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[Issue 73] Examined: Thunder


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Note: This article was written by a potential EN Reporter Candidate under the supervision of @Flexoo, who until having been officially added as a Candidate will remain anonymous.

 

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Imagine it’s almost sales day, and you’ve saved up enough crystals to purchase two M1/M2/M3s. You would buy them, except you’re confused. One second you look at that Legend topping the leaderboard with their trusty Thunder, the next second you notice that Hammer on your team which went ahead and captured the enemy flag. I’m sure that almost every tanker has had some uncertainty just before sales, such as this. This review is targeted towards such indecisive people, so let’s get started with Thunder and whether it’s worth purchasing or not.

 

 

History:


Naturally, the best place to start would be with Thunder’s history. This turret is one of the oldest in Tanki, being added in the game on the 27th of April 2010, alongside Ricochet, Freeze, Hornet, Viking and Mammoth. The most exciting piece of information about this turret is that it used to be the earliest unlocking M3, alongside Isida.


Game Modes:

 

DM: Usually, in a DM, fast reload times and a good value of damage per second is a must. While Thunder does have the latter, it lacks the former characteristic, thus making other turrets such as Firebird and Twins a better alternative. Additionally, Thunder is no longer that boss turret which can be used anywhere with a high degree of success; it has now become more of a support/flanking weapon than an assault weapon. To support fire with Thunder, you first need to have someone to help. In smaller maps such as Silence, Thunder users will often find themselves inflicting self-damage due to the shorter range of combat. In a larger map, damaging tanks will be easy, racking up kills will be much harder. If for whatever reason, you want to go ahead and use Thunder, I highly recommend you master kill-stealing as it is essential to doing well in DM matches because it’s the best part about Thunder. Lastly, protections are necessary as you quite literally have no friends. For DM matches, something with Firebird, Twins, Ricochet or Hammer should do well, but remember to choose a module which also has Thunder protection. As for hulls, I would recommend Mammoth mainly because of the fact that how much beating it can take, but if it’s too slow for you, perhaps Viking or Dictator will do fine. Stay away from the light hulls though. Thunder is not advised for use in a DM match because turrets such as Twins and Firebird outclass it.


CP: This is not the best game mode for Thunder either. The problem with CP games is that it’s all about close ranged combat to see who gets the point. Thunder doesn’t do so well in close range combat. Due to this, your only option is to support your team from a distance. Since turrets such as Twins, Firebird, Isida and Smoky tend to dominate this game mode, do consider a protection module which has two of the aforementioned and Thunder as its protection. While it isn’t advisable for you to use your Thunder on the front lines, it can be done with hulls such as Viking which can take a beating but also move around quickly enough to take cover. Kill stealing is a piece of cake compared to what it used to be, so try to kill steal as it’s the best way to rack up kills. Map size isn’t that important here because your enemies will be all over the map, but try to go with medium or large maps. There isn’t one hull which is much better than all other hulls, so as long as you don’t use Wasp or Hornet, you should be fine. Thunder is a decent choice - however, Twins, Ricochet, Firebird, Isida and Smoky are slightly better alternatives and pose a threat to the Thunder user.


CTF: This is where Thunder can truly shine. In previous game modes, the focus was on destroying you (DMs) or heavy brawls (CP), now the objective is getting the person with the flag to your base or bringing in the enemy’s flag. For this reason, there are a lot more things you can do. You can choose to try to capture the enemy flag, help your teammates mount an assault or defend your flag. Since there are so many different things, you can do I would recommend a hull such as Viking, which can fill up lots of these possible roles for you. The protection you choose depends on which position you play. If you are going to attack, I’d suggest a module pairing of Thunder with any of the two among Freeze, Isida, Firebird and Twins. If you plan to support your team while being close to them, you’ll want Thunder with Ricochet, Twins and Hammer protection. If you support from a range, then Shaft, Magnum or Railgun with Thunder protection works well too. If you plan on defending, you should take Isida, Twins and Firebird protection, with a module which grants you resistance to two of the aforementioned and Thunder. As for hulls, any of the medium hulls are fine. I would stay away from light or heavy hulls due to their lack of one parameter, such as armour in the former and speed in the latter, which renders them entirely useless in a fast-paced CTF match. Thunder is a must-have for a CTF player due to its versatility when paired with a medium hull.

