me since they have op tanks 

Yeah, that's MatchMaker.  It's pretty dumb how wide the rank-spreads are.  They do this for the attention-deficit players who can't wait an extra 30 seconds or so for a decent battle.

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11 hours ago, Tanker-Arthur said:

Ricochet isn't weak at all......

I agree, it's a really strong Turret, and I feel like it has been in a good position in the meta for quite a while now.

 

This is my second battle with Ricochet, bone stock (MK7-1) paired with Adrenaline + Viking hull:

8EtU1Vw.png

 

As I said before, you definitely need a Hull with a bit of HP to win most of the engagements, but I would not recommend Heavy Hulls, unless you get to play in really small maps.

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Guys if other turrets are more OP and your turret requires a lot more skill to compete then it's a weaker turret.. Don't sugarcoat it ?

Rico is in striker tier.. Good if you can play well with it but in most people's hands it's bad.

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10 minutes ago, juodsnukis said:

Guys if other turrets are more OP and your turret requires a lot more skill to compete then it's a weaker turret.. Don't sugarcoat it ?

Rico is in striker tier.. Good if you can play well with it but in most people's hands it's bad.

Again, I disagree. I don't know your rank, but in Legend battles you will often see 9999GS players with Plasma Torch Ricochet dominating. 

And that Augment does not require much skill, just get close and shoot.

 

Of course, it also depends on the map, if a player brings that Turret to Stadium or Berlin and he gets screwed by Gausses and Railgun, it's not Ricochet's fault, he's just dumb.

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On 3/5/2021 at 12:24 AM, raze_avenger said:

I dont know about you guys but the balance in this game is screwed to the point of not even playing. I have been playing my ricochet mk7 10/20 for quite a bit now and i have noticed that it is completely underpowered compared with other turrets like gauss, railgun, thunder, hammer etc. There are literal 5k gs people making quick work out of my tank which is 7k gs and it doesn't make sense. I would rather be that person with 5k gs with gauss than 7k gs with ricochet. The literal only thing that makes ricochet good is the plasms torch which is mad expensive and thats about it. 

Now about the hornet, the armor piercing effect literally does nothing. I see no difference in using that od and its usefulness pales in comparison to hunter and viking od. The only thing useful about it is that you can see people from across the map which is honestly not that good of an advantage since most people i see nowadays are legends who pay $1000 to get a 9999gs. All hornet is is just a useless pile of hp for the enemy to farm and it literally gets destroyed by weaker modifications without a sweat.  

How are you fighting against Gauss players, in a 1v1 scenario or I assume they are picking you off with a mini booster/off guard/modules? Are you facing stronger hulls? Are you using ricocheting shots where possible?

As for the Hornet OD, someone may have explained above but here it is again;

-----------------

Tbh, ricochet isn't weak, it's just everyone is occasionally stronger, i.e defender drone swarms nowadays. Avoid using augments which you can't grasp how to use, like destabilized plasma / Minus field / plasma torch, if you can't use them in the right occasions. Nowadays, drones also have a heavy impact on performance, so if you feel the combo is weak, well, you probably are most likely facing people who have some sort of protective or offensive advantages.

As for Hornet, it's not a selfish OD, but used correctly, it is a force to be reckoned, unless you end up facing a team that comprises of around 1/4 or higher AP immunity players.

I assure you the rico hornet combo is still viable and good, but ofcourse many have defender and/or AP immunity near endgame especially on vikings.

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In my opinion, Ricochet only "feels" weak because it lacks the ability to damage multiple enemies at a time (Gauss, Magnum, Thunder, Striker, Twins, Firebird, Freeze, Railgun can all multi-hit in some way)

 

While also having the longest reload in the game (20 seconds for a full charge).

 

But I think Ricochet is one of the most balanced turrets in the game.

It's between game-breakingly OP turrets like Gauss and Magnum and underwhelming turrets like Striker and Twins. Striker and Twins is also balanced, but they arguably require more skill to use properly or else you're just using a Thunder and Ricochet with poor accuracy, thus Ricochet is the turret with better dependability.

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Just now, Gamma_Lightning said:

In my opinion, Ricochet only "feels" weak because it lacks the ability to damage multiple enemies at a time (Gauss, Magnum, Thunder, Striker, Twins, Firebird, Freeze, Railgun can all multi-hit in some way)

 

While also having the longest reload in the game (20 seconds for a full charge).

 

But I think Ricochet is one of the most balanced turrets in the game.

It's between game-breakingly OP turrets like Gauss and Magnum and underwhelming turrets like Striker and Twins. Striker and Twins is also balanced, but they arguably require more skill to use properly or else you're just using a Thunder and Ricochet with poor accuracy, thus Ricochet is the turret with better dependability.

I think Rico needs a range buff lol. 

