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Thunder nerf - too OP


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Thunder, just by looking at its stats, does not look that menacing. However, thunder is one of those weapons where it has the most optimal damage and reload speed to destroy most hulls quicker and more efficient than other turrets. 

 

What I mean is that a double power thunder can one shot wasp or hornet, an instant space bar press and that's a kill. It's reload speed is much faster than that of a railgun, and railgun cannot one shot these hulls anymore either without double power.

 

Now, thunder against medium hulls will take 2 hits for them to kill with double power. 2 thunder shots takes about the same time as 1 railgun shot. Railgun with double power cannot destroy these hulls in one shot, making thunder the much quicker killer.

 

Thunder against heavy hulls will take 3-4 shots to kill with double power. Railgun will take 2-3 with double power. Again, 2 thunder shots = 1 railgun shot based on time spent so thunder will be much quicker. 

 

Thunder can fire off 2 shots in the time it takes a shaft to fully charge up scoped, making thunder the quicker killer. Thunder outranges all the turrets that has a higher dps than it, allowing thunder to possibly not take any damage from higher dps turrets (firebird, freeze, isida, hammer). Thunder has a higher dps than any other non-short range turret. 

 

Not to mention, it has splash damage. Which allows it to get many kills at once many times. 

 

You may be thinking that thunder is only useful with double power, so you can simply drug double armor to counter. Well, its dps no matter what will still be higher than everything it doesn't outrange, which makes it still OP. 

 

 

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On high ranks it's already nerfed because everyone uses thunder modules. I would love to use it more, but the only reason I don't is because it's too weak. Making it even weaker would totally ruin the turret.

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Yeah like Maf said it's a tricky situation. Often 50% of the battle at Legend will have 35%+ Thunder protection decreasing it's effectiveness a lot.  

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Listen,

 

Using thunder as shaft is foolishness. 

Who asked you to use rail in normal battles ? use medium hulls and perfect turret like smoky or idsa. 

rail can only be prefer in xpbp's and small maps. Its up to your wish to use them in anywhere. 

Every one can't use supplies all the time. Maybe your goal is to increase Cool down. You mention supplies every line. 

I need to get Turret's like Hammer, where modules against them equip in battles are less. 

Its not OP yet, OP is striker and magnum. If you feel like that, Equip module problem solved.

I need face my opponent by pressing V every time. IF you made its DPS low, I'm not the loser, but the Thunder players would strike. 

 

Sorries, I said my opinion. 

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Under review

 

On high ranks it's already nerfed because everyone uses thunder modules. I would love to use it more, but the only reason I don't is because it's too weak. Making it even weaker would totally ruin the turret.

A turret should be judged on it's own merits, not on whether or not the user will encounter protection modules against it.

 

I could turn this around and say...

If so many people are using protection modules against it - maybe the reason is that it is OP.

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A turret should be judged on it's own merits, not on whether or not the user will encounter protection modules against it.

 

I could turn this around and say...

If so many people are using protection modules against it - maybe the reason is that it is OP.

True, but what happens when it gets nerfed? Thunder players will suffer even more, since I don't think the thunder protection users will change their modules as soon as the nerf happens. The modules system is kinda broken in that sense, since it makes turrets much stonger/weaker than they really are, depending on how many players protect themselves from it.

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True, but what happens when it gets nerfed? Thunder players will suffer even more, since I don't think the thunder protection users will change their modules as soon as the nerf happens. The modules system is kinda broken in that sense, since it makes turrets much stonger/weaker than they really are, depending on how many players protect themselves from it.

For the record I'm not suggesting it is OP or should be nerfed.

 

I just disagree the way to judge it is by how many modules are out there.

 

#addmoremagnum modules  :ph34r:

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Thunder can fire off 2 shots in the time it takes a shaft to fully charge up scoped, making thunder the quicker killer.

 

 you realize that  shaft with assault emmiters is basically thunder without splash if you don't count small factors like vertical aiming and turret rotation speed and the small difference in impact force?

 

it's not quicker if shaft uses arcade shots... they are both equal. but that is only at mid range, at close range thunder takes self damage... so it loses out unless it has m1 alteration too, but then it'd still be equal to shaft. at far range it's no competition, shaft uses scope.

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I disagree with this idea not because I'm mainly a thunder user, but because the higher the ranks, the more players that have protections against it and they know the turrets weaknesses.