 

TDM: When you think of how to win a DM, you most likely think of either extreme reload speed or extreme damage, neither of which Thunder has. Since there’s no longer a flag or a point to be captured here, your enemies won’t be leaving their base very often unless they are using close range turrets. For this reason, kill stealing may be a little difficult, however it still remains a great skill to have for a TDM match. Assaults on the enemy base are critical if you intend to kill lots of enemies as they will hide most of the time. TDM also happens to be synonymous with the words “Magnum” and “Hammer”, and for this reason, protection against these turrets will be quite helpful. Unfortunately, there’s no protection module combining the two, however, this isn’t required since the combat range is quite long. As goes for hulls, you should pick Hornet, Hunter or Viking. Hornet can be useful this time because assaults striking at your enemies quickly are the most effective, which is something Hornet can do well. Viking and Hunter are good too due to their armour. Dictator is not ideal due to its unstable nature and slow speed. Thunder is not a must-have for a TDM match because it is outclassed in both dishing out quick and massive damage, however, it can still perform well if the user can kill steal properly.


ASL: The second newest game mode in Tanki. Assault mode is essentially CTF, but one team has to play the game like it’s a CP match (by defending it) while the other team attacks like in CTF. If you are attacking the enemy team which is defending, there are lots of things to do. For starters, you can attack the cluster of tanks guarding the point. If you wish to support your team, you can take out defenders approaching said teammate. There’s no real need to defend in Assault mode because enemies can’t score any points because of bad defence, at least when you are attacking. While defending, the opposite is true. There’s nothing to attack or support so you shouldn’t bother with that. If you are defending in an Assault match, focus your energy on flanking enemies from a distance. As for protection modules, I’d suggest something which has Firebird, Isida, Ricochet and Smoky protection. As in previous game modes, it goes without saying that Thunder protection is quite helpful, especially if you plan to run into heavy enemy fire trying to capture flags. If you are defending, I’d suggest a heavy hull such as Mammoth to secure the point or Viking to flank from cover. For offence, Hornet, Hunter or Viking are all excellent choices for their speed. All in all, Thunder’s performance in Assault mode depends on the user; thus the turret can have amazing or lacklustre performance.


RGB: Now to the most recent addition to Tanki. I find Rugby to be somewhat tiresome in real life, but I have grown to enjoy it from the safety of my screen because I no longer have to go to a doctor afterwards. That aside, Rugby is just Assault with a ball instead of a flag and the slight change that either team always attacks. What happens when you replace a flag with a ball? People want to take the ball, and they cluster around the drop zone. These are the perfect circumstances for a Thunder since there’s lots of splash damage to be dealt. Attacking your enemies is a rather easy task now since they have to defend and attack, so aim for the hordes and let them feel the Thunder! Support-wise, you’ll want to cover your teammates from a diagonal path, because otherwise, you won’t land direct hits on your enemy. Regarding defending your turf, I’d say try to aim for the locations where the ball drops as well as near your base. Make sure you help your teammates if they seem to be struggling against an enemy attacker. You most likely won’t get up close and personal, but just in case you do, Thunder protection will most certainly help. Also, consider using Shaft, Ricochet, Twins and Isida protection or else those turrets will have little to no problem overwhelming you with ease. Any medium hull will grant a right balance between attack and defence, so that’s what I suggest you use. Thunder is quite powerful in a rugby match and is a must-have for people who absolutely love Rugby.   


Maps:

 

Small: When I say small maps, I mean maps such as Island, Hill and Arena. The good thing about using a Thunder in such maps is that there is rarely any protection Thunder protection. However, due to a multitude of reasons, such as lower damage, longer reloads and a small map, Thunder isn’t going to shine in a more modest map. Can it shine? Yes, however, it comes down to the style of the user.

