Risk of Rain 2

Risk of Rain 2

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Mul-T is Bad
Let me preface this by saying, Mul-T isn't unplayable, just that its runs are more consistantly unsuccessful.

Lets start with stats:

-Mul-T does happen to have the highest hp in the game with the greatest additional hp per level, but this is where his upsides dwindle already.

-Mul-t has the lowest base damage with the lowest additional damage per level

-Mult-T has the low end of health regen, 1 base and +.2 per level(tied for lowest with all but 3 with greater hp regen)

-Mul-T has the same "speed" as all the other characters, but it feels much slower because Mul-T is huge! Mul-T towers over other characters and has a huge hit box, making it hard to dodge incoming attacks.

-Mul-T is actually the only character with 12 armor, between those with 20 and those with 0 so, meh.

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A character isn't just their stats though, their abilities are just as if not more important!
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Primaries:

-Auto nailgun: the best option. This submachinegun has a high fire rate, but very low damage, a fast damage drop off, low range, and outragiously low accuracy. Not to mention low proc rate.

-Rebar Puncher: this high damage alternative is great early game, when a kill is only two shots, but by stage 5 this thing is useless, with a very slow firerate, this thing will take dozens of shots to kill one target. crowbars will help against smaller enemies, but goodluck ever killing a dunestrider with this things abomidably low dps.

-scrap launcher: COOLDOWN BASED! need i say more? i will, this grenade launcher is akward against air targets, not much damage, small aoe, and only does 25% damage if you even slightly miss your target.

-Power saw: Utterly useless against air, no range. very high risk.

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Secondary: blast canister, inneffective against air, low damage

Uttility: transport mode, inneffective agaisnt air, cant jump, short duration, 8 second cooldown
does a little damage to small enemies but can do big damage to heavy enemies, ramming any boss besides beetle queen or stone giant is a very high risk manuever

-special: re-tool, this ability gives Mul-T its unique ability to carry two primaries and two equipment, but this isn't much of a benefit. Mul-T's weapons are all very specialized, which encourages the player to take two different ones, however this presents an issue. when Mul-T has two different weapons, and equipment, you have to switch away from the weapon you want to use, in order to use your equipment, or vise versa. Also, switching away from active equipment can cut off its effect early, which can leave you vulnerable in a bad situation.

TL;DR: Mul-T has mediocre stats, and bad abilities
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Showing 1-15 of 21 comments
Nada Afterwards Feb 6, 2020 @ 7:35pm 
My main issue with Mul-T is that his abilities and design give the impression of being the tanky survivor that can risk staying up close to deal great damage yet his nailgun and blast canister are really weak. It's just self-defeating.

I get that the 60% damage per nail is somewhat balanced by the rapid fire but personally, when I see all those low numbers bleeding from a wandering vagrant I feel hopeless and unaccomplished. Makes me want to go back and switch to another character.

Same with the bomblets, I've tried predicting their trajectory to make my M2 uses more worthy but they're too arbitrary to the point that I just ignore any damage from the blast canister entirely. I guess his play style consists of stunning enemies then spraying them with nails.

The other thing that pains me about him is that it seems you need to stack certain items to bring back the intended power of his weapons, focus crystal for the nailgun and soldier syringes for the rebar. If this is actually the meta then it's bad, there's no need to increase the rng-reliability to the point where "if you don't got 3 focus crystals before the 2nd loop restart".

