I rebalanced the Rinoceronte, feedback is appreciated. (This is Long winded)

Hey all, these are my ideas for rebalancing the Rino. It’s one of my favorites but undoubtedly underpowered and hard to play in the current more fast-paced meta. The problem undoubtedly lies in the terrible DPM of the gun. Other things could be tweaked but I will get to that in the end. I tried to be relatively fair and balanced to what the Rino should be, a Support Heavy Tank.

With it being at the top of the Tech Tree I highly doubt they will change it but I have fun with these discussions.

Current stats for the DPM and Reload for the Rino are as follows:

OLD/BASE with 100% Crew:

3rd Shell Reload: 15.37s DPM: 1913

2nd Shell Reload: 16.64s DPM: 1766

1st Shell Reload: 19.58s DPM: 1501

Interclip Reload: 4s

Total Reload for all three shells 52 Seconds.

OLD/WITH BOND EQUIPMENT/BIA/FOOD ETC

3rd Shell Reload: 13.8s DPM: 2132

2nd Shell Reload: 14.96s DPM: 1969

1st Shell Reload: 17.56s DPM: 1674

Interclip Reload: 4s

Total Reload for all three shells 46 Seconds.

The problem for me is even though it is an Auto-reloader the time for just one shell is way too long, and the punishment for using that third shell drops your DPM by over 21%. Having to use that shell in an emergency severely hampers your flexibility. Even with Bond equipment/Crew Skills/Food, The Rino is still FAR behind anything remotely competitive at Tier X.

Here are my changes:

IMPROVED/BASE with 100% Crew:

3rd Shell Reload: 13.5s DPM: 2177

2nd Shell Reload: 14.5s DPM: 2027

1st Shell Reload: 16.25s DPM: 1809

Interclip Reload: 3.5s

Total Reload for all three shells 44 Seconds

IMPROVED/WITH BOND EQUIPMENT/BIA/FOOD ETC

3rd Shell Reload: 12.05s DPM: 2438

2nd Shell Reload: 13s DPM: 2261

1st Shell Reload: 16.25s DPM: 2085

Interclip Reload: 3.5s

Total Reload for all three shells 39 Seconds

Additional Changes:

Turret Armor:

190mm to 205mm

Dispersion Values:

When Moving: .30 to .25

When Turning: .30 to .25

Forward and Reverse Speed: 40/12 to 42/14 Respectively.

These changes will help the tank be more competitive without throwing out its place in the game as mid-range support and give it the flexibility it needs to survive a close-range encounter. It will still maintain rewarding gameplay when a player is patient and manages his ammunition correctly.

Notes:

DPM and Reload are taken without account for Field Mods.

Dispersion is improved to allow Rino to hit more shots and make the gun less derpy.

I took into account the absolute punishment it is to use your 3rd shell. While you are still punished it is slightly more forgiving.

Thanks for reading!

submitted by /u/GingerFirDayz
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