Rhino buff


(JJMAJR) #21

In my opinion, headshot damage reduction is better for pushing than for defending, especially the way I stated it should act like. It forces the player to only have it out for small periods of time and not keep it up waiting around a corner, lest they get into a situation where aiming becomes a problem.

I wanted something that encourages the “fat scout” gameplay instead of the “human turret” style, because the former is a lot more efficient with Rhino’s advantages over the latter.

[quote=“ThunderPro;185803”]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.
[/quote]

I’d like to see Thunder’s MK46 get stronger than what it is right now. Hell, I wouldn’t be surprised if they replace that damn thing with a Saiga 12. Or wait, I would because I pretty much given up with Splash Damage seeing the Phantom “rebalance” they did.

Anyways, Rhino’s infinite ammo weapon is a worse shotgun in every sense of its applications. It makes him less mobile, and if the character is using that thing to compensate for low ammo, it means he’s in serious trouble.

Therefore, that weapon shouldn’t even be a part of the equation.

Sure, Rhino has large amounts of hitpoints, but so does Thunder. Thunder has, in the most part, better guns. Thunder is more versatile because he can easily take down enemies with his powerful flashbangs and his assault rifles. Rhino can’t do that with a large amount of maps in the game.


(Orivar) #22

NO!

I dont want more kids to use him…


(Dysfnal) #23

He’s balanced as is IMO


(Naonna) #24

Could give him the Bastion treatment: give him massive DPS even at range, but restrict his movement while revved up: almost like a super-turret with perfect tracking. - One would have to boost his movement speed to allow for re-positioning, though or give him a periodic self-heal so he doesn’t rely on a medic.

The above idea is beyond stupid and against the spirit of the fast-paced game play: sharing its application with Bushwacker’s turret. … It’s dumb. - Still an option, though.


(Dysfnal) #25

@Naonna not to mention it would be hella OP, there is no genji in dirty bomb


(Naonna) #26

Depending on what dumb ideas people keep recommending for Phantom… (Instead of making him hard to see and faster, so he’s actually allowed to flank better than proxy, I mean.)


(Dysfnal) #27

Though I don’t want to turn this into a phantom thread, God knows we have too many of those, I completely agree, I don’t care about having a bit of tankyness if people have a bit more difficulty seeing me… People see you far too easily when you aren’t even sprinting (just basic movement)


(DexterGrif) #28

He is one of those Mercs that is difficult to balance, and its for the same reason that Phantom (and most recons imo) is still terrible. They do not belong in this game. Both focus on slow, methodical, and campy playstyles, while everyone else is running around with shotguns, SMG’s, and Assault Rifles, moving quickly with little regard to their own safety.


(Szakalot) #29

if you think phantom focuses on a slow playstyle you play him wrong.

admittedly since the EMP patch there is no right way to play phantom anymore


(LifeupOmega) #30

Have you ever played against good snipers? There’s nothing slow or campy about them.


(DexterGrif) #31

Have you ever played against good snipers? There’s nothing slow or campy about them.[/quote]

Tru


(yesser) #32

i was thinking about giving him more health when using the minigun so he could be better at pushing and to not make him op make it with a tunnel view when activated


(JJMAJR) #33

That’s more likely to be used in a defensive manner. Minigun = worse shotgun + move slowly.
Defense isn’t really that big on mobility compared to offense, which is why Phantom was much better on defense before his little “buff”…


(yesser) #34

@JJMAJR right now its the only way to play rhino is to play him in def with a medic near him and if their not just hope that the other team dont have a fragger but he is unavaible when attaking with him so giving him this little defence would be both better in defence so he dont always need a medic to camp kill or in attack so he could nicely push if we consider that he would have medics with then certenly in def it would preferbly be an aura but aura station is easy to destroy with a molotov and in attack a pheonix so he can suddenly heal him but that just on option for him to be more effective and with this ‘‘extra health’’ with the minigun i suggested he would be more independent


(JJMAJR) #35

That is much more likely to cause the problems many people brought up with the buff idea that I had given. It would slow the game to a crawl, make Rhino incredibly powerful with his minigun camp style, and add on the fact that he can use his minigun camp defense style without additional help means that the guy playing medic could just use another Rhino instead.

Not only that, but it wouldn’t change Rhino’s ability to push into a well-fortified position. Sorry, but I’d have to give your idea a big fat NO.


(terminal) #36

That’s more likely to be used in a defensive manner. Minigun = worse shotgun + move slowly.
Defense isn’t really that big on mobility compared to offense, which is why Phantom was much better on defense before his little “buff”…[/quote]
Last time I checked the minigun fired and killed much faster than shotguns did and doesn’t shoot in pumps.


(JJMAJR) #37

That’s more likely to be used in a defensive manner. Minigun = worse shotgun + move slowly.
Defense isn’t really that big on mobility compared to offense, which is why Phantom was much better on defense before his little “buff”…[/quote]
Last time I checked the minigun fired and killed much faster than shotguns did and doesn’t shoot in pumps.
[/quote]

Last time I checked the minigun has basically the same range as the shotgun and the shotgun is a lot more capable at getting in burst damage and strafing.

Rhino is fat, but keeping people away from his head is really helpful.