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Thunder nerf - too OP


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No. I do not use Thunder to defend the base (my Thunder is only 1/10) but I agree that it is not OP.

have u ever tried using double power with Thunder to get mass kills? Double power works on thunder like no other turret.

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have u ever tried using double power with Thunder to get mass kills? Double power works on thunder like no other turret.

Railgun - one-shots light hulls

Shaft - one-shots everything

Vulcan - Beats Isida in 1v1

Striker - Same damage as Thunder but shorter reload

Isida - Kills light hulls in 1 second, and heavies in 2

Hammer - same as Railgun

Twins - Same as Vulcan

Smoky - One-shots light hulls when it does a critical + two-shots them without

Magnum - Same as thunder but worse

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Railgun - one-shots light hulls

Shaft - one-shots everything

Vulcan - Beats Isida in 1v1

Striker - Same damage as Thunder but shorter reload

Isida - Kills light hulls in 1 second, and heavies in 2

Hammer - same as Railgun

Twins - Same as Vulcan

Smoky - One-shots light hulls when it does a critical + two-shots them without

Magnum - Same as thunder but worse

Read my first post. Also, just because some other turrets are good *cough cough fagnum, isida, railgun, twins* doesn't mean Thunder is UP

 

Thunder absolutely cripples medium hulls with dp by the tap of a space bar and it just needs a 1 second reload for it finish it off.

Railgun need 100k to one-shot medium, 5 sec reload to do so. 

Shaft is a sniper. Shaft gets a shot in every 15 seconds.... that's at most 3 shots before double power runs out.

Vulcan. It sucks right now. What are you talking about XD

Isida is actually OP hands down.

Hammer's aim is atrocious. You could point at the target and still miss all of your pellets. You need a perfect shot to one shot light hulls, plus it has no range of maximum damage, and it's reload is slow.

Twins is OP but it takes more time than any other turret to kill with double power because it does low damage per hit. In other words, it doesn't insta-kill.

Smoky. Critical change at m4 is 25%. Not very high... 

Magnum. No comments need to be made here.

 

Remember, all of these can only wreck light hulls easily. Or, their reload is slow as heck. Then, thunder has fast reload and can wreck medium and heavy hulls easily. 

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same

thunder's power is not its damage , it's its splash , splash damage is waaaay more important that direct damage . you have to pick the right map and you will be able to climb to the top if you use thunder correctly

The splash is a con of Thunder because it makes self-damage so when enemy rams it, game over.

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The splash is a con of Thunder because it makes self-damage so when enemy rams it, game over.

you know nothing about thunder , without splash it's a slow smoky

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M4 Smoky has 25% crit chance? WOW! So every 4th shot makes full damage at infinite range. Thunder can not do such things. Thunder has more DPS in short ranges but Smoky has more DPS in long ranges thanks to critical hits. Drugging Smoky is as dangerous as drugging Thunder.

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why are you talking about M4 thunder ? there are many better M4s than thunder

 

the self-damage is nothing compared to how useful the splash damage is , you can hit enemies behind walls , you can damage more than 5 tanks at once , and if you're lucky and none of them has DA activated you can actually kill 3-4 tanks with 2 or 3 shots

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why are you talking about M4 thunder ? there are many better M4s than thunder

 

the self-damage is nothing compared to how useful the splash damage is , you can hit enemies behind walls , you can damage more than 5 tanks at once , and if you're lucky and none of them has DA activated you can actually kill 3-4 tanks with 2 or 3 shots

im not. im talking about thunder in general.

M4 Smoky has 25% crit chance? WOW! So every 4th shot makes full damage at infinite range. Thunder can not do such things. Thunder has more DPS in short ranges but Smoky has more DPS in long ranges thanks to critical hits. Drugging Smoky is as dangerous as drugging Thunder.

Yes, i personally think that Smoky is also pretty good, not OP, but saying that smoky is better doesn't mean that thunder is UP.

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M4 Smoky has 25% crit chance? WOW! So every 4th shot makes full damage at infinite range. Thunder can not do such things. Thunder has more DPS in short ranges but Smoky has more DPS in long ranges thanks to critical hits. Drugging Smoky is as dangerous as drugging Thunder.

Were you looking at the WIKI?  Last I checked critical maxed out at 20% for M4.  1-in-5 shots.

 

You are forgetting that smoky has 10% weak damage,  except for those criticals that do 770 damage, smky is doing ~ 53 dmg per shot.

Thunder on the other hand has 50% weak damage.  So M4 is doing ~ 440 dmg per shot.

