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A slight reworking of Thunder and Rio


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Hi.

 Please rework the turret Thunder and the map Rio

 

Thunder:

  • It has to much range to be medium ranged classed gun... As Semyon Kirov said in the balancing of turrets and hulls video, "Thunder has become a truly long-range weapon. Its damage has decreased slightly, but the range is a lot better now. The M3 deals full damage up to 70 meters, decreasing to 60% at the 140 meter mark."

  • Its become very powerful and paints cannot help. On my main account i have noticed that i receive approximately the same damage from the enemy base in Rio to my base.
  • The damage is kind of high for the range, and reload time. 
  • It can destroy a Hornet and Wasp without protection paints from one base to another. (May not be true but i have seen this a lot in ever since the update was released.
  • It has strong impact power.

- Its ok if no one agrees with this, its just what i have noticed and what i think needs to be changed. Not even emerald helps with Thunders abilities and the knock back that it provides that knocks you off course.

 

Rio:

  • The blue team has easy access and escape from the red teams base. 
  • The shafts get protection from that raised barrier behind the blue teams flag.
  • The red team don't have the ability to escape so easily.
  • Red team always gets ambushed.

- Please do something to make the red team have more of an equal chance at fighting. Please put back that double power drop zone near the barricade across the flag. Yes the red team has a little bit of a higher chance of actually touching the flag because they can jump from the air but still blue team has the upper hand with drugs, hiding places for flag hold offs. 

 

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Thunder is my favourite weapon so....

 

 

Well thunder also is one of my favorite weapons but still i dont get the same feeling of using it compared to the feeling of getting attacked by it. In my opinion thunder is weak for me and i prefer smoky. But theres no reason to hate.

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Rio:

  • The blue team has easy access and escape from the red teams base. 
  • The shafts get protection from that raised barrier behind the blue teams flag.
  • The red team don't have the ability to escape so easily.
  • Red team always gets ambushed.

- Please do something to make the red team have more of an equal chance at fighting. Please put back that double power drop zone near the barricade across the flag. Yes the red team has a little bit of a higher chance of actually touching the flag because they can jump from the air but still blue team has the upper hand with drugs, hiding places for flag hold offs. 

 

Thanks but no thanks ... rio is perfect as is.

 

I prefer red by the way. the way to play in red team is different than blue team. and both have a good

Chance of wining.

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I must agree, that Thunder is very powerful, maybe a PINCH too powerful, at lower ranks.

However, when playing against super high ranks, you'll change your mind Arun. :P

Even if the gun is at M3.5.

 

I'd say balance it out at lower ranks, but don't weaken it for higher ranks.

 

But saying that Emerald doesn't help? WHAT?! :O

Unless you're using a Wasp as a sitting duck, Emerald is a HUGE annoyance for any Thunder. Even Prodigi provides very noticeable protection.

The impact force may be huge if the person has MU'd it perhaps. But it's not anywhere close to guns like Smoky.

 

Also, can you clarify what you meant by how it can destroy Wasps/Hornets from one base to another without paints? . . .

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Thunder is meant to be a High-Impact High-Damage Long-Range weapon that is offset by the slow reload and Splash damage at close range. IMO, the Thunder is balanced just fine as it is.

--------------------------------------------------------------------------------------------------------------------------------------

The Rio map on the Red side has quite a few Sniper positions that are hard for the Blue Team to flush out. Also, the Red team has Drop-Down access to the Blue Flag, which offsets the advantages of the Blue side.

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I must agree, that Thunder is very powerful, maybe a PINCH too powerful, at lower ranks.

However, when playing against super high ranks, you'll change your mind Arun. :P

Even if the gun is at M3.5.

 

I'd say balance it out at lower ranks, but don't weaken it for higher ranks.

 

But saying that Emerald doesn't help? WHAT?! :o

Unless you're using a Wasp as a sitting duck, Emerald is a HUGE annoyance for any Thunder. Even Prodigi provides very noticeable protection.

The impact force may be huge if the person has MU'd it perhaps. But it's not anywhere close to guns like Smoky.

 

Also, can you clarify what you meant by how it can destroy Wasps/Hornets from one base to another without paints? . . .

Ok what i said about emerald not helping, is that the paint does not offer protection from splash damage, or impact force, not even a 5% probability that thunder wont cause you to lose control. Smoky is  a simple gun. It is hard to master because everyone relies on drugs to get kills, they dont use its main factors to an advantage. Smoky has faster reload, and takes around  or more shots to kill a tank that thunder would.

 

Ok so without paints thunder can kill from what i have seen, hornets and wasps without MU/Paints from one base to another. I tested it on the test server and i made sure each model had the same specs as the stock ones on tanki.

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Thunder is meant to be a High-Impact High-Damage Long-Range weapon that is offset by the slow reload and Splash damage at close range. IMO, the Thunder is balanced just fine as it is.

--------------------------------------------------------------------------------------------------------------------------------------

The Rio map on the Red side has quite a few Sniper positions that are hard for the Blue Team to flush out. Also, the Red team has Drop-Down access to the Blue Flag, which offsets the advantages of the Blue side.

Excuse me? Thunder may have released been released before i discovered tanki but at that time and for 2 years, it was always a medium range weapon. It was never under powered i dont know what the heck you people talking about the old thunder. Look at the reload time for a weapon with such damage, and reload for long ranges? See where im getting at? If they want to make thunder a long range weapon, then get rid of the splash damage, the thing that makes it unique, and the short reload time, and times it 1.3 times as it is now.

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Excuse me? Thunder may have released been released before i discovered tanki but at that time and for 2 years, it was always a medium range weapon. It was never under powered i dont know what the heck you people talking about the old thunder. Look at the reload time for a weapon with such damage, and reload for long ranges? See where im getting at? If they want to make thunder a long range weapon, then get rid of the splash damage, the thing that makes it unique, and the short reload time, and times it 1.3 times as it is now.

