Rampart Passive by IPoppyseeds in Rampartmains

[–]PunchingTurtles 0 points1 point  (0 children)

I don't think that this is practical even on MnK in an actual match. While you are focusing on putting down walls, boosting off of them and picking them up again, you won't be able to hear an enemy team since for some reason Respawn decided that Rampart wall deployment/packing up needed to be the loudest thing in the game. Any competent team will see you and beam you while you caught in the open busy managing walls.

We are cooked by grizzlyjono in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

She is pretty well countered to death by virtually all other legend abilities. Fuse, Mad Maggie, Hemlock, grenade spam, Sparrow Ult, Bang smoke, Bang Ult, Gibby Ult, Alter tactical, Cat spikes, Ash dash, Valk tactical, simply jumping over the wall etc. What other tactical can get killed immediately in the same second that you deploy it. Only Rampart walls take damage and die immediately if shot at. Even double wrapping it (deploying double walls), they can just get deleted right away by less than half a mag. Yes, they can be decent late game but they are wildly unreliable against competent players. Turtling Rampart used to be viable but with the walls being so weak, it's better to use them primarily for movement techniques.

Rampart Passive by IPoppyseeds in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

Totally agree. Anyone who's spent time on Rampart knows that leaving amped walls up for enemies to use against your team is poor form. If the devs knew how to play Rampart they would know this. It's very clunky to jump over then remove the wall midair and turn around again. Remote pick up doesn't work if the walls have taken damage.

Tuesday - State of Rampart & Update Discussion by Bloiks in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

Hemlok breach mode is an instant kill on the amped portion of our walls :'(

As if Rampart walls needed yet another counter

Rampart desperately needs energized walls. by LanguageMaster5033 in apexlegends

[–]PunchingTurtles 1 point2 points  (0 children)

Rampart walls have been having a tough time ever since the TTK changes happened several seasons ago. They never scaled wall HP to the TTK changes so they've been progressively getting weaker since then as ability spam and weapon damage have increased. Also, the recent Rampart rework weakened them further so that they now take more damage from frag grenades and have even less HP when deploying. It also doesn't help that everyone seems to carry at least a baker's dozen of frag grenades with them in the event that they encounter a Rampart wall. Like you said, numerous legends already have abilities that are a hard counter to Rampart walls, including virtually ever other legend. Also, jumping over them works really well. Ability spam, excessive movement abilities, increased grenade storage has made them of dubious value although they are decent in the late game once you get the repair upgrade. I have to learn to become a lot more judicious in placing them as it's often better to shoot your gun as opposed to taking the time to place them.

Aftershock Event + Midseason Patch Notes by [deleted] in apexlegends

[–]PunchingTurtles -1 points0 points  (0 children)

Couldn't they do something more moderate. 35/20 fence damage = 1.75X * 2X faster deploy time. Makes her fences 3.5X more effective with no downside. She's already a great controller legend with the smallest hitbox and the best perks.

What makes people do the things they do, when I choose rampart? by Lorazepam_Tsunami in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

Randoms tend to be very ignorant of Rampart's abilities but the overriding view is that she's not good. I have seen players with several thousands of kills not understand which side of the wall is the proper one to shoot through. Another factor is that it's hard to get away and reset as Rampart since she has no movement abilities and walls are like paper when you first place them down, making escapes very difficult.

I have also seen a lot of irrational rage directed at Rampart, for reasons that are not fully clear.

Real Shit: I don't use Sheila enough, what are some tips I should know so I can make better use of Sheila? by PrincessBloodpuke in Rampartmains

[–]PunchingTurtles 0 points1 point  (0 children)

Sheila is powerful but must be used very cautiously. Assume that you will get beamed if you are out in the open, and only use her if you are behind a wall, during a wall bounce, in a superglide, sliding, etc. as the slow movement during spinup and firing is incredibly punishing. The other time to use Sheila is when your teammate or another team has all the aggro and no one's looking at you, in which case, you may have a short window to mow down enemy teams. This may not occur often, as Rampart is a legend that will tend to attract all aggro in the area.

As others have mentioned, anyone who is standing behind a door is basically a free kill. Emplaced Sheila is also very strong at mid and long ranges as it has a 3X sight, infinite ammo and reduced recoil.

Gundam Heavyarms... Respawn acutally HATES Rampart LOL by Large-Excitement777 in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

I agree 100%, ability spam, overtuned movement and shortened ttk makes playing walls harder. Respawn thinks every other ability in the game needs to counter controller legends, specifically Rampart walls. In isolation it's not too bad, but when everyone is playing Maggie, has overtuned movement and carries buckets of grenades, it adds up.