Makes no sense on why Twins and Rico have the same exact range, even though Ricochet's projectiles fly faster and hit harder.

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Just now, Tanker-Arthur said:

I think Rico needs a range buff lol. 

Makes no sense on why Twins and Rico have the same exact range, even though Ricochet's projectiles fly faster and hit harder.

Based on what you said.....

Rico needs a range buff.....

Or does Twins need a range nerf? XD

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Just now, Gamma_Lightning said:

Based on what you said.....

Rico needs a range buff.....

Or does Twins need a range nerf? XD

I guess it could go either way lol.

But Twins is arguably on the weaker side of the turrets, so if anything, Rico should get a small range buff, and Twins gets some sort of buff to either it's damage or projectile speed.

 

Or Twins can get a range nerf, but in exchange, it gets a buff in damage per shot or something to it's attack (like projectile speed).

 

Either way, varying the ranges helps separate the two turrets. Right now, they're pretty close to being "Alterations" of each other, rather than being distinct turrets.

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Just now, Tanker-Arthur said:

But Twins is arguably on the weaker side of the turrets, so if anything, Rico should get a small range buff, and Twins gets some sort of buff to either it's damage or projectile speed.

 

Or Twins can get a range nerf, but in exchange, it gets a buff in damage per shot or something to it's attack (like projectile speed).

I think both can work lol.

 

Rico can get a small range buff (like an extra 10 meters or so) to give it a small edge in battles against things like Smoky Autocannon and Vulcans with annoying Heat Immunities.

Of course, the range buff should not apply to things like Plasma-Torch, which would be so broken if it could reach far distances.

 

And Twins can either....

  • Get a small range nerf but increased damage.

Or

  • Keep it's range, but increase the projectile speed to make it better against the aforementioned Smoky Autocannon and Vulcan w/ Heat Immunity. (This one I kinda want more XD)
Just now, Tanker-Arthur said:

Either way, varying the ranges helps separate the two turrets. Right now, they're pretty close to being "Alterations" of each other, rather than being distinct turrets.

Oh yeah, I never thought about it that way XD

Twins and Rico definitely seem like Alterations of each other nowadays. I guess they were always meant to be cause they're both plasma-ball turrets but like, yeah, there's few unique traits to both turrets nowadays. I suggest something like 80 - 100 meter range for Default Ricochet and 50 (or 60) - 70 meter range for Default Twins (Mk7).

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55 minutes ago, Tanker-Arthur said:

Either way, varying the ranges helps separate the two turrets. Right now, they're pretty close to being "Alterations" of each other, rather than being distinct turrets.

They intentionally homogenised the turret ranges in 2018. I can't see them changing it now. We saw Shaft as an exception last year, but Shaft has two firing modes, and the change affected the weaker one. 

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On 3/5/2021 at 1:22 PM, Unleash said:

In my opinion every turret require some skill if dont have any alt equiped, except gauss this thing is just broken. And i dont know about you but in battles i first rely on skills then overdrive. Sometimes i dont even activate overdrive when i dont need to. All being said i think rico is very good in what it does and its killing players in mid range.

Gauss is broken because of EMP.

Without that OP game changer gauss imo is balanced.

A EMP gauss hidden away in some corner of the map is a nightmare, which is why i personally seek them out and disrupt their game as much as i can.

I kill a gauss with EMP win, lose, or draw, i count that battle as a success because i no i've really p..d him off.  

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On 3/4/2021 at 7:24 PM, raze_avenger said:

ricochet mk7 10/20

I feel that Ricochet is quite powerful, as is all the Turrets.

  • Its reload speed is half a second.
  • Each shot does 350 base damage!
  • You can do 700 damage each second, and 1400 each second with Double Damage!
  • In just 3 seconds, you can destroy a Heavy 4000 HP Hull!
  • Pretty strong right?
  • (You might not think it's that powerful because of other tankers using Double Armor a lot, using Rico Protection Module, or using other types of defenses/tactics.)

For Hornet, it's also very powerful and very efficient if used correctly.

  • You might not like it from the beginning because of its orientation and maneuverability. But when you practice this part, you'll like to move with Hornet.
  • It is a light Hull. You might not like it because you find that you're losing faster. But with Double Armor equipped, you can survive longer and focus on dealing more Damage. Or you can also use Defender Drone with Hornet to survive four times longer!
  • But also, with Hornet's Piercing Overdrive, and its detection effect of the opponent, makes this Hull quite powerful.

So basically, all Turrets/Hulls are powerful.

They might seem weak at first, but with practice and learning the skills of each, you can enjoy using this combination!

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14 hours ago, Akame said:

How are you fighting against Gauss players, in a 1v1 scenario or I assume they are picking you off with a mini booster/off guard/modules? Are you facing stronger hulls? Are you using ricocheting shots where possible?