Then it would become a Railgun without the high damage, and then Thunder won't be used at all. Sorry, but IMO, this idea won't get anywhere.

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Thunder is meant to be a High-Impact High-Damage Long-Range weapon that is offset by the slow reload and Splash damage at close range. IMO, the Thunder is balanced just fine as it is.

--------------------------------------------------------------------------------------------------------------------------------------

The Rio map on the Red side has quite a few Sniper positions that are hard for the Blue Team to flush out. Also, the Red team has Drop-Down access to the Blue Flag, which offsets the advantages of the Blue side.

State the sniper positions that red team has? Even that one with the barricade surrounding it is not enough. It an be targeted from the side it needs to shoot from, and mines can be cleared easily. That is only entering the base, not escaping it, yet still the Blue team can snipe them from behind their flag anyways, and from that cliff.

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Then it would become a Railgun without the high damage, and then Thunder won't be used at all. Sorry, but IMO, this idea won't get anywhere.

Then get the rid of the long range, and keep it medium ranged, returning thunder to its original state without the long range is better for everyone.? Have you people played Polygon CP, or Silence CTF or Noise CTF, look how deadly that turret is even from long ranges. 

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@Arun: No matter what, paints will not protect 100% against Splash damage.

However, it will deal less damage. With Emerald, 42% less damage WITHOUT considering Micro-upgrades.

And if Thunder makes you lose control, then figure out WHEN that Thunder is about to fire.

 

One of the biggest things about Thunder is its sluggish reload time, unless they Micro-upgraded it.

But if they Micro-upgraded it, then expect it to exceed un-MU'd grade items. Though MU's do not matter when skills come into play.

 

As for "everyone relies drugs to get kills," and "they don't use its main factors," I'll assume that was aimed at Smoky.

 

"Ok so without paints thunder can kill from what i have seen, hornets and wasps without MU/Paints from one base to another. I tested it on the test server and i made sure each model had the same specs as the stock ones on tanki."

 

Any gun can kill any hull. . . .Lol. . . And you're not talking about 1-shotting things, so . . .?

Are you trying to say that a Thunder can kill any Hornet/Wasp that tries to approach it without being killed while driving from one base to another?

Yes, or no?

 

Thunder is focused primarily at middle-range, however, they extended its range to make it also long-range friendly most likely due to the introduction of Hammer. I've used Hammer, and have done quite well even in maps such as Monte Carlo. Don't underestimate the range on that thing. It's basically the Thunder for close-range and middle-range.

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Then get the rid of the long range, and keep it medium ranged, returning thunder to its original state without the long range is better for everyone.? Have you people played Polygon CP, or Silence CTF or Noise CTF, look how deadly that turret is even from long ranges. 

Any long range Turret has disadvantages. Silence CTF has quite a few ways to sneak up behind a Thunder. Noise CTF is also the same way, quite hard for any camper to COMPLETELY defend a base.

Polygon is different, but in that regard, it's almost too easy to sneak up behind a Thunder, because in Polygon, there is no "Team Base Spawn", everyone spawns in random places all over the map, no matter what mode.

 

Now, how to make it medium ranged? Hm.....would the program just delete the Shell mid-flight at a certain range?

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@Like-A-Boss: Emerald almost looks like Acid paint! :P

But yeah, given that Thunder can hit itself pretty hard, it's good to make Thunder long-range friendly so that it could also

keep its distance, yet stay effective at the same time. To force the Thunder to stay at medium range to provide effective damage (not including paints), makes it easily vulnerable to the "snuggle" effect. :P

 

And again, Hammer would take its place.

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@Dilsharox: I feel like it's because of the paints.

Double armor + Health kit + Paints (30%/40%/50%) = Thunder Hits Like a M0 Wasp Ramming an M4 Mammoth

Mostly 40% and 50% paints. . .

 

Buffing Thunder will make it broken against undrugged turrets.

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Thunder is meant to be a High-Impact High-Damage Long-Range weapon that is offset by the slow reload and Splash damage at close range. IMO, the Thunder is balanced just fine as it is.

--------------------------------------------------------------------------------------------------------------------------------------

The Rio map on the Red side has quite a few Sniper positions that are hard for the Blue Team to flush out. Also, the Red team has Drop-Down access to the Blue Flag, which offsets the advantages of the Blue side.

Can you please write in normal font? I don't even read your posts bcoz they r so hard to read

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Excuse me? Thunder may have released been released before I discovered Tanki but at that time and for 2 years, it was always a medium range weapon. It was never under powered i don't know what the heck you people talking about the old thunder. Look at the reload time for a weapon with such damage, and reload for long ranges? See where I'm getting at? If they want to make thunder a long range weapon, then get rid of the splash damage, the thing that makes it unique, and the short reload time, and times it 1.3 times as it is now.

I feel Thunder has taken its rightful place in the game, at least before Hammer arrived, before smoky was overused on most battles because it was overpowered, before that, firebird, Isida, Freeze, and prior to that Rico was overpowered. Now there is a very good combination of turrets in battles, though Hammer must be a bit overpowered as it is becoming a dominant weapon showing up in battles outnumbering all other turrets in most battles. (This may be because it is the strongest close combat weapon, making it the ultimate Gold hunter turret easily destroying other wounded tanks in wait for the falling gold box, I'm sure it would be used less if gold boxes were not the big motivator, we will see this weekend if Double fund changes Hammer users tactics for turrets more suited to winning the fund than catching the gold.)

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Rio is very well balanced. I'm able to win there with any gun and hull and playing for either side. Perhaps the red team is weaker for the combination that you play with and if that's the case, just play for the blue side every time!

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