Rhino ideas


(Killerbannapple) #1

Before reading this keep in mind that this post is primarily directed towards the average pub rhino. This means the minigun is essentially your only weapon.

So people always complain about rhino being a low skill merc, they also seem to suggest that rhino is a low risk low reward merc. While I do agree that rhino is definitely a low risk low reward merc, calling him a no skill one is simply unrealistic. Yes, it is easy to kill enemies when they’re right next to you however to get to this point several things need to happen first. As rhino you need to pick your fights and make sure you have throughout your positioning. Running directly at the enemy while they are shooting at you won’t work as your slow, big, and need to rev up to attack with your minigun. This encourages playing rhino defensively, cautiously, and predictably. I enjoy playing rhino but I will admit that I often will resort to camping in some situations as it would be far too risky for me to attempt to move up. Due to rhinos horrific accuracy he is generally limited to cqc and since his movement speed is so low closing gaps to reach these situations is very difficult and will likely result in you dying. Now the real reason I made this post is I would like to make a few suggestions about this merc to potentially make him more viable in non cqc situations which would in turn encourage less camping and more movement when playing rhino.

Buff:
-10% increased to minigun accuracy
-25% faster accuracy recovery on the minigun
-20% longer overheat time

Nerf:
-minigun generated increased amounts of noise
-minigun will not cool down while reved
-60% slower cool down

New secondary ability, charge: cooldown 10 seconds, duration: until canceled
-can only be activated while minigun is out and cause it to quickly cool down
-on activation rhino quickly dashes forwards with increased movement speed(25% faster), and damage resistance(15%)
-downed enemy’s will be killed if passed over, deployable items will also be destroyed
-while charging you cannot attack, stop moving, or walk backwards but can cancel the attack at any time by using melee attack at which point rhino will bash the target with his minigun dealing 50% more damage.
-chopper will increase the charges damage

Ok, that was a lot of text… but wait there’s more.

The point of the changes above would be reduce the effectiveness of sitting in a corner or healing station while increasing rhinos effectiveness at offensive combat and on the go power as the game seems to be focused around. The charge is intended to be used after firing the minigun in order to cool it down and get closer to your next target. The cool down speed reduction and no cool down while revved makes movement required if your want to keep using your minigun consistently. As for the damage reduction and melee boost while charging these stats are simply there to add combat use to the ability but could easily be removed if necessary. The slight accuracy and overheat time are to compensate for the cooldown nerf. Overall my goal with this idea. Would be to encourage more offensive gameplay as rhino instead of camping or “low skill gameplay”.

So what do you think of the idea? Rhino is currently fine in my opinion and I doubt anything will change about him for a while however fun while he is severely lacking. Additionally I do not think that this should necessarily be implemented just wanted to see what everyone’s reaction to the idea would be.

I spend a lot of time on this so please judge fairly


(MTLMortis) #2

No. This isn’t diablo3 fire barb build.

You’re overcomplicating the class. If people choose to waddle around with the mini-gun out all the time, that’s their loss. I personally enjoy knifing Phantoms in the face that are coming at me with katanas and shotgunning Auras who think their going all Tigger the tiger bouncy is going to help them but don’t realise you can’t change trajectory mid jump.


(PleasantWheat) #3

I actually like the ideas for the buffs and nerfs but am not really sold on the second ability.


(Reddeadcap) #4

Personal wish is that while Rhino can’t sprint or jump with his minigun equipped his walk speed with it revved is the same as it is equipped, making him a tad more mobile.

Leading to him being versatile as the other assaults when attacking and defending and making him less medic dependant as he can still strafe a bit, to not take a face full of bullets at any given time.


(Eox) #5

No need of a second ability. Not sure about the buffs suggested : a good Rhino at the right place (with the right medic) can be extremely difficult to get rid of. It’s one of those mercs that can be incredibly frustrating to fight. Turning a Corner and ending up against a decent Rhino usually means instant death : indeed, the minigun is a 300 DPS weapon, which is by far the highest DPS in the game. Add to this the highest health pool in the game.

