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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


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1 minute ago, coconuttree said:

I love how blinky has the audacity to call eubr a mult, despite finishing below him

I also find battle chat amusing sometimes and would jump in. I will always call out players with OD not activated with 30 seconds left, tankers needing to do multiple back up then move forward a hull to change the aim of a turret, tankers going to a tower in cp matches, etc.

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On 8/11/2020 at 3:44 AM, r_thug121 said:

I just wanna knw if sledgehammer is worth 183000. is it better than small caliber charging machine?

Yes, use the Sledgehammer!!! The name says it all (and it truly delivers on it). Sledgehammer unleashes consistent damage midrange and in. As always, maximize splash damage by aiming at walls beside targets hidden, rocking shots into ground where enemies are hiding behind objects with no wall behind them, and aiming at the central tank in clusters on siege, CP, assault. I use it on larger maps to help me find enemy tanks who are camping due to the faster shot rate. Aim at the corner of the hulls of slower turrets such as Railgun to disrupt the enemy's aiming and win 1v1. Do kit up in thunder protection no matter what if you are going to use this turret. It is best used on medium hulls IMO due to the increase health and mobility (since splash damage is inevitable in battles). Hope this helps.

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6 hours ago, enri_chill said:

Yes, use the Sledgehammer!!! The name says it all (and it truly delivers on it). Sledgehammer unleashes consistent damage midrange and in. As always, maximize splash damage by aiming at walls beside targets hidden, rocking shots into ground where enemies are hiding behind objects with no wall behind them, and aiming at the central tank in clusters on siege, CP, assault. I use it on larger maps to help me find enemy tanks who are camping due to the faster shot rate. Aim at the corner of the hulls of slower turrets such as Railgun to disrupt the enemy's aiming and win 1v1. Do kit up in thunder protection no matter what if you are going to use this turret. It is best used on medium hulls IMO due to the increase health and mobility (since splash damage is inevitable in battles). Hope this helps.

thanks a lot i will buy it then !!!

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9 hours ago, r_thug121 said:

its amazing . faster reload helps a lot and i get many double kills. ?

Mount her on Viking and have fun for those 7 seconds...just be sure to hit as many supplies before activating the OD...on CP, Siege, Assault it is a game changer...4-5 kills automatically

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5 hours ago, enri_chill said:

Mount her on Viking and have fun for those 7 seconds...just be sure to hit as many supplies before activating the OD...on CP, Siege, Assault it is a game changer...4-5 kills automatically

Thanks for the advice!

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What is the general consensus on Thunder in the current meta? I am the only one who thinks it's completely outclassed by Gauss in almost every aspect?

 

I mean, why would you buy Thunder instead of Gauss? It's a general question, I am curious to hear what you guys have to say. 

 

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48 minutes ago, 2shots2kills said:

What is the general consensus on Thunder in the current meta? I am the only one who thinks it's completely outclassed by Gauss in almost every aspect?

 

I mean, why would you buy Thunder instead of Gauss? It's a general question, I am curious to hear what you guys have to say. 

 

Probably is and yet ppl heavily use gauss protection

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14 hours ago, Potdindy said:

Probably is and yet ppl heavily use gauss protection

I guess you meant Thunder protection.

 

Since the last discounts I am seeing less protections against Thunder which can lead to decent games. But no matter how well I do in battle, whenever I play with this Turret I tell myself "I could be playing Gauss and be way stronger". 

Edited by 2shots2kills

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2 hours ago, 2shots2kills said:

I guess you meant Thunder protection.

 

Since the last discounts I am seeing less protections against Thunder which can lead to decent games. But no matter how well I do in battle, whenever I play with this Turret I tell myself "I could be playing Gauss and be way stronger". 

Yes I meant thunder, ugh. I'd love to see more people using gauss prot

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@2shots2kills @Potdindy 

I've got 35% against Gauss and Thunder, and will use both unless there's a strong player using another turret I've got protection against

As to why Thunder and not Gauss, no idea, but Thunder's better rotation speed / acceleration might offset the longer reload time for players that aren't interested in Gauss' sniper mode

(I hate Gauss)

Edited by SporkZilla

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4 hours ago, 2shots2kills said:

I guess you meant Thunder protection.

 

Since the last discounts I am seeing less protections against Thunder which can lead to decent games. But no matter how well I do in battle, whenever I play with this Turret I tell myself "I could be playing Gauss and be way stronger". 

Oddly enough I rarely equip Thunder module and my default set-up includes Gauss module.

Just hate being one-shot I guess...

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15 minutes ago, At_Shin said:

Why thunder?  Because I find it much more fun than Gauss.