As for the Hornet OD, someone may have explained above but here it is again;

-----------------

Tbh, ricochet isn't weak, it's just everyone is occasionally stronger, i.e defender drone swarms nowadays. Avoid using augments which you can't grasp how to use, like destabilized plasma / Minus field / plasma torch, if you can't use them in the right occasions. Nowadays, drones also have a heavy impact on performance, so if you feel the combo is weak, well, you probably are most likely facing people who have some sort of protective or offensive advantages.

As for Hornet, it's not a selfish OD, but used correctly, it is a force to be reckoned, unless you end up facing a team that comprises of around 1/4 or higher AP immunity players.

I assure you the rico hornet combo is still viable and good, but ofcourse many have defender and/or AP immunity near endgame especially on vikings.

You're right the combo is good but other turrets are just arguably better and they are getting abused especially in higher tiers. Though I have the plasma torch augment, when i switch to regular ricochet, im just amazed of how underwhelming it is to use against opponents with other broken augments and maxed out turrets. Since im general now, every battle I see has legends toting massive gs. And tbh 9999 is becoming much more often now. There is literally nothing I can do. Ive seen many lower gs players who just obliterate my tank with their thunders, railguns, gausses, shafts and magnums.  

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5 hours ago, Gamma_Lightning said:

In my opinion, Ricochet only "feels" weak because it lacks the ability to damage multiple enemies at a time (Gauss, Magnum, Thunder, Striker, Twins, Firebird, Freeze, Railgun can all multi-hit in some way)

 

While also having the longest reload in the game (20 seconds for a full charge).

 

But I think Ricochet is one of the most balanced turrets in the game.

It's between game-breakingly OP turrets like Gauss and Magnum and underwhelming turrets like Striker and Twins. Striker and Twins is also balanced, but they arguably require more skill to use properly or else you're just using a Thunder and Ricochet with poor accuracy, thus Ricochet is the turret with better dependability.

yes but you are forgetting a point. Its that there are so many more players using that game breaking gun and their gs are over the top pay to win. Plus, im seeing a lot less lower rank people and tanki mm seems to always put me in a battle with legends who cant stop abusing their wallet

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19 hours ago, 2shots2kills said:

Again, I disagree. I don't know your rank, but in Legend battles you will often see 9999GS players with Plasma Torch Ricochet dominating. 

And that Augment does not require much skill, just get close and shoot.

 

Of course, it also depends on the map, if a player brings that Turret to Stadium or Berlin and he gets screwed by Gausses and Railgun, it's not Ricochet's fault, he's just dumb.

I mean what can i do? Im seeing more and more of those players rather than people at my rank. I feel as if im angry at tanki mm more than anything

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6 hours ago, raze_avenger said:

I mean what can i do? Im seeing more and more of those players rather than people at my rank. I feel as if im angry at tanki mm more than anything

If you are placed in a terrible battle (with a lot of legend players) or in a map you do not like, then just leave and search again.

 

I often leave 3-4 battles each time before I decide to play. I usually exit when facing obvious buyers with broken equipment (I don't have time to waste being their cannon fodder), I exit if in my team there are around 6000GS players and in the enemy 8000+, and finally I will exit a battle right away if it's a map I do not want to play in.

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8 hours ago, raze_avenger said:

yes but you are forgetting a point. Its that there are so many more players using that game breaking gun and their gs are over the top pay to win. Plus, im seeing a lot less lower rank people and tanki mm seems to always put me in a battle with legends who cant stop abusing their wallet

I'm gonna agree with you to a certain point, but i'm afraid it's down to you to exit battles that are beyond your capabilities to handle. 

@2shots2kills is doing the smart thing here.

It's exactly the same thing i do on my noob accounts. colonel, general, fieldmarshal etc.

On my main i'm not bothered so much about how strong they look as my g/s across all combos is maxed out.      

It's a shame the devs do what they do and throw game balance out the window, their greed has made sure that balance is a very distant LAST when it comes to implementing the various OP updates they churn out at an ever increasing rate.

Devs don't care, never have, never will.

 

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I agree with you guys. Its impossible to do anything when you are outmatched and out classed. the only thing i can do now is to just leave and hope for tanki to give hell to lower tier players and place them against me ?. Sadly its the only way and tanki wont stop doing it. 

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Rico is a turret in my top 3 rotation. No matter what you use, it is important that you check protection on the other side once you enter a battle. Also check team balance. If I see a quarter or a third of the enemies have protection > 40% against me,  I switch turret. Rico lacks the big punch to finish off an enemy. Your hull has to take some hits for you to keep firing so It fits better with a medium hull. And yes, enemy drones complicate things.

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On 3/8/2021 at 4:49 AM, NooNooHead said:

Rico is a turret in my top 3 rotation.

Same here, I would say Ricochet is my favorite turret for MM.

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