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[Analysis] Thunder - Rebalanced


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                                   Thunder - A Turret Reborn?
 
Hello, Tankers! Today, I want to take a more in-depth look at how the Global Rebalance has affected a Turret that had possibly been slightly forgotten in the shadows of your garage.
Now, it seems to be undergoing a revival (initiated by the update) and is one of the forerunners in the defense of the Reformation of Tanki.


Thunder; a turret seemingly reduced to Polygon CPs and dedicated parkourists. The damage dealt by it was inconsistent as it evolved through M0-M4. The original level of splash damage also worked against the user in many cases, in which the enemy would "hug" the hull, causing an uncomfortable amount of self-damage. This turret, although it was fairly popular at ranks between () and (), faded into the background by () where other turrets severely outclassed it. Essentially, it was just a weaker, slower-reloading version of the Smoky with splash damage attached.

So what has now been altered to allow this turret to compete with its M3 rivals? Well, here are several ideas and possibilities that I myself as a player have noticed.

                                                         1) Parameter Changes

                                        69199380-7dfd-4803-9a56-c212f36b5d7f_zps

 
                                                As you can see, Thunder M3 has received significant boosts in most areas.
 
As you can see, there have been some fairly significant debuffs to the Maximum Damage on all versions, with the M0 version undergoing severe weakening in this area. However, the M3 is the only modification with an increase for the Minimum Damage. Its shots now deal damage more consistently and, with the range of both Minimum and Maximum Damage receiving a boost, Thunder M3 will be more deadly at medium-long range.

Thunder, in general, has even received an increased Impact Force parameter, allowing it to punch enemy Shafts, other Thunders, Smokys and Railguns off aim. This will give it the edge over its medium range rivals.

Couple these parameters with a more faster reload (2.6 seconds compared to 2.9), you are starting to build up a picture of a more solid, capable weapon than the flimsy, inconsistent turret we might be used to.

 
Of course, there are the drawbacks of the new unlock rank () and the price increase.

Now you may look at the Thunder M3's new parameters and may still conclude "minimal changes, minimal differences" but in actual fact, it's not just the changes to Thunder itself which have helped its cause.

                                                    2) Overall Hull Class Merging

This has actually worked out in the favour of Thunder. The hulls' merging together and reduction of many of their HP values may not have helped some turrets (for example Railgun) but for Thunder (which pairs very well with Viking, a hull that will become even more popular), it has aided its cause.

It was the medium - heavy hulls that the Thunder was struggling to deal with before; but it's some of these that have suffered severe debuffs. Dictator M3 has lost a good portion of its health and the heavy hulls have been brought down almost to Dictator's previous hull value.


                                                             3) Hull Speeds

 
                                e8cb2a02-6122-4e70-80f0-1f92fe5b72f5_zps

The boost in speed of hulls such as Viking and the 25% speed increase in the Speed Boost helps Thunder escape from close-range enemies.

The merging also affected the speed of most hulls. Since Light hulls are now slower, this can help the Thunder retreat from annoying Fire/Hornets and escape self-damage. Medium hulls (which pair well with Thunder) are quicker and so are more adapted to suiting Thunder's gameplay.

Even the 25% speed increase granted by a Speed Boost has worked out in Thunder's favour, making it easier to stay out of range of its close-range predators: Firebird, Freeze, and Isida.

                                                        4) Other Changes to the Game

 
                                         87a9f496-b140-4eea-a014-093eb8898ae8_zps
                        The self-healing reduction for Isida has helped Thunder. Now it poses less of a threat to Thunders at close range.

Isida's self-healing reduction is another positive change for the Thunder. Before, an Isida could simply hug the hull of the Thunder, slowly weakening it while restoring health at the same time.

You'd encounter this a lot as a Thunder player, especially if you were on Polygon CP with a heavier hull.

Other examples include the reduction of Firebird's burn, and the Smoky's reduced critical damage.

 
Even small things such as the Damage Indicators have helped Thunder players, as they now know whether enemies behind a wall are taking splash damage from their shots or not.
 
                                                            88988ed1-e441-481a-8f9c-330aecef6fb0_zps
                                        Handy additions such as these Damage Indicators help improve a Thunder user's gameplay.
 
                                                              Players' Opinions

So, after that, I think it's time to get a few tips on using Thunder from a few Tanki players.

 

Q: The obvious one, do you think the rebalanced Thunder is better than the previous version?


lVlrs.Destroyer: Yes of course. I feel more OP with the new version.