I am still learning to play as him though so I could just be misunderstanding things. Like I said in another thread I have no darn idea how to fight grovetenders, if I see scorched acres on my first loop in solo runs and it keeps happening I'm restarting.
Regardless of whether he is useless or not I still want Han-D to be added to the game so I can go team brobot with my bud.
ParrotFace Feb 6, 2020 @ 8:18pm 
Take every character one by one in monsoon go to strait to boss. You will find out what a characters damage output is compared to the others. Mult-t shreds bosses. Also it’s transport mode gives him some absurd amount of armor which makes him neigh indestructible while using it. You can even stop most fall damage :D. I been on a break from playing wall-e I mean mult-t as I felt he was too strong. An aoe stun on demand? Perhaps that’s changed. Excuse me while I drive mult-t off a few cliffs. No judge, you probably think commando is “Garbo”.
Mul-T is very reliant on getting good items. You need 2 good Equipment to make use of Retool. You need Healing Items to make use of the higher base HP. Auto Nailgun will get good Procs off, well you get the point. The problem is that could be said of any Survivor. Being more reliant on needing Items than your base Skills will make that Survivor less viable and thus seem weaker/ less reliable.
squat_instructor Feb 6, 2020 @ 10:26pm 
Yes
Nahomatic Feb 7, 2020 @ 12:19am 
Originally posted by ParrotFace Majmar:
Take every character one by one in monsoon go to strait to boss. You will find out what a characters damage output is compared to the others. Mult-t shreds bosses. Also it’s transport mode gives him some absurd amount of armor which makes him neigh indestructible while using it. You can even stop most fall damage :D. I been on a break from playing wall-e I mean mult-t as I felt he was too strong. An aoe stun on demand? Perhaps that’s changed. Excuse me while I drive mult-t off a few cliffs. No judge, you probably think commando is “Garbo”.
Except early game damage doesn't mean everything. If this were the case, then Acrid and Artificer would be the best characters in the game. Transport Mode might give armor, but that doesn't change the fact that it makes you vulnerable due to its slow base movement speed (compared to other escape abilities) and 8 second cooldown. Blast canister is mediocre as well, considering that it will only stun 1-2 members, whereas Commando's Suppressive Fire can stun up to six different enemies (with base attack speed) on a 3 second longer cooldown than Mul-T's canister (6s vs 9s). Commando can also completely negate fall damage, unlike Mul-T.

However, Commando with the default M2 isn't very good at all. Phase Blast is arguably one of the worst abilities in the game, bar none; but his phase shotgun can carry him through the first loop easily. Both characters have the same strength of naturally high proc coefficients and the same weakness of item reliance, yet Mul-T has worse tools at his disposal to help him get through those early parts of the game. It's hard to recommend playing Mul-T over Commando with Shotgun, even with the higher HP pool and slightly better escape because the Shotgun and Suppressive Fire abilities are so much better than what Mul-T can offer.
Jenkem Junkie Feb 7, 2020 @ 12:58am 
Originally posted by Majmar:
-snip-
Earlygame is most important because it's the deciding part of if your run is going to fail or succeed. Oh and Loader and Engie have the easiest early and metagames.

Lot of people dissing the scrap launcher in this thread which makes me sad, that thing's probably his best primary imo. Main complaint I saw is the cooldown. Guess there aren't a lot of people that play Artificer.
Last edited by Jenkem Junkie; Feb 7, 2020 @ 12:59am
Nada Afterwards Feb 7, 2020 @ 2:53am 
Originally posted by Jеnkеm Junkiе:
Lot of people dissing the scrap launcher in this thread which makes me sad, that thing's probably his best primary imo. Main complaint I saw is the cooldown. Guess there aren't a lot of people that play Artificer.
tbh I tested it once, saw the arching and never touched it again. So I should try to get past the awkwardness. Not a fan of the cooldown either, not on primary attacks for this game. I always wish arty had 6 charges instead of 4.

Also to the guy saying to go "straight for boss" when on my mastery run I had to constantly kite behind the two woodboard walls at the hill of acres. Two grovetenders, a plethora of elite guards, templars and one malachite. Once I charged the tele I lured everything to the other side of the map where the grovetenders apparently got pushed off a cliff so I bailed back to the portal. Took like 15 minutes to complete the stage, had I gone for a third loop I've been dead.
Jenkem Junkie Feb 7, 2020 @ 2:56am 
Originally posted by Nada Afterwards:
Originally posted by Jеnkеm Junkiе:
Lot of people dissing the scrap launcher in this thread which makes me sad, that thing's probably his best primary imo. Main complaint I saw is the cooldown. Guess there aren't a lot of people that play Artificer.
tbh I tested it once, saw the arching and never touched it again. So I should try to get past the awkwardness. Not a fan of the cooldown either, not on primary attacks for this game. I always wish arty had 6 charges instead of 4.

So you've never played any game ever that has a grenade launcher in it? I mean hell dude, TF2's free, go play Demoman and learn projectile prediction.
Nada Afterwards Feb 7, 2020 @ 3:03am 
I'm good, it's my most played game on steam. I have the option to not use it so I don't, that's really the only reason.
Dayal Feb 7, 2020 @ 4:03am 
I feel like there's a powercreep with each newly added survivor and that's being reflected on the original survivors. Loader, Rex and Acrid all feel very powerful. Being able to get consistent good runs with them. The only ones from the original cast that hold up with them are Mercenary and Engineer. (In my opinion)

Commando, MUL-T, Huntress and somewhat Artificer all feel like they're falling behind. Commando and MUL-T rely too much on items. Huntress heavily relies on cooldown reductions, since without her M2 and R, she does too little damage to keep up, and they have such long cooldowns. There isn't much to say if you have the best mobility skill in the game if you don't have the damage to compliment it.

