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rothro3

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Everything posted by rothro3

  1. rothro3

    Let's Discuss Thunder!

    Here is the guide, as promised. http://en.tankiforum.com/index.php?showtopic=237592
  2. rothro3

    The Ultimate Guide to Thunder

    Heres my new years gift to the community! :) Sorry there's no pictures.
  3. rothro3

    The Ultimate Guide to Thunder

    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
  4. rothro3

    Let's Discuss Thunder!

    Yes, even into the lieutenant ranks too.
  5. rothro3

    Let's Discuss Dictator!

    Yeah, it is kinda annoying that you only have 20 seconds to find the symbol for the gold box.
  6. rothro3

    Let's Discuss Mammoth!

    Titan is the obvious choice if you don't like Mammoth. Titan can go caping, Mammoth has to do defense. :(
  7. rothro3

    Let's Discuss Micro-Upgrades!

    I now have a Titan most people will die for. 13/25 MUs on protection, 7/22 on speed, and one on turning speed. :)
  8. rothro3

    Let's Discuss Dictator!

    My dream hull. :rolleyes:
  9. rothro3

    Let's Discuss Thunder!

    Yes sir. With my Titan M1 I win CP.
  10. rothro3

    Let's Discuss Mammoth!

    Agreed. Titan is better. :)
  11. rothro3

    Let's Discuss Titan!

    Once you purchase the M1 and a few Micro-Upgrades, this hull is beast. When paired with my M1 twins, this hull is to be reckoned with.
  12. rothro3

    Let's Discuss Micro-Upgrades!

    You seem to forget the rank gap between Smoky and Titan M1 to their M2s. :)
  13. rothro3

    Let's Discuss Dictator!

    Dictator=Gold catch. All the time. :P
  14. rothro3

    Let's Discuss Hunter!

    Hunter IS heavy, but the drifting makes it maneuverable.
  15. rothro3

    Let's Discuss Thunder!

    I disagree. Thunder's splash damage allows it to hit enemies in cover.
  16. rothro3

    Let's Discuss Dictator!

    Milestone :)
  17. rothro3

    Let's Discuss Titan!

    Still, from Fieldmarshal to Commander games, Titan has the highest health.
  18. rothro3

    Let's Discuss Thunder!

    I prefer Thunder at lower ranks, because smoky does not shot critical shots as much. At high ranks, the unpredictability of smoky makes it a tougher opponent.
  19. rothro3

    Let's Discuss Dictator!

    You must have gotten a kit! :P
  20. rothro3

    Let's Discuss Mammoth!

    That was a great kit when they had it around. M3 Mammoth is the power house of the M3s, but I never would have considered it before then.
  21. rothro3

    Let's Discuss Micro-Upgrades!

    We do have M4 weapons. M4 just means Fully MUed M3 equipment. You could work on Micro-Upgrading your equipment, and the MU sale coming up will help. Choose your favorite turret-hull combo and start MUing!
  22. rothro3

    Let's Discuss Micro-Upgrades!

    I would first ask yourself: What do I play with more? Also, if you play a lot of DM, than I would advise you start MUing your Freeze M2. However, if you play a lot of CTF, and you use Isida and Freeze interchangeably, than Hornet M2 may be the better choice.
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