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M4 Smoky has 25% crit chance? WOW! So every 4th shot makes full damage at infinite range. Thunder can not do such things. Thunder has more DPS in short ranges but Smoky has more DPS in long ranges thanks to critical hits. Drugging Smoky is as dangerous as drugging Thunder.

That's not exactly how it works. Once you get a critical hit, the critical chance actually becomes negative, so it's impossible to get 2 crits in a row. For M4 Smoky the critical chance is 20% and the critical chance after a crit is -30%. And also let us not forget how probability works - it is by no means guaranteed for something to happen 1 out of 5 times if there is a 20% chance of it happening.

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Thunder is fine. I does not need to be nerfed. Please do not nerf Thunder. It is perfectly balanced as all the other turrets are. I have M3 Thunder now, and sometimes I find it difficult to make kills with it, since it reload late with some other turrets. There are Thunder protection modules, plenty of them actually, that you can buy to protect yourself from Thunder.

 

Please developers keep the M3 Thunder as it is. No change please.

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That's not exactly how it works. Once you get a critical hit, the critical chance actually becomes negative, so it's impossible to get 2 crits in a row. For M4 Smoky the critical chance is 20% and the critical chance after a crit is -30%. And also let us not forget how probability works - it is by no means guaranteed for something to happen 1 out of 5 times if there is a 20% chance of it happening.

Yes the crit Hit math for Smoky is much more complicated than Wiki lets on.

 

When a crit occurs the next two hits will always be regular damage. On the 3rd hit following there is normal chance for a crit. If no crit happens the 4th shot will be more likely to scor a crit. If not the 5th shot is more liley still. Eventually a crit is scored and yo go back to the beginning.

 

The point to all that is, veteran Smoky tankers count their hits between crits. if you have had 4 or 5 hits without a crit ... it might be time to pop a DD.

 

But this thread is about Thunder. As for that I think TO needs to re-examine (rein in) all the splash damage in the game in general. After that is done id Thunder needs some tweaks so be it. Bottom line Thunder is pretty good, splash damage in general is too much.

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Shaft is a sniper. Shaft gets a shot in every 15 seconds.... that's at most 3 shots before double power runs out.

15?? depends on how much damage it needs to deal. for a medium hull on full health with DD it just needs to hold for 2 seconds and reload for another 2 seconds to fire again.

 

for light hulls if it has DD it just needs to hold for 1.4 seconds and reload for 1.4 seconds to fire again.

 

note that fire again means fire another scope shot again. it can always instantly fire an arcade shot; holding for 2 seconds leaves it with 50% of its power bar left.

 

in DM where stealing kills is everything, it rarely fires at targets with full health so it doesn't even have to hold down that long.

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15?? depends on how much damage it needs to deal. for a medium hull on full health with DD it just needs to hold for 2 seconds and reload for another 2 seconds to fire again.

 

for light hulls if it has DD it just needs to hold for 1.4 seconds and reload for 1.4 seconds to fire again.

 

note that fire again means fire another scope shot again. it can always instantly fire an arcade shot; holding for 2 seconds leaves it with 50% of its power bar left.

 

in DM where stealing kills is everything, it rarely fires at targets with full health so it doesn't even have to hold down that long.

Shafts have usually big problems with other Shafts and Railguns so they must sometimes stay in cover for a long time so Isida can fully heal them or the enemy camper shoots or dies or goes away.

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Shafts have usually big problems with other Shafts and Railguns so they must sometimes stay in cover for a long time so Isida can fully heal them or the enemy camper shoots or dies or goes away.

r u kidding me.. that is not true man. at close range shaft might have problems with hammer or smoky but beyone that shaft is invincible.

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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. 

Just Like Maf said Thunder is not that good,If you talk about splash damage that thunder can kill more than 1 in 1 shot then it can also lose it's health or even die(self-destruct) due to splash damage.I think Thunder is a fine weapon.There should be no more changes.I wonder why this is not declined but under review

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Just Like Maf said Thunder is not that good,If you talk about splash damage that thunder can kill more than 1 in 1 shot then it can also lose it's health or even die(self-destruct) due to splash damage.I think Thunder is a fine weapon.There should be no more changes.I wonder why this is not declined but under review

Because your opinion that it is fine is not a valid reason. 

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Huh? I get that Thunder is really annoying for you, but there's nothing left to nerf in that turret.

If the turret gets even the slightest nerf, then it will be officially Underpowered.

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Please dont Nerf Thunder :D

They said Thunder too OP because they doesnt know how to use it :D some of them always killed by thunder and get angry :D

Now Thunder is Very Popular Turrets among the Beginner and mid Ranked :D

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