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Everything posted by HaloScorpionV2
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Sorry man if I sounded like a jerk, didn't mean to do that. :)
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What do you mean sale order? They are unlocked at the same rank...
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Rico or Thunder? If Rico, for the next sale, if I don't have enough crystals for both, should I get Rail or Rico m2?
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Jeez, man. READ! I said: -_-
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1. So just because I didn't include one section in the guide which isn't related to it, it "isn't constructed greatly"? This guide isn't how to defend your objective against a Thunder (CTF/CP), or get kills against a Thunder (TDM/DM), especially when your are not threatened by one. It's about how to defend yourself against one when he's got his sights on you, and he wants to kill you. You defend yourself by either running away, or use self defence and kill him before he kills you with the above strategies. 2. I already discussed about paints. What I'm saying is that Corrosion and Sandstone isn't made to face strictly Thunders. They are paints that provide a variety of resistance against many guns, with low protections. If you want a paint to face Thunders only with, get Cedar/Rustle/Emerald. Honestly, man just read the guide before making a comment like this. Waste of time.
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Great guide. Inspired me to type my fiirst guide: [Guide] How to face a Thunder "This guide is in the perspective of the prey"
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You obviously didn't read the guide, 'cause there's tips on how to fight a Thunder if you have a Thunder
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~Reserved~
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[Guide] How to face a Thunder
HaloScorpionV2 replied to HaloScorpionV2 in [Guide] How to face a Thunder Archive
Check out SpiderPig1's guide on Thunder! [Guide] Thunder His guide is on how to use Thunder, this guide is in the perspective of the prey. We all know that one of Thunder's key characteristics is the splash damage. It is both a pro and a con. But in the shoes of the prey, it is a pro for you, and a con for them. Unlike most Thunderers, I don't think the self destructing tactic on other tanks is annoying to the other players. In fact, in my opinion, it is the opposite. There is nothing you can do except let the other player damage you until you get to the last bit of HP and self destruct. You're basically useless when you are caught at that postion. That tactic in my opinion, is a sign of weakness. You either aren't using the Thunder properly, and to its full potential, or the other player is more skilled with their turret than yours, whether it is another Thunder or any other turret. When facing a Thunder with my Thunder, what I like to do is "alternate" shots. Meaning you shoot, then let the other guy shoot, not both at once. When you do this, shoot the other guy in a safe distance so you won't deal splash damage to yourself, then charge at the other guy, so that when he shoots at you, he'll deal splash damage to himself. Then, you back up and shoot again, which in most cases, is your kill, or do the same tactic once more to get the kill. However, this can only be used in close quarter gun fights. (If it is not, refer to sections 2 and 4.) When facing a Thunder, either: 1. Run away 2. Play hide 'n' seek 3. Face him face to face (literally) 4. Flank and/or circle him. 1. You run away from a Thunder if he has the range or health advantage. The Thunder has the range advantage if the turret you are using is a short range one. (Run.) However, if you are fairly close to him, whether you are playing in a small map, or you two are separated between a wall/corner, then attack him. (Refer to section 4.) According to the the above screenshots, Thunder is outranged by only Smoky in the medium range turrets category. But, Thunders wouldn't fight a Smoky in a long range gun fight, would they? So, they run away. You need to get closer to the Thunder to actually deal damage to him, if you are using the other 2 medium range turrets (Twins and Rico.) This is where the rate of fire shines. Thunder has the lowest rate of fire in the medium range class, so you can to take advatage of this. You can either go to the distance that will deal the minimum damage, so you can actually hit him, or "(Run.)". If you want to fight, again, go the the range that'll hit the Thunder. Because of its drastic decrease in damage over long distances, you'll be dealing more damage to him than he is to you. For example, if you were fighting a Thunder with your Twins (both m0), you would be dealing 1,080 damage per minute, and the Thunder would be dealing 954.7 damage per minute. (If the turret you are using is Thunder, refer to section 2.) If using a