Rhino: First Impression


(umberInlet) #1

To be frank, Rhino is definitely strong, even without a Medic by his side. When he’s right up your face, you won’t even have time to aim for his head, so head on attacks won’t work on him (of course). Though, I’ve had issues where I’ve poured bullets into his head from behind, and he’ll quickly look from behind and shred me, while retaining a third of his health, which is just insane. His minigun also has really decent range as well, at distances where I thought that it shouldn’t shred me. And a final note, though the minigun is suppose to emit sound, I could only hear it during it’s initial windup. Once that initial start is over, I could no longer hear the minigun. This could be either a bug of some sort, or my volume was too low.

Overall: Pretty much OP, especially if you end up with 30k points at the end of an Stopwatch game.


(Parmenion) #2

I try it yesterday, his range is poor but the damage is insane a close range. With a medic you are a rock.

I like him, he can make a difference with a shitty team.


(Temporary) #3

If they’re intentionally winding up the barrel using alt-fire you’ll hear him otherwise it’ll just be bullets.

I was getting absolutely rekt when using him (probably playing him wrong), one artillery strike will take him out if you take the full brunt of the explosion and he’s a walking target for snipers or if you’re quick enough shotgun users.

The kill range of his minigun is below average at mid to long range unless you’re firing down a corridor and they don’t have anywhere to go.

Not what I would describe as overpowered especially on open maps but get this guy into a tight space generally he will come out on top.


(Szakalot) #4

Minigun loses accuracy (and quickly) the longer it keeps firing. If you don’t have obvious counters at hand (long range/sniper/explosives) the best way to approach a rhino is from cover.

You can hide behind a corner, Rhino will most likely keep shooting, and start to drop in accuracy fast. pop out and score some heads, hide again. If he stops shooting, pop out and ding-ding before he fires again.

Minigun has amazing DPS, but only against exposed targets up close, try to use low-cover objects like boxes&cars, etc. to make him waste shots.


(honorableNemesis) #5

I’ve not played Rhino yet, but I’ve played against him in the current version. He seems to have a high amount of health, about on Fragger’s level, and his minigun does incredible damage at short to medium range.

The main problem I have with fighting Rhino is that his minigun spins up in a ludicrously short amount of time. Maybe it’s just me, but it seems like the way he can have his minigun already spun up would indicate that he’s using that to counteract the downside of not being able to fire, and yet even when he’s at rest he’s able to hose down targets absurdly quickly.

Maybe he should have a longer spin-up time to make up for that, otherwise we’ll likely see defensive teams made largely of Fraggers and Rhinos somewhat soon.


(worthyStew) #6

It’s always the same, those that die from something yells OP. I main Rhino and it’s not all fun and games as you might think. I suggest picking up Rhino when you got the chance and then join competetive gameplay and come back and write your story with linked youtube videos of your awesome adventure with a 15 meter range minigun in a 100 meter range game.

Pros and cons of the Rhino as I see it.

+Low time to kill (very close quarters).
+200hp, most of the mercs.

-Short range.
-Very poor accuracy when sustained fire.
-Barrel spinup (think it’s like half a second, and 500ms difference in competetive play = you’re dead).
-Slowest movement of all the mercs, a LOT slower when barrels are spinning.
-Makes noise when barrels spin so you can hear the Rhino, as well as has the most distinctive sound when firing so people are alerted to your location as well as that there is a Rhino coming.
-Biggest merc visually as far as I know, big target.
-Can’t jump while spinning, now that may not sound like a lot, but in a sprint and jump around kind of game it’s a huge con.

Probably a few more cons, however that said, Rhinos can “snipe” with minigun at medium+ range. It takes practice and short bursts. Issue I have with that is that it is extremly random. Because the crosshair and bloom are so large (largest amoungst ANY weapons ingame, including shotguns even when jumping) that the time to kill is extremly varied. Sometimes you may rip off half someones HP in just a couple of bursts. Other times you can’t even put a dent in them with sustained bursting over time. So you have to pray to the RNG gods that the first volley of bullets are tight and on target.

Oh yeah like to add that you can make Rhino work, specifically with an Aura medic behind you, then Rhino does shine quite a bit.


(hotpinkReel) #7

Funny. It’s possible I’m just a massive baddy, but I’ve found Rhino to be largely non-threatening without an Aura to back him up. I got him, and there’s very little I can get done on my own. The minigun is something you can really only use when holding a position. If I try to run around with it and somebody jumps me, usually I die during spooling, before I can get a shot off. Likewise, when I see other Rhinos do the same, I can just kill them before they can spin up. Most of the time, anyway.