Gauss is basically Thunder on steroids, you can still use it as a substitute regardless. It is also the reason why I abandoned Thunder, after using it as my main weapon till reaching First Lieutenant. Plus, most recent items I received from containers motivated me to use Gauss again

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20 minutes ago, asem.harbi said:

Guys I think Thunder is a perfect turret. Haven't seen any complaints about it before.. no nerfs, no buffs. but I think it got a nerf by someway as @2shots2kills said

Yeah Thunder was very good when it had the instant projectile. And with Sledgehammer it was even overpowered. 

 

To balance it out, Thunder was given the projectile mechanic it has now (Just like Gauss), but in doing this, it was made too similar to the new Turret... and in most aspects, just a weaker version of it. 

 

18 minutes ago, BloodPressure said:

Gauss is basically Thunder on steroids, you can still use it as a substitute regardless. It is also the reason why I abandoned Thunder, after using it as my main weapon till reaching First Lieutenant. Plus, most recent items I received from containers motivated me to use Gauss again

Absolutely correct. Honestly, if I did not invest so much time on Thunder (I got MK8 and an all the skins for it... been playing this Turret since forever), I would have switched to Gauss as well. 

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27 minutes ago, 2shots2kills said:

Yeah Thunder was very good when it had the instant projectile. And with Sledgehammer it was even overpowered. 

To balance it out, Thunder was given the projectile mechanic it has now (Just like Gauss), but in doing this, it was made too similar to the new Turret... and in most aspects, just a weaker version of it. 

I mean the nerf that Thunder get is by introducing Gauss.. not a directly nerf but just a metaphorical. Also its special character "Splash Damage" got stolen now by many turrets like Gauss and Magnum...

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I hope we will see some new augments (and shot effects... hello?) when Thunder HD gets launched. The former poster Turret of the game has been left in the dust for a long time now... it's quite sad. 

The only good thing about Thunder being so out of meta is that barely anyone still equips the Grizzly module anymore. (but if you use Thunder and start to dominate, everyone will equip protection, and this turret vs 50% is laughable)

 

Also, currently, Thunder is the only Turret with only ONE "good" augment available (Sledgehammer)

 

Small caliber charging machine: simply useless;

Subcaliber rounds: a stupid augment, just use Scout Railgun instead. (instant projectile, piercing, more impact force, and probably same if not better reload and dmg);

"Sledgehammer" rounds: Improved DPM but horrible damage drop-off,  and the projectile speed of a snail.

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3 minutes ago, 2shots2kills said:

Also, currently, Thunder is the only Turret with only ONE "good" augment available (Sledgehammer)

 

Small caliber charging machine: simply useless;

Question from a non-Thunder user, how is this useless when it's basically a Sledgehammer Rounds for mid range combat? I've fought many SCCM Thunders and their damage wad comparable to Sledgehammer's. 

 

6 minutes ago, 2shots2kills said:

 

Also, currently, Thunder is the only Turret with only ONE "good" augment available (Sledgehammer)

Isida.

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13 minutes ago, TheCongoSpider said:

Question from a non-Thunder user, how is this useless when it's basically a Sledgehammer Rounds for mid range combat? I've fought many SCCM Thunders and their damage wad comparable to Sledgehammer's. 

Losing 20% damage and gaining 20% reload speed doesn't actually improve anything, it just changes the stats of the Turret slightly. This augment was good when Alterations where a thing and were actually meant to change your playstyle.

Losing damage also hurts your splash damage behind cover and obstacles.. I would even use Adrenaline over SCCM. 

Sledgehammer is actually good for mid-range combat, since it boosts your reload by 25% without any drawback. The problems start to arise when you have to shoot at longer distances, sure you can give some lead to your shots, but the damage suffers a lot. 

14 minutes ago, TheCongoSpider said:

Isida.

Support Nanobots, and I'd say Adrenaline Isida is fantastic for attacking, it gives a big boost to the Turret's high DPS. 

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6 minutes ago, 2shots2kills said:

 

Ok now I'm confused! ?

6 minutes ago, 2shots2kills said:

Losing 20% damage and gaining 20% reload speed doesn't actually improve anything, it just changes the stats of the Turret slightly.

But Sledgehammer also loses damage. SCCM loses it directly. Sledgehammer loses it indirectly. And they have near the same reload speed. 

 

8 minutes ago, 2shots2kills said:

This augment was good when Alterations where a thing and were actually meant to change your playstyle.

This is what I am most confused about. What exactly changed? From the Thunder conversion, Sledgehammer was directly nerfed, while SCCM stayed the same. So how did SCCM get worse if Sledgehammer was the one that was nerfed? 

 

11 minutes ago, 2shots2kills said:

 

Sledgehammer is actually good for mid-range combat, since it boosts your reload by 25% without any drawback. The problems start to arise when you have to shoot at longer distances, sure you can give some lead to your shots, but the damage suffers a lot. 