 

Sure not many players will have thunder modules at m0 and m1 ranks, but you're going to fly by those ranks rather quickly.

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Really? Why hasnt this been declined already? Thunder is fine

Because your opinion that Thunder is fine is not a valid reason to decline this.

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Yeah like Maf said it's a tricky situation. Often 50% of the battle at Legend will have 35%+ Thunder protection decreasing it's effectiveness a lot.  

but its op in the mid ranks where people don't have too many modules and if it gets weaker there would be less people wearing modules against it

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Thunder, just by looking at its stats, does not look that menacing. However, thunder is one of those weapons where it has the most optimal damage and reload speed to destroy most hulls quicker and more efficient than other turrets. 

 

What I mean is that a double power thunder can one shot wasp or hornet, an instant space bar press and that's a kill. It's reload speed is much faster than that of a railgun, and railgun cannot one shot these hulls anymore either without double power.

 

Now, thunder against medium hulls will take 2 hits for them to kill with double power. 2 thunder shots takes about the same time as 1 railgun shot. Railgun with double power cannot destroy these hulls in one shot, making thunder the much quicker killer.

 

Thunder against heavy hulls will take 3-4 shots to kill with double power. Railgun will take 2-3 with double power. Again, 2 thunder shots = 1 railgun shot based on time spent so thunder will be much quicker. 

 

Thunder can fire off 2 shots in the time it takes a shaft to fully charge up scoped, making thunder the quicker killer. Thunder outranges all the turrets that has a higher dps than it, allowing thunder to possibly not take any damage from higher dps turrets (firebird, freeze, isida, hammer). Thunder has a higher dps than any other non-short range turret. 

 

Not to mention, it has splash damage. Which allows it to get many kills at once many times. 

 

You may be thinking that thunder is only useful with double power, so you can simply drug double armor to counter. Well, its dps no matter what will still be higher than everything it doesn't outrange, which makes it still OP. 

 seriously ? you got the timing wrong , my thunder shoots just a little bit faster than railgun . usually 3 thunder shots = 2 railgun shots . and yes the splash is powerful but go check magnum . thunder is not OP because everyone has protection against it , and it's weak in close range encounters because of the self damage and the slow reload . in some maps it's just absolutely useless . don't nerf it because it does not need the nerf . nerf magnum first then we'll discuss thunder .

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so u guys are saying that I have to buy a thunder module

By your current rank you should be thinking about having modules that eventually cover each turret at least once.

 

I'm surprised you don't have one for Thunder yet.  Never bought any kits?

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True, but what happens when it gets nerfed? Thunder players will suffer even more, since I don't think the thunder protection users will change their modules as soon as the nerf happens. The modules system is kinda broken in that sense, since it makes turrets much stonger/weaker than they really are, depending on how many players protect themselves from it.

My idea of 4 Single individually swappable protections with 40% would solve that, because players would start using other protections if you're the only Thunder in battle, instead of using their regular Rail/Thunder/Shaft or whatever module that includes Thunder.

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By your current rank you should be thinking about having modules that eventually cover each turret at least once.

 

I'm surprised you don't have one for Thunder yet.  Never bought any kits?

Never bought any kits besides the 100 supplies one (I never spent money on game so I'm kinda low on crystals). My best thunder protection is the Cedar LGC module with 35% on it but it has almost no other protections. 

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Thunder is the weakest gun in non pro battles without a doubt.

 

- Omnipresent thunder protection modules. Theres a reason why everyone says that thunder protection is so common.

- Repair kits. The repair kit can heal a m3 medium hull almost fully if used right after a hit by thunder due to thunders reload time. 

- Splash damage. Thunder is finished the moment any short range turret isolates it and gets into range. 

- Small damage at long range. Thunder's damage falls off dramatically at very long range whereas Shaft is still extremely effective with its scope mode.

- Impact force. Thunder's impact force just isn't strong enough to cope with medium hulls. The reload rate means it can not suppress enemies like Twins or Rico, and it doesn't pack the punch that Railgun has. 

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Thunder is the weakest gun in non pro battles without a doubt.

 

1. Omnipresent thunder protection modules. Theres a reason why everyone says that thunder protection is so common.

2.Repair kits. The repair kit can heal a m3 medium hull almost fully if used right after a hit by thunder due to thunders reload time. 

3.Splash damage. Thunder is finished the moment any short range turret isolates it and gets into range. 

