Jump to content
Ghostapple

Official Ricochet Thread

Recommended Posts

I've tried contacting the trio (Jess, Andy, Quinn) but they didn't reach back.

Inb4 bravo and quinn both are sitting in a bar throwing back so good drinks and chillen.

Share this post


Link to post

I haven't been able to play with a to4 yet so could somebody fill me in how it plays with actual teamwork and whatnot?

  

Power weapons are important off spawn because the ball doesn't spawn for 10 seconds. so you have 10 seconds to grab power weapons and or setup strats. Haven has some awesome jumps and throws to use that are really fun.

  • Upvote (+1) 1

Share this post


Link to post

After playing more, I like Haven ricochet.  You can throw the ball from random spots and it's hard to intercept.  The only thing I don't like about it is that the SD spawns literally right next to blue spawn and doesn't ever switch.  Red team gets the needler... makes sense....

 

Adrift.... the goal should be where the flag spawns.. still easy to throw it in but quite hard to run it in.. Where the current goal is makes it too easy to score.

Share this post


Link to post

I see Adrift getting a lot of hate, and after playing some clever teams I think it deserves to be left around and developed a bit.

 

During our games last night, we were able to stop the lift 50 pt attempt 75% of the time by sacrificing one member of the team with the jump trick, forcing both the ball carrier and our teammate to fall.  I always play jet pack, so as long as I'm in goal and paying attention I should be able to catch most throw attempts (people tend to lob it to be safe, this makes it much easier to intercept).  What we started having problems with on Adrift was the attic attempt, as the one team we were playing against basically used some rugby shit (http://www.betterrugbycoaching.com/images/rugby-drill-content/rugby_drill_image10.gif).  Granted, when 4 guys huddle up and run in like a pack it's usually easy to multi kill, but with a decent formation and a little bit of distance they'd run in in a line formation, ball guy out front, the three behind him laying fire across our base; we'd kill the ball guy but the next player in formation would side strafe and lay fire until he picked up the ball and continued on.  With a decent bit of competence, this is a pretty solid tactic to pull off, especially considering if your whole team doesn't have a view of the attic entrance to your base, they're going to get the 50 pt attempt.

 

I wasn't a huge fan of monolith, but I don't particularly like that map to begin with (aka, I usually play it poorly), so I don't think it's fair to pass judgement.

 

I did like Skyline though, although it can be pretty difficult given the three entrances to your base.  You have to be very careful with player positioning on that map, because as I'm sure most of you know from CTF, Skyline plays a lot smaller than it feels, as the outside (the open side) can get you from one base to another quickly, and if the upper entrance to your base is being defended, it's a quick change to bring it in through the lower entrance.

 

Haven rocks, as everyone has said, and is definitely the rock star play map.  You can make shots from just about anywhere on the map, and it forces teams to really play strong as goal keepers, because there are going to be a lot of hail mary attempts. 

 

Solace I'm indifferent to currently, most of the games I've played on it have been complete wipes so I haven't seen anyone do anything remotely clever.

 

One thing I'm unsure of, how are ball spawns selected?  Are they random, in some specific order, or determined by who last scored?  The lower adrift spawns right next to lifts into mid halls make for some very very quick goals if you aren't setup right, I'm not sure how I feel about it if it isn't weighted in some way (favor the team who was just scored on?).

 

Also, while at first I was annoyed by the respawn times, our team has started to work on baiting players.  If someone on your team has the ball and making an attempt, don't just blindly run around slaying, because all your doing is making their life harder.  If you're running escort for the carrier, slay away.  If you're not, and you've got the attention of enemy player(s) a decent distance from the base, keep them alive and kite them around the map.  Not only will they not be firing on your ball carrier, but you also aren't just running around supplying reenforcements at the enemy goal.

 

I think that's enough for now.  Honestly, I LOVE ricochet, and it's introduction with the reinvention of Pit has reivigorated me for H4 even more.  I tend to play a pretty traditional slayer/objective support role for our team in CTF, and use jet pack 100% of the time, so taking my sort of lone soldier highly mobile playstyle into the sport like setting has been an awesome experience, and one I've wanted in Halo for a long time (I'll be honest, I think grif ball is just stupid).