The drawback here comes from using it anywhere besides close range combat. Your damage starts dropping sharply, and on top of that, you have a projectile speed decrease. By the way, I consider mid range to be 100m. Seemingly a lot of players' definition of mid range is the range of Ricochet, which is 70 metres maximum, and officially classified as short range. I just wanted to confirm what distance you're referring to when you say mid range. 

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20 minutes ago, TheCongoSpider said:

But Sledgehammer also loses damage. SCCM loses it directly. Sledgehammer loses it indirectly. And they have near the same reload speed. 

Sledgehammer does lose damage, but only after a certain distance. (Honestly I have not tested the max range of damage, but it should cover the lenght of the Sandbox map)

SCCM always loses damage, at any range.

20 minutes ago, TheCongoSpider said:

This is what I am most confused about. What exactly changed? From the Thunder conversion, Sledgehammer was directly nerfed, while SCCM stayed the same. So how did SCCM get worse if Sledgehammer was the one that was nerfed? 

Okay so, before the conversion, Sledgehammer was incredibly strong, I'd say it was Overpowered, while SCCM was.. okayish (again, for the time, when Augments did not provide direct buffs to the Turrets, they almost always had drawbacks to balance it out)

Then Sledgehammer got nerfed (maybe a bit too much) by introducing a way bigger damage drop-off and a huge projectile speed penality.

In the end, Sledgehammer remained superior when used at short to mid range, while SCCM remained unchanged. 

20 minutes ago, TheCongoSpider said:

The drawback here comes from using it anywhere besides close range combat. Your damage starts dropping sharply, and on top of that, you have a projectile speed decrease. By the way, I consider mid range to be 100m. Seemingly a lot of players' definition of mid range is the range of Ricochet, which is 70 metres maximum, and officially classified as short range. I just wanted to confirm what distance you're referring to when you say mid range. 

By mid range I was considering 70 metres, I'd in fact say the range of Ricochet. it might be because I always played in small maps, so my perception of distance is influenced by that.

Within it, Sledgehammer is superior to any other Thunder Augment. If we go further then that then it starts to become an hindrance more then a benefit. 

From 100+ metres I'd use Subcaliber Rounds to get faster projectile speed, or honestly, I would just pick Scout Railgun and perform way better. (or Gauss...)

Again, I don't feel like SCCM really has a place in today's Tanki.

Edited by 2shots2kills
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3 minutes ago, 2shots2kills said:

Sledgehammer does lose damage, but only after a certain distance. (Honestly I have not tested the max range of damage, but it should cover the lenght of the Sandbox map)

Sledgehammer's maximum damage range is the size of a Viking dude. ? Meanwhile SCCM's maximum damage range is the size of 19 Vikings. 

Sledgehammer's damage starts dropping below 100% right in front of your face. 

 

5 minutes ago, 2shots2kills said:

Okay so, before the conversion, Sledgehammer was incredibly strong, I'd say it was Overpowered, while SCCM was.. okayish (again, for the time, when Augments did not provide direct buffs to the Turrets, they almost always had drawbacks to balance it out)

Then Sledgehammer got nerfed (maybe a bit too much) by introducing a way bigger damage drop-off and a huge projectile speed penality.

In the end, Sledgehammer remained superior when used at short to mid range, while SCCM remained unchanged. 

Before the conversion, Sledgehammer and SCCM basically did the same thing but in different ways. Decrease damage while increasing the reload speed. However, you are right. While they both practically did the same thing, Sledgehammer was proven to be the superior of the two. Michael828 did a chart showing Sledgehammer's effectiveness compared to Stock when it was hitscan here.

14 minutes ago, 2shots2kills said:

By mid range I was considering 70 metres, I'd in fact say the range of Ricochet. it might be because I always played in small maps, so my perception of distance is influenced by that.

Within it, Sledgehammer is superior to any other Thunder Augment. If we go further then that then it starts to become an hindrance more then a benefit. 

From 100+ metres I'd use Subcaliber Rounds to get faster projectile speed, or honestly, I would just pick Scout Railgun and perform way better. (or Gauss...)

Again, I don't feel like SCCM really has a place in today's Tanki.

So you also refer to 70 metres as mid range, alright. This I agree with, in that within that distance, it should be easy enough to hit the Sledgehammer projectiles if you're versed with it. I was talking more about 100 metres, where hitting enemies with SCCM would be easy compared to Sledgehammer. 

 

16 minutes ago, 2shots2kills said:

 

Again, I don't feel like SCCM really has a place in today's Tanki.

Alright. But would you really say it's useless? Players throw around that word a lot on almost everything that doesn't do their dishes while getting penta-kills every 2 minutes. To me, nothing in this game is useless. Some things are just less useful than others. There are many scenarios where SCCM would be more practical to use then Stock, that I've personally seen on the receiving end, which is where most of my experience with Thunder comes from. That's why I'm asking theses questions to a Thunder users, as you have had experience both on the giving and the receiving end. ?

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