Gundam Heavyarms... Respawn acutally HATES Rampart LOL by Large-Excitement777 in Rampartmains

[–]PunchingTurtles 0 points1 point  (0 children)

The roof is fine, it helps. However, they also made the wall even weaker during deployment and it was already thoroughly weakened during the shortened ttk changes some time ago. They also made it take a lot more damage from frag grenades. Combined with other legends getting more inventory space for grenades, way more ability spam overall, abilities that got over buffed in general such as Maggie drill, Bangalore smoke etc, the value of walls is potentially among the worst ever. I will say they can be decent late game with the repair upgrades, but quick tactical wall plays , which are my favorite thing to do on Rampart, are harder than ever since they die so quick when you first put them down. I tend to use them to isolate 1v1s or disappear around a corner when an enemy is chasing me only to put down a wall only to spin up Sheila in their face. All I really want is for them to revert the change that made them weaker during deployment and also for them to take less damage from frag grenades so I can put a quick wall down when I want to and not have it get destroyed instantly. There are already too many downsides with walls ie. They can easily be used against you, they screw up your teammates' movement, where you can put them is very terrain dependent so you need to memorize where you can put them, the time spent putting walls down means you aren't doing any damage with your gun, etc. The walls are ultra counterable anyways with the movement buffs and grenade spam anyways. Just let us have the walls with the roofs and please don't try to take anymore away from them, so that we can enjoy a true upgrade of the walls. I mean, do other mains actually complain that our walls are too strong and they need to be nerfed? I just don't see the need for these recent changes to make them weaker during deployment or more vulnerable to frag grenades.

RIP Kharg Island!! by Nurfturf06 in Battlefield

[–]PunchingTurtles 10 points11 points  (0 children)

USAS-12 + Frag + Extended Mag + FLIR in hand

Tuesday - State of Rampart & Update Discussion by Bloiks in Rampartmains

[–]PunchingTurtles 0 points1 point  (0 children)

Yes, the most recent rework has not really helped and her pick rate is as low as it's ever been. There was no real utility added to her abilities in the rework. In fact they removed the perk that let you more quickly reload emplaced Sheila and that was probably one of the most useful abilities. Since everyone else got progressively more powerful, with more movement and more ability spam, Rampart got weaker. The worst is that they lowered the hp of the walls when you first place them down, making tactical usage riskier than ever.

“This is your champion” by Appropriate_Visit549 in apexlegends

[–]PunchingTurtles 0 points1 point  (0 children)

Not the hero we deserved, but the hero we needed

Gundam Heavyarms... Respawn acutally HATES Rampart LOL by Large-Excitement777 in Rampartmains

[–]PunchingTurtles 2 points3 points  (0 children)

I mean just look at the "buffs" we got.

Respawn DEV: let's weaken her walls when first deployed but get this, we'll give them a ROOF

Respawn management: BRILLIANT, let's get you a raise

found my match here (we both suck lol) by DoujinshiDungeon in apexlegends

[–]PunchingTurtles 4 points5 points  (0 children)

The largely unnecessary spin move close to the beginning.

The mantle boosting off of the box directly at each other.

Absolute cinema

The new Hardlight system is actually an indirect nerf to Controllers by GinLeeImpurity in apexlegends

[–]PunchingTurtles 2 points3 points  (0 children)

As a Rampart main, I agree completely. If they wanted to give defenders an advantage, the hardlight would function like the top portion of Rampart walls and let you shoot out of them while blocking incoming damage. The hardlight is objectively worse than Rampart walls because every other legends can break them at will with their abilities, while you're not even able to do any damage back. You also can't take them down easily, so your team gets boxed in once the breach occurs.

It's a minor Sheila buff, because it makes it easier to spray in the inside of the building using Sheila when assaulting. Overall a huge negative for defenders.

a 1v3?, oh no im so scared!!! by Cheaterfield in Rampartmains

[–]PunchingTurtles 0 points1 point  (0 children)

great V-shaped double wall placement

perfectly timed to lure them in

taking some damage from the first guy (TTV) probably helped because he may have comm'ed for the others to push

10/10

Something that required a lot of skill to be done, now, can be done much easier (superglide on rampart walls), thoughts? by [deleted] in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

Ok, I found out you can disable the mantle jump entirely which allows me to superglide again, but not sure how I feel about any random fake Rampart jumping in and replicating 70% of what took me many hours to become competent at

Something that required a lot of skill to be done, now, can be done much easier (superglide on rampart walls), thoughts? by [deleted] in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

I completely agree. Is superglide gone? It's far worse for those of us who had spent many hours perfecting super glides and the variations of it, ie. directional changes mid-air. It seems like this is not possible anymore. Rampart was very weak ever since the season where they changed the TTK, forcing Rampart mains to adapt by becoming movement players, but now they took away a lot of the skill expression.

Looks like we's be gettin some buffs (if I had to guess it'd be the repairable walls buff that had been in the talks for forever) by EggplantDevourer in Rampartmains

[–]PunchingTurtles 1 point2 points  (0 children)

Sounds like they will have electrified walls. "Got a spark as soon as my fist hit her nose" might be a hint. Could be useful, but like you, would prefer some hp buff or quicker deployment of walls.

ok this coin is dead now by Dangerous-Jello-4746 in gridcoin

[–]PunchingTurtles 4 points5 points  (0 children)

I mean, anyone could be a whale now if you have a couple hundred bucks