Jump to content
EN
Play

Forum

Let's Discuss Thunder!


Scientist
 Share

Which playing style do you prefer when playing with Thunder ?  

25 members have voted

  1. 1. Which playing style do you prefer when playing with Thunder ?

    • Attack
      20
    • Defence
      4
    • Support
      7
    • Parkour
      3
  2. 2. Which Thunder augments do you prefer?

    • Standard
      4
    • Small caliber charging machine
      4
    • Subcaliber rounds
      7
    • Sledgehammer rounds
      5
    • Adrenaline
      5
    • Pulsar
      5
    • Salamander skin
      2
  3. 3. Which skin for Thunder do you prefer?

    • Standard
      7
    • XT
      8
    • Ultra
      7
    • Prime
      2
    • Legacy
      8


Recommended Posts

There is no curve as long as you are in maximum damage range.

 

I did some experimenting with m0 accounts and there definetly is a curve, not only with thunder, but with every turret besides shaft, freeze, fire, hammer and isida. (edit: and smokys crits)

 

Max damage isn't dealt when a turret shoots from distances lesser than "the range of max damage". The damage in question is something between the min damage and the max damage, from what i've seen. The wiki is outdated, and doesn't represent the way current turrets deal damage.

Edited by 0dysseus
  • Like 2

Share this post


Link to post
Share on other sites

I did some experimenting with m0 accounts and there definetly is a curve, not only with thunder, but with every turret besides shaft, freeze, fire, hammer and isida. (edit: and smokys crits)

 

Max damage isn't dealt when a turret shoots from distances lesser than "the range of max damage". The damage in question is something between the min damage and the max damage, from what i've seen. The wiki is outdated, and doesn't represent the way current turrets deal damage.

 

Wow that gets even worse. Thanks a lot for your post. Indeed I had difficulties to recognize the phases of max./min./weak. damages and ranges, when I was experimenting with Smoky's critical. So is it like that , that there is a slight curve between the own tank position and the range of "maximum" damage and a strong curve between the ranges of "maximum" damage and minimum damage? It would be appreciated if we get some updated data into the wikis... It seems that the damage counter and not the wiki is the deciding measure.

Share this post


Link to post
Share on other sites

 So is it like that , that there is a slight curve between the own tank position and the range of "maximum" damage and a strong curve between the ranges of "maximum" damage and minimum damage?

Now that i've observed thunder on my main for a few days it really feels like that is the case, but measuring range is a bit hard in game. If the wiki stays outdated for much longer i'll do some more m0 tests on that and some other stuff.

  • Like 1

Share this post


Link to post
Share on other sites

It's really only important to know how many shots it takes to take down any hull at a decent range.

 

 I find thunder's extremely annoying in DM's because all they do is killsteal.  And every thunder user drug DD's all the time.

Edited by r_I_already_won0
  • Like 1

Share this post


Link to post
Share on other sites

Because you don't only need to know how many seconds or shots _you_ need to take someon down, you neet to know it for _all_ other turrets too. So you play a Smoky, you still have to count the Rico impacts on that Viking over there.. and shot in the right moment (not too early, not too late).

 

But I have to admit, that it is easier with thunder, as it's damage is very high.

It is almost as easy as with rail (rail has slightly more damage, but if you killsteal by rail, they start to hunt you down, as they see where your shot came from).

Edited by BlackWasp777

Share this post


Link to post
Share on other sites

Because you don't only need to know how many seconds or shots _you_ need to take someon down, you neet to know it for _all_ other turrets too. So you play a Smoky, you still have to count the Rico impacts on that Viking over there.. and shot in the right moment (not too early, not too late).

 

But I have to admit, that it is easier with thunder, as it's damage is very high.

It is almost as easy as with rail (rail has slightly more damage, but if you killsteal by rail, they start to hunt you down, as they see where your shot came from).

Exactly my point.  Because of thunder's high damage, you don't need to shoot in at exactly the right moment.  There is a high margin of error as for your shot that will still give you the kill, and it's worse with DD.