This is heavily counterbalanced with a high minigun spread, making him less useful against distant targets, and a low speed giving him a harder time to flee explosives. This defines for Rhino some very welcomed counters, who are oftenly needed to fight powerhouses like him : long range for outdoor and corridor fights if he sees you coming, explosives if you have to catch him around a corner. If we make it so the minigun becomes more useful at longer range and Rhino becomes more mobile (as suggested by @Redcap ), it could be wise to tune down that killing potential.


(Ritobasu) #6

Here’s my own suggestions on how to make Rhino relevant in almost every map without a drastic overhaul:

  • Increase base movespeed from 350 to 360
  • Increase movespeed while revving/firing minigun by 15%
  • Allow Rhino to jump and walljump while spinning and firing the minigun, at the cost of maximizing his spread. This will make him a much more difficult target to headshot, but he will have a very hard time killing someone quickly beyond point blank range.
  • Decrease spinning time before firing from 1s to 0.7s (not actually sure what the spinning up time is, but let’s just assume it that for a sec)
  • Nerf Nitro Boost from 50% decreased startup time to 35% (new spinning up time before firing is now 0.455s instead of 0.5s)
  • Ice Cold not only increases the overheating threshold by 40%, it also counters spread increase of the minigun by 40%
  • Introduce a new augment to Rhino cards: Lightweight Pack, which increases the speed of mercs using their ability weapon by 25%. This bonus will apply to Rhino while both running with his minigun and firing/spinning it. (This augment should also be available to Nader)

All these changes will give Rhino some much needed mobility in a game heavily themed around movement, as well as introducing a variety of augments to his cards that can be useful depending on your playstyle instead of bottlenecking everyone to R93.

Rhino is now appropriately the undisputed king of CQC and a menace even at midrange. Let the tears flow


(Sorotia) #7

[quote=“MTLMortis;136868”]No. This isn’t diablo3 fire barb build.

You’re overcomplicating the class. If people choose to waddle around with the mini-gun out all the time, that’s their loss. I personally enjoy knifing Phantoms in the face that are coming at me with katanas and shotgunning Auras who think their going all Tigger the tiger bouncy is going to help them but don’t realise you can’t change trajectory mid jump.[/quote]

I personally was thinking Tychus from Heroes of the Storm…he has a ability called Run and Gun, which is basically what the OP is proposing.

[quote=“Ritobasu;137505”]Here’s my own suggestions on how to make Rhino relevant in almost every map without a drastic overhaul:

  • Increase base movespeed from 350 to 360
  • Increase movespeed while revving/firing minigun by 15%
  • Allow Rhino to jump and walljump while spinning and firing the minigun, at the cost of maximizing his spread. This will make him a much more difficult target to headshot, but he will have a very hard time killing someone quickly beyond point blank range.
  • Decrease spinning time before firing from 1s to 0.7s (not actually sure what the spinning up time is, but let’s just assume it that for a sec)
  • Nerf Nitro Boost from 50% decreased startup time to 35% (new spinning up time before firing is now 0.455s instead of 0.5s)
  • Ice Cold not only increases the overheating threshold by 40%, it also counters spread increase of the minigun by 40%
  • Introduce a new augment to Rhino cards: Lightweight Pack, which increases the speed of mercs using their ability weapon by 25%. This bonus will apply to Rhino while both running with his minigun and firing/spinning it. (This augment should also be available to Nader)

All these changes will give Rhino some much needed mobility in a game heavily themed around movement, as well as introducing a variety of augments to his cards that can be useful depending on your playstyle instead of bottlenecking everyone to R93.

Rhino is now appropriately the undisputed king of CQC and a menace even at midrange. Let the tears flow[/quote]

So basically make Rhino OP by eliminating pretty much every downside he has?

Why not add a augment that will tether a Aura station to his ass as well? Just in case someone might dare to have the skill and audacity to kill him without the use of explosives…


(Ritobasu) #8

You could still kill him the same way you can now, what is the problem?


(Sorotia) #9

You’re taking his weaknesses away? He is hard to kill if you aren’t a heavy merc with great aim? Or a merc with explosives?


(Ritobasu) #10

He would still be a relatively stationary merc if he ever wants to use his ability, and extremely vulnerable to getting ganged up on. All the buffs do is mostly giving him additional mobility to help evade enemy fire

If you are complaining that he would be OP in 1v1 situations or bottlenecks, well that’s exactly what he’s supposed to be good at