So to derail the constant forum flame wars happening over Pride month. I want to make a tech guide for my new main and fav hero currently to bring some positive energy back into this forum.
So Wreckingball is a dive type tank that can duel, dive, distrupt, distract, and flank.
He is very dynamic that he can swotch his styles on the fly and has a large amount of mobiloty that allows him to play from any angle he wants.
Here are four techs I recommend learning in practice mode that can help each style of play by mixing it into your gameplay.
1 - Wall Jump: This is the key to a lot of WBall’s moves. It allows him to traverse bariers, walls, and high ground. It even sets up for piledriver thus putting piledriver on a “free fire” status whenever you’re near a wall without trying to grapple or finding a ledge. To perform a wall jump move towards a wall, release your forward command, and hit the jump command just as the center of your hitbox would hit the wall. If you did it correctly your piledriver icon should flash white which means you can piledrive freely. Differnet types of walls have different effects on wall jumps and may have a slight variation of timing but it still feels very much the same timing on inpuy. Slanted walls allow for super jumps and capped walls where it has cover along the surface stop wall jumps. So be careful.
There is a variation called “wall climbing” which is WBall is crab form and doing the same inputs except you turn into a ball and jump. I haven’t tried it myself as I mainly use normal ball wall jumping.
By wall jumping proficently you can combo this from fireball with enough practice or do this while dueling to gain a massive edge in dps.
2 - Ledge Pilfedrive: This is a simple tech that requires a high enough ledge to trigger. This is simply WBall moving towards a ledge and triggering Piledriver by tricking the game into thinking you havr gained enough altitude to piledrive. In truth you are simply still on the ledge and can activate piledriver at will.
To perform this you need to move right to the edge of a ledge, that is at least one story high or else it won’t trigger, and press the command for piledriver just as you reach the edge. At the same time swivel the camera around to utilize the hang time animation from piledriver to return to the platform you just jumped off. To make it easier you can hold the piledriver command but may still need to redirect the camera back towards the ledge to avoid suiciding.
3 - Rebound Booping: This is by far the trickest one of the bunch. It is essential WBall fireballing into a wall then using that momentum with proper timing to fireball back in the same direction you just came from. This tech takes some of the most inputs out of Ball’s tech.
To perform a Reboud Boop, you need to line your grapple to a wall keeping it horizontal to you and your target. Fireball normally with the angle of the grapple and bash yourself against the wall. Release the forward movement key before you hit the wall to maintain momentum, or else you’ll lose all of it and cannot perform the rebound. As you bounce from the wall hold the back movement command to reverse the momentum. Just before your grapple snags you in it’s grip, RELEASE GRAPPLE, if done properly you should perform another fireball in the opposite direction utilizing the leftover momentum gained from the first fireball.
This is a very fast tech that requires precise inputs. This can be used in tight spaces corridors and you can angle it slightly to readjust on aim.
You can even alternatively add a 180 camera turn around if your sensitivity is high enough and press the forward command to replace the back command step.
So pick which one feels better for you. This tech is highly useful with your ultimate.
4 - Wreckball combo: This one is rather straight forward and can be broken down into its various bits to variations of the combo. But this is to showcase what Hammond can do in one single swing utilizing all his offensive capabilities in one.
Grapple swing+Into fireball boop+get airtime(over 1 story high)+unball(crab mode)fire guns onto intended target while in flight+minefield+piledriver+fire guns on locked target+melee+finish off with more rounds plus melee.
This is what WBall can accomplish in one swing and should be broken down into one or the other. Simple doing the common swing, fireball, into piledriver is the most basic combo, but it can be more potent when you add these other elements in.
The control for airtime is tricky and realistically you won’t be able to all of this all at once all the time, but it shows what you are capable of doing in one swing.
Even something as simple as a grapple fireball(no airtime) into a single boop, lines up an enemy with your guns allowing for great single target engagement or splitting enemies off the main group.
So this is potential clumped together that can be picked upon. So get comfortable trying to do these things whenever you swing or grapple to maximise your dps.