Share this post


Link to post
Share on other sites

I have a question about splash (sorry if it's stupid). I got curious after watching the recent vlog where they say shielding your tank behind another when under attack by fire/freeze prevents damage.

 

Anyone care to explain if thunder works the same way? Like, splash hurts when you are positioned above/below/beside + behind the tank being shot at by a thunder? Do you think shielding should work with thunder too?

Share this post


Link to post
Share on other sites

I have a question about splash (sorry if it's stupid). I got curious after watching the recent vlog where they say shielding your tank behind another when under attack by fire/freeze prevents damage.

 

Anyone care to explain if thunder works the same way? Like, splash hurts when you are positioned above/below/beside + behind the tank being shot at by a thunder? Do you think shielding should work with thunder too?

No, other tanks do not shield you from splash. That would ruin the point of the splash damage, which is to damage all tanks in a certain area or to hit people hiding around the corner.

Share this post


Link to post
Share on other sites

I can understand the "around a corner" part, but I'm finding it difficult to picture how a wasp/hornet behind (completely shielded) by a mammoth who is taking a frontal hit from thunder, should get damaged by splash.

Share this post


Link to post
Share on other sites

I can understand the "around a corner" part, but I'm finding it difficult to picture how a wasp/hornet behind (completely shielded) by a mammoth who is taking a frontal hit from thunder, should get damaged by splash.

The point is to have all the tanks in a certain area damaged.  Maybe this will change once artillery comes out.

Share this post


Link to post
Share on other sites

Exactly my point.  Because of thunder's high damage, you don't need to shoot in at exactly the right moment.  There is a high margin of error as for your shot that will still give you the kill, and it's worse with DD.

1 vs 1 at M3 Smoky and Thunder are very competitive.

 

In multiple DM Smoky seems at a disadvantage. It takes an non-drugging smoky ~ 5 shots to kill a Viking.

It seems that many other high damage turrets (Rail, Thunder, Hammer) jump in and kill-steal before smoky can deal the killing blow.

 

Weapons that deal a huge amount of damage in 1 or 2 shots seem to have advantage in DM.

Share this post


Link to post
Share on other sites

Weapons that deal a huge amount of damage in 1 or 2 shots seem to have advantage in DM.

So is a Thunder alteration worse than a standard Thunder in DM, then?

Share this post


Link to post
Share on other sites

Regarding kill stealing yes -

but DM is not only about kill stealing.. it is also about survival.

You have to take this into consideration too, before you devalue the alternation for DM.

Edited by BlackWasp777
  • Like 1

Share this post


Link to post
Share on other sites

 

 

well DM is not only about kill stealing.. it is also about survival.

True, but the ultimate goal of survival is to get more kills.  DM scores are based on how many kills you have, not how little deaths.

 

So is a Thunder alteration worse than a standard Thunder in DM, then?

If you plan on only killstealing, than yes. In other respects it's quite hard to tell.

Share this post


Link to post
Share on other sites

True, but the ultimate goal of survival is to get more kills.  DM scores are based on how many kills you have, not how little deaths.

If you get killed, you can not use your turret for 12 second.

12 sec are almost 4.. 5 shots with (normal) Thunder.

Thats the problem, why survival is so important in DM.

Edited by BlackWasp777

Share this post


Link to post
Share on other sites

If you get killed, you can not use your turret for 12 second.

12 sec are almost 4.. 5 shots with (normal) Thunder.

Thats the problem, why survival is so important in DM.

4...5 shots does not mean 4...5 kills.  Many times it just means a weakened tank, which is an easier kill for other players, moving them higher up in the battle list.

Share this post


Link to post
Share on other sites

I never claimed each kill is a shot. I just state, that beeing dead disables you to kill others. And to survive means to have more chances to kill others. DM (with midrangers) is not about shooting all the time, it is about shooting at the right time. But.. if you are dead, you are likely to miss a lot of "right times".

I just took the chance and entered 5 DM games, 3 of them drug free. In each of them the leading players had a high K/D ratio.. obviously beeing alive and beeing able to shoot pays off in kills too.

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...