Rhino really seems to have it all. And although it certainly works therapeutically after Brink’s weak mini-gun play, this seems to be leaning a bit too much towards ‘brainlessly easy’.
Rhino is fast, can take a punch, has unlimited ammo with surprisingly accurate and highly lethal minigun.
The only weakness seems to be the lack of IS, the very fast spinup and the mildly punishing overheat.
My first, impression based on very limited experience is telling me that this guy is too powerful.
My concern that immediately follows is that this guy is going to receive the same treatment the Brink heavy received and is going to be compromised on every strength just a tiny bit until he’s set neatly back towards the mean again.
What I’d like to see:
Rhino should be about supressive fire. That’s his strength and that should be his only strength. A Rhino player should constantly have to be thinking about where he’s going to aim that thing and how it’s going to help the rest of the game.
This means that all his facilities that contribute towards this goal need to be kept and everything else can be nerfed about him.
NERF
Combat mobility. This dude can now JUMP with a minigun while firing it. Wow. That’s over the top.
Lethality. The minigun doesn’t need to hurt the players as much. The consequences of being hit by that thing shouldn’t result in so much direct damage. Instead it should have indirect consequences, like a high stopping power that breaks running or messes up the aim of players.
Heath/armour. Rhino doesn’t need to be a tank. Or at least, he shouldn’t be THE most resilient character around. Reserve that to someone who is at least as armoured and big as this dude but has a less offensive power. I still want to see a character who’s main purpose is to soak up damage.
Accuracy: Yes, it’s not the most accurate gun, but unlimited ammo, high rate of fire make up for that already. Compensate with higher spread.
Ease of use: The minigun is really easy to handle. The spin up is too fast and the overheat takes too short. A player that knows the weapon should in theory be able to keep a certain point under constant fire, but only if he knows how to dose it just right.
KEEP:
Unlimited ammo. Please never compromise on this. This is the main strength of this guy and it adds a lot of depth when it comes to team-play. It’s an extreme specialisation that needs to be cleverly employed and should sends a lot of brains cracking to get around it.
Traversing speed. When the minigun isn’t deployed then Rhino should just be able to move as he’s doing now. This was one of the most frustrating things in Brink. The heavy bodytype was never able to be at the right place where he was needed the most.
ADD:
Snare/stoppingpower/debuff any sort of prolonged nastiness that makes players want to stay out of his fire other than damage so that the damage itself can be reduced. Being hit by a minigun shouldn’t cause damage but it should make you extra vulnerable against Rhino’s team-mates.
All in all, this guy shouldn’t be able to win a lot of 1on1 fights (as he does now). Once he’s in place then it should be very difficult for a player to get him away from that spot. But other than that Rhino needs to rely heavily on more agile combat-mobile players to protect him while he’s getting in position.
When Rhino is facing multiple targets straight ahead of him, that’s where he needs to be unstoppable. A Rhino player should be able to completely lock down a choke if he choses to.
PS: Still would like to see an actual tank character. One with limited close/short range power but extremely difficult to kill. Perhaps because he has a ridiculous permanent combat regeneration that needs a certain amount of sustained dps before he lies down.