 
TheWhiteBeard: Yes.

Me: Yeah. I feel much more dangerous with this version. I felt that the previous M3 was on a similar level to the M2 version.

Q: Looking at the new rebalanced Thunder M3, which M3 hull do you think brings the best out of this turret?

 
 
lVlrs.Destroyer: Viking or Mammoth M3 with any high Thunder protection module to lessen the self-damage.

TheWhiteBeard:  I think Viking works well with Thunder, especially as an offensive gun in medium maps such as Noise.

Me:If you have Thunder M3 at an early rank, Titan is a solid combination and can be very hard to kill with a Long-range protection module. I'd take Titan M3 over Mammoth M3.  However, Viking is the all-around best hull to attach to Thunder.

Q: Which maps do you think best suit Thunder?

 

lVlrs.Destroyer: Noise, Sandbox ,and Highland CTF are all good for Viking/Mammoth with Thunder M3. Mammoth and Thunder excels in Polygon CPs, where I believe it would be among the best Tanks in the battle.

TheWhiteBeard: Noise CTF.

Me: Polygon CP is where Thunder is at its best. However, maps such as Rio (plenty of camping locations) Noise (Red team's flag location makes a perfect camp) and Tribute will help Thunder players achieve success.

Q: Which role in battle do you prefer to use Thunder for?

 
 
lVlrs.Destroyer: Offense. I'm rarely not attacking with Thunder, unless we're playing for time.

TheWhiteBeard: I find Thunder useful for camping, so I usually sit and defend. I sometimes play in between and kill the enemy's defense.

 
Me: Attack! I'm not a fan of waiting for the enemy to besiege me, so for me, Thunder is all about clearing out the defense using the splash damage from a distance, then speeding in to take the flag.

Q: And finally, which formats do you think suit Thunder the best?

 

lVlrs.Destroyer: CTF and Poly CP.

TheWhiteBeard:  Any CTF and some CP games.

Me: In medium-size map DMs Thunder can work, but it's best in CTF and CP.

Now, after some tips from those Thunder players, here's some advice on choosing a suitable hull for each map and battle format you come across.

                                                                Finding the Right Hull

 
Large maps - Madness, Berlin etc.

Medium-small hulls will serve Thunder much better than a hulking Titan or Mammoth.

For CP: Viking/Hunter. These hulls have enough HP to sustain some fire but have enough speed to make getaways.
For CTF: Attack - Wasp/Hornet. Mostly raw speed to help you snatch that flag.
               Defense - Viking/Dictator (for height)/ Titan (the limit in HP if you want hull).
For DM: Hornet. Viking/Hunter at the heaviest. Any larger tanks will be too slow to avoid enemy fire.
For TDM: Viking/Hunter.

Module Advice: A long range module, such as one in the Griffon series, will be the best option.

Medium maps - Noise, Polygon, Industrial Zone etc.

Medium maps are where HP on a hull will help your Thunder much more.

For CP: Titan is my overall favorite here (strong, height, large HP and decent speed), but all medium hulls will be fine. Mammoth also works, though small hulls are not advisable.
For CTF: Attack - Viking/Hunter. Hornet at the very smallest.
               Defense - Titan/Mammoth. Smaller maps equal more damage taken.
For DM: Viking/Hunter again. Smaller hulls will get preyed upon.
For TDM: Titan for camping.

Module Advice: You will start to require Thunder protection against your own damage. A module from the Kodiak series is recommended.

Small maps - Sandbox, Island, Hill etc.

Go big or go home.

For CP: You can afford to sacrifice a lot of speed. You just need to survive. Mammoth/Titan.
For CTF: Attack - Any medium hull will perform this job adequately.

               Defense - Mammoth/Titan. Raw HP when you need it.
For DM: Mammoth/Titan.
For TDM: Mammoth/Titan. Happy camping!

Note: Small hulls + Thunder will be cannon fodder in a small map. Do not use.

Module Advice: Thunder protection is a must! However, the other two protection slots must be protections against short-range turrets. Badger T-D is very appropriate.


So, I hope you found my article interesting and possibly even useful. Please feel free to comment on anything in the article, and leave positive and/or negative (but not too many please :D) opinions below.

 
I want to thank , [Member=TheWhiteBeard] and @Fungreatmario for contributing.
 

 

I know I face a lot of M2s at this rank, where Thunder M3 performs well. However, I'm basing my thoughts on what I've experienced while playing higher ranks.

 

This article is one player's opinion, and other people may have different ones.

 

Edited by Savage
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