long range turret, simple. Go to a distance so that the Thunder wouldn't be able to hit you, or a distance that the Thunder wouldn't deal a lot of damage to you. If you are caught being near him, and you can't get to a safe distance, charge at him and shoot him. This will deal him damage from your shot, and from his splash damage upon himself. Specifically with Shaft, there are two options: A. Arcade shot B. Scoped shot A. With an arcade shot, you will be able to stick by his side, and deal some damage. B. If you attempt to do a scoped shot, the Thunder would have backed away far enough to not splash himself, and kill you in those 3 scope charging seconds. However, you could quick scope him, you deal atleast the minimum damage when scoped, and still be close enough to splash himself. If you manage to kill him with a full 3 second charged shot during the Thunder's reload, consider yourself lucky. (Or skilled.) A Thunder has the health advantage if it has a higher HP hull than yours, or you took damage from a previous encounter. The other thing is that they may have a paint that has protection from the turret you are using. In my opinion, attack if the paint has a protection of 15% or under. 2. You play peek a boo with him if you have a turret that can do so, basically single shot turrets. (Smoky, Railgun, Thunder, Ricochet.) The only exceptions are Ricochet and Shaft. With Ricochet, you don't always need to peek out to shoot your enemy. In some cases, you can shoot off a surface, whether it be the ground, a wall, or the ceiling, and do damage to them, without exposing yourself. But, if they are at an awkward angle, and you cannot shoot being cover, you can be able to do the peek a boo tactic with it as well. My opinion is 2-3 bullets per peek. With Shaft, because you need to charge your shot for 3 seconds to deal the maximum damage, you are exposed longer than the other ones, so you have a more likely chance of getting hit. 3. (Refer to section 1 to read about medium and longe range turrets.) With short range turrets, you obviously need to be very close to them. You should be close enough so that when they shoot at you, they deal extra damage to themselves via splashing themselves. Now, be careful! There are some things that they'll do when being attacked by a short range gun: A. Splash a nearby surface B. Let you shoot them, then self destruct on you A. To deal damage to you, but not to themselves/less damage than a direct shot at you, they will shoot a nearby surface to you, as I said before. B. Let you shoot them, then take the easy way out by self destructing on you when they are very low on health. 4. To flank and/or circle them, this is best done with a short range turret and a light hull. (Freeze and Wasp/Hornet work best.) With this combo, the Thunder wouldn't be able to keep up with your turning speed, because of their slower turret rotaion. This could also work for the other two categories (medium and long range), but it won't be as effective as the short range turrets'. Now, be careful! As I said above in section 3, they may shoot a nearby surface to deal damage to you, and/or on themselves to self destruct. So, circling a Thunder is best done in an open area. Now to briefly discuss about paints. I recommend you to get a paint with Thunder protection. It is a very popular, if not the most popular, turret in the game. If a Thunder shoots at you at a precise range, it'll deal a heck a lot o' damage on you. If you want a paint with Thunder protection, go with a paint with a high protection on it. Some examples of them are: - Cedar - Rustle - Emerald Do not get a paint with many low protections, with Thunder protection being one of them, if you want to use that paint strictly against Thunders. Because of its (possible) high damage per shot, a paint like Corrosion with 15% protection, just ain't gonna cut it, especially when you are using a low HP hull. Well that's it folks! Hope you enjoyed, and feel free to type feedback down below. Thanks! :D -
I cant read it it's too cluttered. Use paragraphs please!
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I was strongly thinking of getting Rico to replace Thunder. It's similar that they both deal damage off surfaces, is a hybrid between Thunder and Twins, and has much less paints against it. Now, I want to get Thunder, but IDK if I should get Rico or Twins as well. Should I buy Rico or Twins as well as Thunder? If so, which? I wouldn't use them in DM, because I don't play it much, and if I do, I'll use primarily Smoky or Shaft instead Gamestyle: play in mostly small-medium maps (maps that may be useful to these turrets that I play in: Noise, Sandbox, Polygon) m2 list: Freeze Fire Smoky Thunder Rail Shaft Hornet Hunter Viking Titan This is a long list, so I'll kick stuff out later when I make my final decisions.
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Please send prize(s) to my alternate account. (If I win.) Username: HaloScorpion
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