4. Small damage at long range. Thunder's damage falls off dramatically at very long range whereas Shaft is still extremely effective with its scope mode.

5. Impact force. Thunder's impact force just isn't strong enough to cope with medium hulls. The reload rate means it can not suppress enemies like Twins or Rico, and it doesn't pack the punch that Railgun has. 

1. Well that's something else the devs need to change. Players shouldn't be forced to wear a thunder module. Plus, there are more freeze modules than there are thunder modules so suck it up. 

2. Same goes for railgun, shaft, smoky. Plus, they are usually just wasting the repair kit because another thunder shot will still cripple the tank. 

3. You're a terrible thunder player if you let the short range turret to get in range unless it just happened to spawn right on you. Just continuously back up while firing at the tank.It's splash damage is what makes it even more OP..

4. Short-range turrets have ZERO damage at long-range. Thunder is much better short-distance than shaft while shaft is completely useless at short distance, meanwhile thunder can still be viable long-range. 

5. Freeze, firebird, isida all don't have impact force. Thunder already packs a decent punch. 

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1. Well that's something else the devs need to change. Players shouldn't be forced to wear a thunder module. Plus, there are more freeze modules than there are thunder modules so suck it up.

2. Same goes for railgun, shaft, smoky. Plus, they are usually just wasting the repair kit because another thunder shot will still cripple the tank.

3. You're a terrible thunder player if you let the short range turret to get in range unless it just happened to spawn right on you. Just continuously back up while firing at the tank.It's splash damage is what makes it even more OP..

4. Short-range turrets have ZERO damage at long-range. Thunder is much better short-distance than shaft while shaft is completely useless at short distance, meanwhile thunder can still be viable long-range.

5. Freeze, firebird, isida all don't have impact force. Thunder already packs a decent punch.

Do you even know what you're saying? In esports more often than not they use the alteration to remove the splash

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 seriously ? you got the timing wrong , my thunder shoots just a little bit faster than railgun . usually 3 thunder shots = 2 railgun shots . and yes the splash is powerful but go check magnum . thunder is not OP because everyone has protection against it , and it's weak in close range encounters because of the self damage and the slow reload . in some maps it's just absolutely useless . don't nerf it because it does not need the nerf . nerf magnum first then we'll discuss thunder .

Nerf Magnum, Isida and then we'll talk.

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1. Well that's something else the devs need to change. Players shouldn't be forced to wear a thunder module. Plus, there are more freeze modules than there are thunder modules so suck it up. 

2. Same goes for railgun, shaft, smoky. Plus, they are usually just wasting the repair kit because another thunder shot will still cripple the tank. 

3. You're a terrible thunder player if you let the short range turret to get in range unless it just happened to spawn right on you. Just continuously back up while firing at the tank.It's splash damage is what makes it even more OP..

4. Short-range turrets have ZERO damage at long-range. Thunder is much better short-distance than shaft while shaft is completely useless at short distance, meanwhile thunder can still be viable long-range. 

5. Freeze, firebird, isida all don't have impact force. Thunder already packs a decent punch. 

1. Clay, Africa, Emerald, Prodigi LGCs all have decent thunder protection whereas only Zeus and Inferno have good freeze prot. Yes, LGC modules have become less common than they used to be and will continue to become less common, but both Thunder and Freeze have 15 Trio Modules that protect from them so idk where you are seeing all this Freeze prot.

2. Most turrets can kill the thunder or get away from it because of the repair. Also, smoky does not suffer from repair kits like Thunder does because it has a much faster reload time, most noticeable at M3, so it interrupts the health over time much sooner than thunder. Smoky is far superior to Thunder in supply on battles. Railgun and Shaft both have high damage boost alterations that allow them to 2 shot medium hulls, and 3 shot with repair. 

3. You can not escape all the time. ​Sometimes there is nowhere to go but to hold your camping spot or block the road. Continuously backing up means that they can just turn off somewhere else and you lose the kill and probably what damage you did is repaired or healed. You're a trash short range player if you are coming to the forums because you're getting beat up by thunders.

4. Thunder isn't better short range than a good shaft. Thunder has self damage, I don't know why you are saying Thunder is good in short range when you just said to get out of short range at all costs. Shaft does as much damage and often more because of a absence of shaft modules and quick scoping. 

5. Of course they don't. You think I don't know? And no thunder does not pack a decent punch it's nothing. 

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