 

Medium: This is where Thunder shines. The decent cover and size of most maps mean that you don’t have to get up close and personal with enemies. However, the medium size also ensures that you will have no longer range battles as well. Maps such as Noise, Polygon and Silence, just to name a few, are what I consider medium sized maps. These are the maps where you’ll most likely find a Thunder, as this is the “Goldilocks zone” for Thunder.

 

Long: The inverse of smaller maps, keeping up with enemies in larger maps is a struggle for Thunder users. The massive size of maps such as Dusseldorf, Lost Temple and Madness means that no matter how many shots you fire, you will rarely get a kill at Longer ranges. Then there’s the separate issue of Shafts and Magnums which will seek to destroy you any chance they get.


Protection Modules:

 

If you choose to use Thunder, I suggest you get some of these. You don’t need a dozen modules; just one or two modules which have Thunder protection and protection against some of the other turrets which frequently pester you (such as Ricochet an Isida in the case of a Thunder user.) To stay on topic, I won’t go ranting on about which module to chose, however, if you use Thunder without protection, it can quite literally blow up in your face.


Shark T-D: I obtained this protection module from the Medic kit, and it does not disappoint. The 35 % protection against Thunder serves me quite well at closer ranges, the 35% Twins protection has helped me go toe-to-toe with Legends and the 35% Vulcan protection is excellent backup protection. However, due to the rare use Vulcan sees, it's not particularly useful. This protection module is a must have due to the combination of Twins and Thunder protection.

 

Kodiak T-E: While I don’t have this one, I do understand why it might be quite useful. This protection module provides 35% protection against Isida, Thunder and Shaft. As given away by the turrets as mentioned earlier, this module is suitable for any range. Unfortunately, since the introduction of Magnum, Shafts have become a little rarer; however, Isidas and Thunders are still very much involved in battles, especially at higher ranks. This protection is not a must-have; however, it is a welcome addition to any Thunder lover’s garage.


Kodiak T-A: Yet another Kodiak. This one gives you 35% against Firebird, Thunder, and Railgun. The Firebird and Railgun protections are what makes this module particularly appealing over other modules. Both Railgun and Firebird see heavy use, and as such having this protection module protects you from not only yourself but against that pesky Firebird alteration which turns a flamethrower into a lava thrower. This protection is not a must-have; however, it is a welcome addition to any Thunder lover’s garage.


Badger T-A: Yes, I get it. The whole review hitherto, I’ve been repeating that same thing. “Get Thunder protection,” yet here I am, suggesting you purchase a protection module which lacks Thunder protection. Despite what it lacks in Thunder protection, what makes this module well worth the purchase is the fact that it is well equipped against the current meta of Hammer, Firebird and Twins, despite the fact that it doesn’t protect the latter.  Also, there’s the nice freeze protection which will also be quite handy for smaller maps. This protection is not a must-have unless you absolutely love smaller maps or struggle against Firebird, Hammer or Freeze.


Griffon T-H: Yes, I know this doesn’t have Thunder protection either. Even still, the most prominent benefit this module grants is the power to fight at almost any range. You have the Hammer protection for the in-your-face range, you have the Ricochet for the mid-range, and you have the Magnum “the noob turret” protection for longer ranges. If you don’t have a particular map which you love to visit, this is an excellent module to pick up. This module is a must-have for its great versatility and ability to counter the current meta.

 

Alterations:

 

Alterations can play quite a prominent role in Tanki today. They can take the powerful Firebird and take its damage to new heights. Conversely, they can take the prowess of certain turret and drive it into the ground. Alterations are really important in Tanki these days, so picking the right ones is important. So what does Thunder have in store?