I'm not exactly sure about Artificer. I'm not saying these 4 are unplayable though.
Last edited by Dayal; Feb 7, 2020 @ 4:04am
Bodomire Feb 7, 2020 @ 5:13am 
Mult-T is basically that goalie that let's every ball through. I learned to angle the body sideways to dodge stone golem shots etc, if the body rotated faster it would be more reliable. The problem with this is however, you have to stop dealing damage. 10 stone golems have spawned? Guess no more damage dealing and it becomes 100% dodging shots only. Main issue is the large hitbox that requires you to either dodge shots or deal damage, you can't choose both with him. Either no progress or progress with a immediate risk of death basically.
Yiaz Feb 7, 2020 @ 5:19am 
It's just some numbers tuning. Rex was below average before last patch.

I find Huntress and Artificer on the other hand to have some gameplay incoherence?
- Long cooldown and low damage for Huntress when she should be the fragile and mobile survivors. She is not even that mobile if you compare her to Merc and Loader. Just being stuck at M1 because your CD are so long really succ. I would like to feel like a fast needle, avoiding threat and being deadly every 6-10 sec with Ballista for example.
- Artificer I'm really disappointed that the alt M1 is like the old M1 but blue and with less dmg. I was hoping for a real alternative from a powerful M1 based on CD, to a less powerful one but based on fire rate. I also would like to take Ion Surge, I find it fun to play Arti with it, but I can't. Right now if you don't take the Flamethrower and you are a bit unlucky on item drops, your damage output is really low compared to everyone else. And not scaling with fire rate is still a shame in any case.

Other are fine and are just numbers balance.
Maybe add more funny/cool abilities to MUL-T to not just be just a firing turret on wheels. It would have been fun with the alternative abilities of MUL-T to have something close to HAN-D. They almost have the same skin ahah
aRRY Feb 7, 2020 @ 3:05pm 
MUL-T is a phat dood, big damage
Jenkem Junkie Feb 7, 2020 @ 3:51pm 
Originally posted by Yiaz:
It's just some numbers tuning. Rex was below average before last patch.

I find Huntress and Artificer on the other hand to have some gameplay incoherence?
- Long cooldown and low damage for Huntress when she should be the fragile and mobile survivors. She is not even that mobile if you compare her to Merc and Loader. Just being stuck at M1 because your CD are so long really succ. I would like to feel like a fast needle, avoiding threat and being deadly every 6-10 sec with Ballista for example.
- Artificer I'm really disappointed that the alt M1 is like the old M1 but blue and with less dmg. I was hoping for a real alternative from a powerful M1 based on CD, to a less powerful one but based on fire rate. I also would like to take Ion Surge, I find it fun to play Arti with it, but I can't. Right now if you don't take the Flamethrower and you are a bit unlucky on item drops, your damage output is really low compared to everyone else. And not scaling with fire rate is still a shame in any case.

Other are fine and are just numbers balance.
Maybe add more funny/cool abilities to MUL-T to not just be just a firing turret on wheels. It would have been fun with the alternative abilities of MUL-T to have something close to HAN-D. They almost have the same skin ahah
on that topic, HAN-D is already playable in the game's files. He carries around a mallet and can do that shockwave attack that beetle guardians can do (it's also on a low cooldown). Overclock and Drones don't work, however. His dps is actually really low compared to the first game because his mallet has a windup for both his m1 and m2.
Plus he appears in the background of the character selection screen. I'm willing to bet either him Bandit or Sniper are going to be the last character seeing as they're the most completed unreleased characters.

There's also the Bomber which I'm guessing is the next evolution of the Enforcer sort of like Mul-t is the next evolution of HAN-D
Last edited by Jenkem Junkie; Feb 7, 2020 @ 3:55pm
Orange-Utan Apr 6, 2024 @ 7:39am 
Mul-tesers is fun
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Date Posted: Feb 6, 2020 @ 6:32pm
Posts: 21