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A Comprehensive Guide to Thunder


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Thunder, through Gefreiter to Legend, is known for it's versatility, and as such, is used by everyone, pro or amateur alike. It's popularity is often attributed it to it's unique feature of splash damage. However, the long range, excellent reload speed, and large damage make the turret one of the strongest in the game. On the other hand, using this turret effectively and to it's maximum potential is tough. Let's jump into the guide and learn how to make yourself one of the deadliest combatants on the battlefield!

 

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Thunder's statistics have been changed numerous times in the past. At the beginning of Tanki Online, there were only 4 turrets: Smoky, Firebird, Twins, and Railgun. When the turret was introduced, tankers realized the ridiculous firepower of the weapon, and it became one of the strongest turrets in the game alongside Railgun, which, at the time, was named Fear Machine. Once the developers saw the ultimate power that the turret had over the others, they nerfed the turret's statistics, but it remained a popular turret. During the Tanker's Day celebrations of 2015, Thunder XT was introduced along with the other XT turrets and hulls. The next major update to Thunder saw some hate when the turret's maximum damage was decreased. However, most of the Thunder users enjoyed playing the new Thunder, due to the fact that the reload time was smaller. 

 

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  • High DPM (damage per minute)
  • High impact force
  • High recoil (good for parkour)
  • Insta-hit (No travel time, unlike Twins or Ricochet)
  • Consistent damage helps knowing how many shots it takes to kill an opponent
  • Splash damage can injure your tank
  • High recoil means that you can easily flip a light tank
  • Lots of protection (several popular modules protect against Thunder)

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Light Hulls

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A versatile combination.

Notes: Popular combination for parkour due to it's lightness and Thunder's large impact force. Wasp is generally accepted as the better hull for parkour, and in general.

 

How it does in different game modes

  • CTF: A strong flag capturer. You can damage the defenders by shooting at a wall next to them without showing yourself, and the speed of the hull ensures that you'll be able to make a quick getaway.
  • TDM: Please... no. Just don't even try. It doesn't have enough health to finish off an opponent without assistance, and Thunder does not have sufficient range to snipe.
  • DM: Read above.
  • CP: Good for capturing points, then rushing off to another. It can't hold a point due to it's lack of health. Overall, not the best combination.

Medium Hulls

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Interesting tank setup.

Notes: Strong enough to stand and fight. The extra height of Dictator helps, but as of now, Viking is generally considered the best medium hull.

 

How it does in different game modes

  • CTF: A good defender. The decent speed allows you to stay in range long enough if a tank manages to bypass your defense. 
  • TDM: Good for mid-map control. 
  • DM: Strong. Exceptionally strong.
  • CP: Enough health to hold a point, while the decent speed helps to recapture one.

Heavy Hulls

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Well-balanced.

Notes: Ridiculous power.

 

How it does in different game modes

 

  • CTF: No. Don't even try.
  • TDM: Likely the strongest combination for this mode.
  • DM: Not as strong as in TDM because you don't have support to keep players away from you, but it's alright.
  • CP: Meh. It's alright.

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Firebird

In general, try to stay away from them. Surprising them won't help too much, because their quick turret rotation and the fact that most Firebirds are mounted on light hulls mean that they'll catch you before you can run away. Usually, even if you kill them, you'll die of after-burn. If you have no choice, run away while continuing to shoot them. If possible, run off a ledge, then shoot them in mid-air. It's a definite possibility they'll flip.

 

Freeze

These are even worse than Firebirds. If they get close, you're dead. Use the same method for Firebirds. Either that, or just pop out momentarily so that they won't notice you.

 

Isida

Easy to kill. Short range means that you'll be able to pick them off easily. The self-heal, however might mess up the number of hits you need to kill them, so don't be too hasty with these users.

 

Hammer

This is just who's more skillful. Try to keep out of their range. Circle-strafing may help because of Hammer's slow rotation speed. However, that only works if you're willing to take some damage.

 

Twins and Ricochet

This will be a messy business as you shred them to pieces. Generally, Twins is easy to kill because of your superior range. Ricochet can be slightly more tough due to the ricochet feature, but you should be able to counter that with splash damage.

 

Smoky

Thunder's little brother. Technically older brother, but Thunder does more damage. Thunder outclasses Smoky with it's damage, usually being able to kill them quickly. Smoky's high RoF (rate of fire) and huge impact force means that you'll have to be careful about every shot. Be ready for the critical hits.

 

Vulcan, Railgun and Shaft

These snipers can really damage your tank. If possible, try to sneak up on them. If it's an open field, your teammates should be able to take them out, but otherwise, just stay under cover. 

 

Thunder

If it's an all out battle, try surprising him from behind cover. Pop out once you're finished reloading. Mainly, though, it's whoever has the tank with more HP.

 


 

This was GeeVuh, signing off!

Edited by GeeVuh
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Quite good, and well formatted. However, this article is beating a dead horse. Guides on how to use the Turrets are absurdly over-done and there really isn't any uniqueness to any of the articles. Anyways though, besides the slight originality, well done.

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Quite good, and well formatted. However, this article is beating a dead horse. Guides on how to use the Turrets are absurdly over-done and there really isn't any uniqueness to any of the articles. Anyways though, besides the slight originality, well done.

Anyway*. Anyway, what should my next article be about...? 

If you say something like, "Part of being a writer is learning how to think up a topic," I'm going to kill you. In Tank, at least.

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Anyway*. Anyway, what should my next article be about...? 

If you say something like, "Part of being a writer is learning how to think up a topic," I'm going to kill you. In Tank, at least.

An in depth analysis about how many hairs cedric has on his head.

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Nice presentation!

 

Btw, another pro -

 

You can suck at aiming and still deal damage with thunder because it has a radial effect ;)

This is why I like Thunder.

 

When I'm playing at 2am I will still be making kills with this whereas with a gun requiring accuracy (Railgun), I'd be missing kills all the time.

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Before the rebalance Isida was deadly to Thunder in smaller maps (such as Polygon/Noise). The massive self-healing meant that the Isida would have healed a lot of the damage done before you had reloaded to fire again.

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Before the rebalance Isida was deadly to Thunder in smaller maps (such as Polygon/Noise). The massive self-healing meant that the Isida would have healed a lot of the damage done before you had reloaded to fire again.

To be honest, before the rebalance, the only thing that could effectively kill an isida was another isida. And "kill" in the sense like leave it depleted and useless and not actually dead.

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To be honest, before the rebalance, the only thing that could effectively kill an isida was another isida. And "kill" in the sense like leave it depleted and useless and not actually dead.

And a freeze if it got distracted.

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You said that Thunder/heavy hull is bad on CTF. I disagree. It's great for some defending, midfislding, fire support, and even attacking. Don't underestimate my Thunder. I know because I use it.

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