Rhino buff


(JJMAJR) #1

Rhino at the moment is a fat scout. In all honesty, his primary ability is literally an automatic shotgun. And it’s pretty bad too. Recoil is similar, DPS is similar, just longer range at the cost of heavily impaired mobility.

I don’t know if this would be all that important to SD, but I say that it would be cool if Rhino has a helmet. Like, something that would merely reduce crit damage multipliers to equal bodyshot damage.

To compensate for this fact, Rhino could have his vision obscured over time, with more time under the helmet resulting in a blurrier screen, tunnel vision, HUD loss, and eventually being concussed as if he was affected by Thunder, except (half as bad physically) ten times worse visually.

So, Rhino could have up to 15 seconds of helmet time, with a cooldown of up to 8 seconds, being usable in cooldown like Redeye’s goggles, where he would be able to outlast a more dangerous foe and get to a medic. This would make it easier for him to survive against fierarms. And he dies extremely easily to them…


(responsibleKangaroo) #2

You think that helmet would fix him? He would still be a slow fat ass merc that relies on ultra close range fights and nothing else, I would give him some extra mobility while using his minigun better


(Szakalot) #3

removing headshot damage from rhino would be a HUGE BUFF.

rhino’s minigun is more than twice the damage output of toptier weapons.

protip: aim for the head in the initial minigun burst


(Weekendwarrior) #4

I do think he needs a buff but I think this will overbuff him. Maybe if the helmet can take about 30hp worth of damage but only 1 helmet per life?

Anyway off topic, does anyone else like taking on a Rhino point blank distance head to head when they have their minigun out? It’s not smart, but it sure is fun.


(UndeddJester) #5

Yeah, I agree Rhino’s biggest problem is the fact he is a slow not-so-sponge who lumbers around the battlefield with weaponry that demands close range encounters to be effective. The fact you can just kite, and just keep pooping him in the face before his minigun can start doing anything substantial is how you deal with him.

I think your idea for a headshot immunity works fine for Rhino moving around on his own, it would still be easy to kite him, but you can’t burn him down without using some big cooldowns. However the problem you have there is an Aura station Rhino, or one with a pocket Sparks would be virtually unkillable.

He would also counter Recons, whos main purpose is keeping assaults from getting too lairy… that being said a cunning Aimee might be able to handle this well…


(LifeupOmega) #6

So make the fucking awful meatshield who slows games down to a crawl an even bigger awful meatshield who slows games down to a crawl?


(solace_) #7

TBH his character needs to be reworked to better fit in with the current state of the game. What that might include I don’t really know.

Mini-gun becomes primary weapon? (opening up the possibility for variations on the minigun to make his character more interesting to play) New ability? (charge? he’s a rhino…) More tank than damage focused? (could be really useful) Get rid of his shotgun? (I mean come on, direct rip from TF2, why is it even in the game like this)

Point is, make him more like a rhino and less like a slug with WMDs.


(Indefinite) #8

I think the thing that really needs to change is the nature of how Rhino plays. Most people in pub matches don’t know how to play him - at all. Not anymore, not anything in the remote sense of good.

If his minigun was a ‘summon’ of sorts, that was limited in some manner (time just doesn’t seem right, so probably ammo), and had a significantly more drastic spin up time, I could see it spewing more accurately at more than melee reach, even burning down other players with well aimed headshots at medium range. Hit Q, Rhino yanks out the gatling, spools it up, gun unleashes death for 4-5 seconds, then it’s put away for ~20-25 seconds and then let Rhino shine on his shotties and machine pistols/revolvers.

If the Rhino acquires ammo from a teammate somehow, reduce the cooldown by ~5 seconds, but have a “cooling” period of some sort. With an ammunition limit per calldown, ammo conservation would be a skill check, separating the aimless sprayers from those who are at least capable of bursting from those who can count their rounds fired at they burn down enemies.

A good Rhino knows how to get behind the shotgun when maneuvering counts. The problem is that the most ideal situations for Rhino revolve around being fed health and camping waiting for a victim to come around a corner, mostly because the minigun is so immobile and requires lengthy bursts to burn down enemies, and there is such a disadvantage to trying to use Rhino in any other way besides spraying the hose for a few moments at a time until a concentrated push excuses walking forward while hosing nonstop.


(Bloody Nija) #9

I Completely Agree, his minigun is a peashooter compared to other guns
at 9 dmg bullet and 18 to the head is not worth it besides he dosen’t really have a team place
he just a fat guy with a minigun.


(LifeupOmega) #10

Do you… not know about RPM? Most miniguns in games are low damage high RPM.


(Reddeadcap) #11

Not really a nerf but not really a buff either, I think Rhino shouldn’t be able to sprint or jump with his minigun equipped but moves at the same speed with it equipped and it spooling, making him move as if he’s carrying another weapon since he’s already rather slow by default, he shouldn’t be almost completely immobile.