  • Upvote (+1) 1

Share this post


Link to post

I don't like how a player will always spawn on his base, no matter the position of the enemy team. I also don't like how the respawn time is just 5 seconds. 

How long do you think the respawn time should be? 10 seconds? and do you think that the spawns should be setup like slayer so if people are in your base that you should spawn in the enemy base?

Share this post


Link to post

One thing I'm unsure of, how are ball spawns selected?  Are they random, in some specific order, or determined by who last scored?  The lower adrift spawns right next to lifts into mid halls make for some very very quick goals if you aren't setup right, I'm not sure how I feel about it if it isn't weighted in some way (favor the team who was just scored on?).

 

 

Balls do spawn in order, but the option to make it random is there.

Share this post


Link to post

So far only the pit is enjoyable for me, haven wasn't that fun. Even though the pit is a bit broken due to the long lanes that you can throw the ball, but that could be helped by reducing the movement speed.

 

Also on a bit of another topic, (thought about making a thread about this) but what kind of map do you guys think would work perfectly for ricochet? Cause I personally think that there needs to be a map build around the gametype and that's what I'm working on. So I need your opinions.

 

Currently I think that a more enclosed map would work better since throwing the ball would be less effective. Also having a different goal that can be thrown in and a goal that would need to be walked in.

 

The point score that I had in mind for that was:

- score to win: 10

- walked in goal: 3

- thrown goal: 1

Thoughts on that aswell?

Share this post


Link to post

How long do you think the respawn time should be? 10 seconds? and do you think that the spawns should be setup like slayer so if people are in your base that you should spawn in the enemy base?

 

 

 

yeah that would be good

Share this post


Link to post

I absolutely HATE that after you throw the ball you can't sprint right away.  I'll do it to move the ball quicker especially if the other team is caught away from their goal but it is a HUGE pita.

 

And if the score is tied there needs to be an overtime like first team to score wins.

Share this post


Link to post

Yeah Solace is horrible. Finally played it for the first time. What were they thinking? 

 

Wish I had the map packs so I could play Pitfall and Skyline though. 

 

edit: @Waiho

 

Can you place gravity volumes on Pitfall? If so you could probably put one way up on the map so if you throw the ball it comes back down. Unless balls are not effected by gravity. 

Share this post


Link to post

Haven is an interesting but very exploitable map in terms of spawns

Adrift is horrible, not big surprise.

Solace could have been really good, but the BiR and the Incin Cannon really bring down the quality of the map.

I have yet to play any DLC maps enough to fully appreciate their flaws and strenghs. I played Skyline once; it was alright..

Share this post


Link to post

Just played several games of Ricochet on Haven and Adrift. 

 

1. First thing that bothered me is the sheer amount of waypoints on my screen. It's hard to focus when there's 2 goals, a ball, teammates waypoints and ordnance markers everywhere.

 

2. The throwing mechanic hinders this gametype more than it helps. There's not much reason to pursue and retain map control when your enemies can simply throw the ball into your goal, they can even do so accidentally. Players seem to rather take the chances to toss the ball for less points than to use teamwork, get 3 or 4 down and make a push.

 

3. Spawn trapping on Haven is bad.

 

4. Ball carrier movement speed should be slow or the same as base player speed.

 

5. Use current map variants found in other playlists! That should be a no brainer....

  • Upvote (+1) 1

Share this post


Link to post

Just played several games of Ricochet on Haven and Adrift. 

 

1. First thing that bothered me is the sheer amount of waypoints on my screen. It's hard to focus when there's 2 goals, a ball, teammates waypoints and ordnance markers everywhere.

 

2. The throwing mechanic hinders this gametype more than it helps. There's not much reason to pursue and retain map control when your enemies can simply throw the ball into your goal, they can even do so accidentally. Players seem to rather take the chances to toss the ball for less points than to use teamwork, get 3 or 4 down and make a push.

 

3. Spawn trapping on Haven is bad.

 

4. Ball carrier movement speed should be slow or the same as base player speed.

 

5. Use current map variants found in other playlists! That should be a no brainer....

Haven spawning is a little wierd, also yes i agree ball carrier movement should be slow like oddball. 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use & Privacy Policy.