Armour-piercing ammo: I have nicknamed this alteration “Turn to nerfed Smoky.” Granted it takes away the splash damage, so no more keyboard rage when that pesky Isida pushes you up against a wall but using this alteration pretty much defeats Thunder’s primary purpose, a horde suppressor/support turret. Instead of this alteration, which makes Thunder a weaker Smoky, just purchase Smoky for a better effect and a lower price. Overall, this alteration finds little to no use under current balance, and should not be considered for purchase.


Lightweight ordinance autoloader: Basically what this alteration does for your Thunder, is it reduces your damage while decreasing reload time. Unfortunately, this is another rather useless alteration. Every Thunder user should try to avoid close quarter brawls, not engage in them. The faster reload isn’t all that helpful when you take into consideration the 20% damage reduction. I suppose this may have some potential with the former alteration or perhaps parkour; however, it has no other use and should not be purchased for any reason.   


Fun Rating:

 

This aspect is mostly where Thunder excels. As a turret with decent reload speed and damage, as well as splash damage, this turret makes for an excellent parkour tool as well as something of a challenge to those wishing to improve their skills. 9/10 for fun!


Looks:

 

Before people accuse me of being an utterly superficial person, I’d like to point out that looks undoubtedly play an important part in purchasing a turret. While this attribute isn’t all that important, Thunder looks fantastic. 10/10 for looks!

 

Overall Conclusion:

 

Thunder is a pretty lovely turret. The hype isn’t there for no reason; however, Thunder isn’t all it’s made to be. Thunder should generally not be chosen for DM games, where closer range turrets such as Firebird and Twins outclass it. Team battles, where kill stealing is much more manageable, is perhaps the best kind of mode for a Thunder. However, stay away from TDM matches as Shaft and Railgun outclass this turret at longer ranges, and Firebird and Twins outdo it at shorter range. The biggest problem with Thunder is its heavy reliance on what your enemies use. If your enemies have Thunder protection or a turret, such as Shaft, which can counter Thunder, there isn’t too much you can do. The alterations are lackluster. All things considered, Thunder is not a must-have, but it is a welcome addition to any well-furnished garage.

 

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Fun fact about Thunder: if you shoot a tank with the edge of your turret inside his hull, it will pull him towards you instead of pushing him away. This happens with Smoky too, and I didn't test it yet but I have reasons to expect it to happen with Magnum too.

 

It is mostly useless, but in parkour it can be useful, I used it in a trick once :)

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The author is in testing period which means he isn't guaranteed to succeed yet. This should prevent any unpleasant questions that he/she might receive if he/she does not succeed like "Why did you fail?" or "Or did you get some bans?"" Did they fire you?", etc.

 

Because such things are only between administration and the author. So we want to keep everything in private.

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Fun fact about Thunder: if you shoot a tank with the edge of your turret inside his hull, it will pull him towards you instead of pushing him away. This happens with Smoky too, and I didn't test it yet but I have reasons to expect it to happen with Magnum too.

 

It is mostly useless, but in parkour it can be useful, I used it in a trick once :)

Inverse Impact Force
 
It is when your shot pulls tanks instead of pushing with it's impact force.
It happens when you shoot from inside the tank and your turret sticks out of his hitbox so that the projectile appears outside the tank.
 
Where it is useful:
  • Wheelie Jump - this trick wouldn't be possible without inverse impact force.
  • Mine Jumps - you can shoot down instead of up at the jumper that rides you, and if he doesn't go too much forward your shot will hit him and pull him up. It's especially useful with laggy players that look like they keep sliding off of you.
  • To help players get up on ramps faster. You can shoot down at players that use you as a ramp to climb a cliff, just try it and see how it pulls him up. Make sure you shoot when he is not too low to get pushed by your shot.
Name: Wheelie Jump
Difficulty: 4
Video: [ montage ]
 
A tank - typically with Hornet and Hammer - swings on the top edge of a ramp to make a wheelie on top of the ramp. Then shoots down at a jumper that drives up the ramp and over him - the wheelie allows the shot down to create inverse impact force and pull the jumper up. Finally, the jumper shoots down, usually with Thunder.
 
Where it is useful:
  • When you want to jump high from a ramp.

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