(BananaSlug) #12

i would like to see him like fragger, with more speed, less health and weaker minigun,

now he isnt bad, but boring and situational


(Orivar) #13

No, just no.

I am only playing min 20 right now because all the noobs that uses him… Just no


(LifeupOmega) #14

[quote=“IIIORIVARIII;185675”]No, just no.

I am only playing min 20 right now because all the noobs that uses him… Just no[/quote]

I still see level 20+ players use him. It’s pretty sad.


(Equanimity) #15

He’s viable. He doesn’t need a buff, he just needs a good medic. He’s niche but strong as fuck. He’s good where he is.


(SaulWolfden) #16

[quote=“LifeupOmega;185765”][quote=“IIIORIVARIII;185675”]No, just no.

I am only playing min 20 right now because all the noobs that uses him… Just no[/quote]

I still see level 20+ players use him. It’s pretty sad.[/quote]

It’s possible to do well with him, just people don’t play him right regardless of level. I mean I wiped out two Aura health station camps occasionally killing the Auras and sometimes others while the station was still active in one match on Underground. Just happens to be one of the most situational mercs in the game.


(Tanker_Ray) #17

His fighting range is too close + too slow that has to depend on medic = situational.

Yes, at this part, Rhino sucks just like kira and arty’s skill does nothing at Underground Defender.

But he has Infinite Ammo, easiest HP management with Unshakable + 200HP, and strongest firepower of whole time at CQC.

It’s just he is quite limited, NOT WEAK like MK.46 Thunder.

He is just fine now except he is useless at the open fields, and attacking situations like Chapel Attacker where Recons/lang range burst rifles shred your body apart.

It’s just he is destined to fight close range. More maps like Underground that forces you to fight indoor/close range is enough for him.

Otherwise, you don’t pick him at Chapel Attacker like you don’t pick Kira/Arty at Underground Defender.


(TheStrangerous) #18

I do agree that minigun slows him down, in a fast paced shooter like this, turning him into mobile turret gun.
Mobility is everything in this game, even as a sniper you gottaa play aggressively and move a lot. Sad but true, Rhino’s better off with a shotgun over minigun AKA “Fat Scout”.


(doxjq) #19

Something does need to change with him imo. Since they nerfed him the first time he just doesn’t fit in with the pace of the game against competent players imo. I don’t have any suggestions to what should change, but he is pretty terrible right now and far too situational. I’ve been using Thunder/Stark heaps lately and now that he has 170hp and a way stronger concussion grenade it’s so easy to counter a Rhino that I don’t even worry about him any more.

It’s usually one of the following two situations:

  1. He doesn’t have his minigun spinning, and by the time he charges it up I’ve already killed him with 3 clean bursts to the head (not a hard task to take down a Rhino with 3 x clean Stark bursts since he moves so slow) or

  2. I can hear him hiding around a corner with his minigun spinning, so I throw my concussion nade around the corner and then charge in for the kill.

His balance just feels off. I don’t know what should change though, if anything changed at all. I don’t think an ability will help much, unless it was totally unique, but maybe something to do with making him more mobile while also making his minigun do less damage or something. I’m not sure.


(LifeupOmega) #20

[quote=“TheStrangerous;185819”]I do agree that minigun slows him down, in a fast paced shooter like this, turning him into mobile turret gun.
Mobility is everything in this game, even as a sniper you gottaa play aggressively and move a lot. Sad but true, Rhino’s better off with a shotgun over minigun AKA “Fat Scout”.[/quote]

And there’s the entire issue with Rhino. He’s slow, and slows down the pace of what should be a fast paced game. His entire design goes against Dirty Bomb’s core gameplay. There’s no interesting gun play with him, there’s nothing fast, he’s just a slow turret who plays the lottery on whether or not he’ll chunk out your health or tickle you.

Why they ever thought that a merc like that was a good idea is beyond me, they could have just had him be another 150-160 assault merc with an interesting ability and not just “I can shoot you with no ammo management and a meager cooldown” feat. “I can also bounce off a wall before I spin up, and then shoot you with no ammo management and a meager cooldown”.

[quote=“Dox;185841”]His balance just feels off. I don’t know what should change though, if anything changed at all. I don’t think an ability will help much, unless it was totally unique, but maybe something to do with making him more mobile while also making his minigun do less damage or something. I’m not sure.
[/quote]

He just needs a complete redesign. You’ll never be able to make a merc like that fit into this game without upsetting balance. A 200HP meatwall just isn’t fun to fight despite how easy it is to destroy him, and with a name like Rhino you’d expect a guy who charges into a fight, and not the endangered animal who gets picked off by anyone with a gun.