That said, with an Aura, he’s bloody dangerous. But he’s still pretty situational. He really only shines in tight, enclosed spaces. The lack of range on his minigun limits his utility. I have trouble determining whether he’s situational, or if he just needs a slight buff in some areas. Most classes can be used on pretty much any map, but (against good players) I struggle to do well with Rhino on the more open maps, like Trainyard or Chapel. There aren’t many good places to bunker down, you lack range, you’re a big target, and you’re slow; players who have good aim, or are at least smart enough to shoot the heal station first, will get you. But, against bad players he can hold with a heal station without any trouble.

Something that I think would be a nice change; instead of adding awful bloom on the MG, tighten the CoF, but give the MG terrible damage drop off. It would still do terrible damage at range, but it would be consistently terrible, rather than completely random. I would also like to see some changes that give Rhino a bit more independence, but I’m not exactly sure what those would entail. I do have on idea though. I think one of the big problems when operating alone is that people can just whittle you down. They pop off a few shots, then retreat to cover. Being so big and slow, you can’t really catch up to them, and often you lack the speed to retreat to a better firing position. You can scare them off, but they’ll quickly come back to get another shot in. It’s a death by one thousand paper cuts sort of deal. A possible solution is tweaking his regen so that it accelerates by some small amount the longer he’s out of fire (with a 5 second delay or something after being shot before kicking in). In my mind. It isn’t a direct benefit to gun fights, and it doesn’t enhance his survivability with a medic, but only increases his survivability alone. That’s probably the biggest thing he needs, in my mind. Increased independence.


(nahs.) #8

My only issue with Rhino, is the special ability timing usage, it seems as if a Rhino is constantly using it, I never see the shotgun out. It’s as if it’s the main weapon.

If there was timing or maybe even limited ammo, that wouldn’t make him so OP.


(GregHouseMD) #9

[quote=“opaqueShark;24861”]My only issue with Rhino, is the special ability timing usage, it seems as if a Rhino is constantly using it, I never see the shotgun out. It’s as if it’s the main weapon.

If there was timing or maybe even limited ammo, that wouldn’t make him so OP.[/quote]

It pretty much is a second primary, though. Just like Nader’s launcher.


(nahs.) #10

[quote=“GregHouseMD;24892”][quote=“opaqueShark;24861”]My only issue with Rhino, is the special ability timing usage, it seems as if a Rhino is constantly using it, I never see the shotgun out. It’s as if it’s the main weapon.

If there was timing or maybe even limited ammo, that wouldn’t make him so OP.[/quote]

It pretty much is a second primary, though. Just like Nader’s launcher.

[/quote]

I do believe the Nader doesn’t rely much on the nades but also on the other weapons, something that Rhino doesn’t consist in.

I believe the only classes/weapons that can take Rhino down the easiest is Vassili and shotgun - but, even there he can just turn around and take you down in less than a second with headshots.

All classes have weakpoints, if you take a look at Rhino, he doesn’t have many, other than a single headshot from Vassili or other special ability (explosives).


(umberInlet) #11

After playing against and with Rhino’s for a while, I now feel that Rhino is in an ok spot. The only issue that I still have with him is how he can burst fire his Minigun and shoot at farther distance. The only change I want atm is to have his minimum starting spread on his Minigun to be increased a bit.


(goodField) #12

RHINO’s strength is literally in his ability to 1vs1 capability. If you coordinate with your team to bring him down, he will melt – even with a Sawbonez and Aura. Focus Fire is the big thing with Mercs -like- Rhino, if you ignore him, he’s going to wreck your face. But he is crippled under pressure from 2 and even 3 enemies.

He can’t retreat easily, he has nothing to make you have to disengage like a Fragger, Kira, Nader, or Skyhammer. He has a lot big guns, and nothing else going for him. Use that X key, and he’ll be buttered toast.


(fancifulBrook) #13

Rhino should turn into dust when he dies so he can’t be revived by medics.


(flameChicken) #14

Bridge during the barrier area, Rhino will suffer unless in that alleyway, that is his only way to fight. He is a rock but easily countered, the underground is defintely his best map, Terminal he will excel in there as well.


(ostmustis) #15

He is a rock in a world of paper.