The Ultimate Guide to Thunder
Pros and Cons
Pros:
1. Thunder’s deals massive damage per shot.
2. Fires every two-three seconds
3. Splash damage allows you to hit multiple opponents, or an enemy around a corner.
4. Recoil allows you to jump from heights
Cons:
1. Splash damage can hurt your own tank.
2. Damage decreases over distance.
3. Impact force can not be used to knock off opponent’s aim
Thunder’s combos
Thunder-Wasp
At first glance
Personally, I don’t think that this combo is the most efficient, although it was requested to become a format. Keep in mind that wasp can easily be flipped.
Performance
DM: Not the best choice. In Death Matches, health is important, and Wasp is lacking in that parameter.
TDM: This is a better place for Thunder-Wasp. Hit –and-run tactics work very well.
CTF: In capture the flag, this combo is a flag-stealer for sure. The larger hulls that normally defend are no match for this combo.
CP: Here is where Thunder-Wasp shines brightest. Being able to damage multiple enemies, and speed from point to point, you are sure to rack up a large score.
Thunder-Hornet
At first glance
Thunder-Hornet is an all around combo, able to take up any position on the battlefield. Higher health and weight than wasp reduces the chance of being flipped.
Performance
DM: Slightly better than wasp, Thunder-Hornet still holds its own rather well. Camping is advised.
TDM: Here, Hornet allows you to stay alive longer than Wasp, which equals more kills.
CTF: A well-balanced combo for capturing flags. Hornet’s speed means you can escape, and its health means you can survive more enemy fire.
CP: Works a lot like Wasp. Destroy enemies around a point, claim it, and move on.
Thunder-Hunter
At first glance
This combo is one of my favorites. Strong armor and quick speed enables an all-rounder combo.
Performance
DM: A great combo. You can last longer than light hulls, enabling more time for kill stealing.
TDM: Seriously, do not underestimate this combo. A true killer.
CTF: I use this often and always with great results. The third highest speed in the game and great armor to match makes for a great attacker.
CP: I really don’t see how any Thunder combo cannot be good in Control Points.
Thunder-Viking
At first glance
I played with this combo once and it worked great. It is a popular combination to use with Thunder. Lots of health, but low speed.
Performance
DM: A good combo, if not to say the best.
TDM: A lot like Hunter but with more armor and less speed.
CTF: Offence, defense, midfield, you name it. Works everywhere.
CP: A good combo for camping around the points.
Thunder-Dictator
At first glance
This is my favorite hull to use Thunder on. Lots of armor, decent speed, and a tall gun position to splash from. And in gold catching, there is no equal.
Performance
DM: This is in my opinion the best combo for Death Matches, as its high health keeps you alive for a long time.
TDM: Same as in Death Matches, and its reasonable speed allows you to reach the enemies base fairly quickly.
CTF: This combo can be used for defending, assault, or capturing flags.
CP: Once again, any Thunder combo is good in Control Points.
Thunder-Titan
At first glance
High health, low speed, and a ton of weight keep Titan in the fight for a long time. Be warned though: With Titan equipped, you can’t jump from heights without flipping.
Performance
DM: A powerful combo, able to stand its ground for ages, raking in kill after kill.
TDM: In small maps like sandbox, there is no equal to this combo, but in larger maps, it might be worth it to find a lighter hull.
CTF: Great for defense, and if you’re patient, packs quite a punch on offense.
CP: Titan will hold a point for a long time, and its slightly higher speed than Mammoth adds a little mobility to the mix.
Thunder-Mammoth
At first glance
The highest health in the game paired with the slowest speed ever. Huge weight makes it nearly impossible for opponents to deflect you shots.
Performance
DM: Pretty much like Titan, though it has more health, allowing longer lifetimes, letting you get more kills with Thunders high DPM.
TDM: This is a killer combo once you reach your opponents base, either by being patient or by using a speed boost.
CTF: Mostly used for defending. Sitting on top of the flag is a good idea, but watch out for self-damage!
CP: Great for capturing or defending a point. Mammoth's huge armor plating allows it to stay alive for a long time, giving your team the maximum control time on a point.
Tips for Splashing
Thunder’s signature feature, Splash damage, is what I want to discuss next. Most Thunders I see have no idea how to use to great effect. Here are some tips:
When an opponent gets close
Most experienced Thunder players know what I mean. An enemy drives his hull up next to yours, hoping that you when you shoot him, you get damaged too. The most common solution is to self –destruct, although there is a penalty for self-destructing. So, I would advise that you:
1. Plant a mine and back away.
2. Look for a nearby wall to hit; if done correctly, the splash damage should hurt your opponent more than you.
3. If you have Hornet or Wasp equipped, you can back away, out of the splashes range.
An opponent hides around a corner
The first thing to do is check if there is an obstacle around the place where he hid. If so, then shoot! If not, here is a trick. When your hull stops moving forward, it inclines itself toward the ground. You can use this to hit the ground near the entryway.
Painting Preferences
Here is another idea. Equip strong protection paints against Thunder. This will lower the amount of self-damage dealt. I advise (because of cheapness): Metallic, Cedar, and Emerald.
Thunder vs. Other Weapons
Firebird
Firebird has the highest DPS of any weapon, and its after-burn is devastating. I advise staying at range, or catching them out of ammo.
Freeze
A skillful Freeze will leave you unable to retaliate. Their most common tactic is to circle you. Tip: if you see them coming, plant a mine, move to the side and turn our turret away from the mine. Most Freezes will hit it while circling you!
Isida
Like a leech, Isida sucks life out of you, often enabling it to stand more shots than normal. Range is the best way to combat them, but if you have to fight up close, try pulling up side by side. Isida has a hard time reaching your turret.
Hammer
The newest addition to Tanki’s arsenal is powerful up close, but its weakness is range. Exploit it!
Twins
Twins has to see you to damage you, so peek-a-boo tactics and splashing from cover are good ways to combat this gun.
Ricochet
Like Thunder, Ricochet can also hit enemies is cover. Range is the best way to combat one, or a mine at close range.
Smoky
Smoky’s critical makes it one formidable opponent. Either fight it at range, or hope it doesn’t score a critical.
Thunder
Fighting another simply comes down to who has the highest health and splashing skills.
Railgun
Most Railguners use peek-a-boo tactics, shoot and hide. With Thunder, just splash their hiding place.
Shaft
Shaft’s laser scope gives some warning about when they will shoot, so if you see it on you, try to shoot the shaft, temporarily blinding him, and duck into cover.
Thanks for reading!
Rothro3