Rhino CRAZY strong in certain maps


(gloomyRequirement) #1

Inb4 “nuhhh rhino wek, u am play against idots”/“look gloomy is trying to find out how many disagrees he can fit up his ass this time lole”

He is mentally strong in maps where close combat is forced. So I’m looking at about every single ranked map apart from Dome(but dome sucks make me). I’ve had 2 games where we had 4 rhinos and only the rhinos were getting kills, at one point it was nothing but rhinos and pocket medics. It was about as pathetic as it was funny.

I’m playing ranked on gold “specialist”(???, with 3 stripes) but I’m aware ranked stats don’t say much yet. I hope he will NOT get any future buffs AT LEAST - for he’s already in a RAELLY good spot, if not TOO good.


(Amerika) #2

I have to request that you please make threads in the proper forum. I’ll go ahead and move this one from General to the Merc discussion forum.


(Mrarauzz) #3

Hmm idk I faced rhinos in comp and their team didn’t do well and we easily won. One match was on chapel and the other was bridge rhino. My team did counter the aura pad and medics properly then he was just easy headshot magnet. I don’t think Rhino is that strong when you keep your distance and pester them with explosives, but I can see how a bad team composition can leave you pretty weak to a rhino.


(blisteringOwlNest) #4

I have seen more rhino play recently, and it sucks when people dismiss him out of hand, and he can be very effective if played right. However, any merc is op if there’s loads of them.


(AlphaUT) #5

Yet there is another thread about how to buff Rhino


(Reddeadcap) #6

As an assault, Rhino excels best in really close range an tight areas, mid range if you tap fire at the price of slow movement speed an an obvious way to know he’s nearby.

He’s very medic dependant, unlike other assault mercs and is more situational compared to them, Nader being best at longer ranges and Fragger somewhere inbetween and Thunder is out of the question due to how terrible he, the mk46 and conc grenades.

Saying he’s good in some situations is like saying that Vasilli is good on maps with long narrow paths.


(Ritobasu) #7

Rhino is simultaneously overpowered and the punching bag of all mercs at the same time. People aren’t saying he’s weak, more that it’s difficult to do consistently well in all situations, especially if the enemy as a brain and won’t let you force situations into your favor

Yes, he’s built for close quarters but still gets destroyed by indirect fire and being a sitting target for headshots as opposed to Nader and Fragger


(bizarreRectangle) #8

He may need a bit of a rework (or just adjustments), I feel he’s kind of dumb. But that doesn’t mean he’s overpowered, he really sucks in even mid range. But at the same time it can be frustrating when rhino and aura are humping the health station (which I think needs to be changed), although I think just aura is bad enough.


(Reddeadcap) #9

I have a semi-crazy suggestion that Rhino should walk with his minigun revving as the same speed as he has it or other guns equiped but can’t sprint with his minigun equiped anymore so he can walk at a more decent speed to make him less medic dependant and a bit better at helping with a push if he’s attacking, but still vulnerable.


(bizarreRectangle) #10

That’s creative. But with the current dps of the minigun it might be a bit too much.


(PleasantWheat) #11

@bizarreRectangle I doubt it, hes already a massive target and atm if you are spun up before you go around a corner you are more than likely going to lose 40-60hp before you even see whats shooting you because of his hitbox. Giving him a better spun up speed would really help him out of his niche role. Hes still going to be food for mercs with aoe abilities tho so personally I don’t see a speed buff as much of a problem.


(bizarreRectangle) #12

Speed buff, faster spun up walking, and spin speed? You’re going way overboard. If he’s able to cross over mid-range with his walking speed WHILE firing his 300 dps minigun, that’s a bit too much imo. It isn’t buffs that rhino needs. Rhino is only truly good when he’s humping a medic station, that’s bad.

A change similar to what redcap suggested would be good. Make his close range less ridiculously good. Make his mid range less ridiculously bad. I think he should be more viable at longer ranges, be less medic-dependent, and a bit more mobile. I’m not too sure as I haven’t thought this through that much but those are just things that were on my mind. Just have something that isn’t the rhino we have now.


(PleasantWheat) #13

I meant just changing his spun up movement speed but im a dumbass and referred to it in 3 different ways… if i were anymore inbred i would be a sandwich XD I’ve seen people proposing ideas for having the minigun spread be about half of what the max spread is now but having the spread be static or having the minigun spread work in reverse (more accurate the closer to overheat but garbage starting accuracy), I’d like to see how these would play out in game but SD would NEVER try something so experimental in the live game.


(bontsa) #14

Also with Redcap’s idea, since sprinting would be only possible with other weaponary than minigun, we might actually see bit more Shotgun / Revolver action Rhino. Oh my goodness, Rhino has OTHER weapons than Minigun?! You telling me some augments on him could actually see use instead of only Nitros?!

…no, that’d be silly, nothing beats Nitros anyway. Meh. But sh!tguns doe!


(RedBeard) #15

Don’t forget to nerf all of the explosive mercs to make him more effective. Oh wait they are doing that now. hahahahaha