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Please Buff Thunder


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Hello, I feel like damage-wise thunder is weak. Here's what I propose, why not increase base damage for thunder from 880 to 900 damage when maxed and boost its crit chance to 25-30%. Or another good buff I think would also work would be reducing the reload time from 2.20  to 2.10 seconds as well increasing the base damage from 880 to 890.  Thunder has really became weak even if the opponent doesn't use Grizzly modules. To make Thunder even good in battles, it would have to use booster or crisis drone.  And I feel like no one uses them anymore at high ranks besides being used commonly at low ranks. 

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As I have mentioned in another topic, Thunder truly deserves a buff for a few reasons. Would love to see that happening..

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Or, nerf Gauss

And Shaft, Magnum, Railgun, Isida, Hammer, and Striker

Spoiler

 

But, I think Thunder, as you said, should get 900 damage per shot (Mk8) while Striker's damage is nerfed down to 850 or 800 per shot (Mk8). It makes zero sense on why the two turrets have the same exact damage, while Striker has the superior reload and the slower (arguably, "smaller") caliber.

However, I do not think Thunder needs a reload buff. I honestly don't want it to be too close to Smoky; Thunder was supposed to be a bridge between mid-ranged turrets and long-ranged turrets like Railgun.

And no opinion on the increased critical chance. I honestly never like the update, Smoky was supposed to be the only turret with a critical hit. And at the very least, only 1 or 2 other turrets could share that feature. Not all 14 turrets.

 

 

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4 hours ago, MysticBlood said:

880 to 900

2.20  to 2.15

Those are like the nerfs Tanki did for Hopper. I was think you Hopper biased when you said they as HUGE. But now even when you ask for a buff you mentioned this. 

I don't think this will make a change

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4 hours ago, MysticBlood said:

Hello, I feel like damage-wise thunder is weak. Here's what I propose, why not increase base damage for thunder from 880 to 900 damage when maxed and boost its crit chance to 25-30%. Or another good buff I think would also work would be reducing the reload time from 2.20  to 2.15 seconds as well increasing the base damage from 880 to 890.  Thunder has really became weak even if the opponent doesn't use Grizzly modules. To make Thunder even good in battles, it would have to use booster or crisis drone.  And I feel like no one uses them anymore at high ranks besides being used commonly at low ranks. 

Frankly an extra 20 damage isn't going to do much at all. As a Thunder main, I think it would be nice if Thunder could deal 1000 damage or so when maxed and have a crit chance of between 25 and 30% with an extra 10-20% damage. As for the reload, 0.05 seconds isn't really very significant, so I think maybe 2 or 2.05 seconds would be nicer. I do well with Thunder, but it's mostly because of Defender I think.

46 minutes ago, mjmj5558 said:

I feel that thunder is already powerful. With this, the only thing that will happen is that the protection numbers will increase.

Thunder isn't powerful. I can manage against enemies who don't have protections or have low protections, but it's a nightmare when I'm the only Thunder in a team of 16 and half the enemy team uses Thunder protection

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1 hour ago, Tanker-Arthur said:

Or, nerf Gauss

And Shaft, Magnum, Railgun, Isida, Hammer, and Striker

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But, I think Thunder, as you said, should get 900 damage per shot (Mk8) while Striker's damage is nerfed down to 850 or 800 per shot (Mk8). It makes zero sense on why the two turrets have the same exact damage, while Striker has the superior reload and the slower (arguably, "smaller") caliber.

However, I do not think Thunder needs a reload buff. I honestly don't want it to be too close to Smoky; Thunder was supposed to be a bridge between mid-ranged turrets and long-ranged turrets like Railgun.

And no opinion on the increased critical chance. I honestly never like the update, Smoky was supposed to be the only turret with a critical hit. And at the very least, only 1 or 2 other turrets could share that feature. Not all 14 turrets.

 

 

Why Isida and hammer ?

in my opinion that thing which lobs bombs over walls (Magnum) has a big bonus over other turrets and therefore it’s damage should be greatly reduced.  Even more so when the player has that disgraceful mortars augment equipped.

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Just now, E_polypterus said:

Why Isida

1150 DPS will shred enemy tanks extremely easily. Yes, it is hindered by range, but turrets that match Isida's range (Firebird, Freeze, Hammer) have an extremely hard time trying to fight off an Isida that gets close.

Also, Isida is extremely powerful with the trickster Drone, cause the speed boost it gives basically removes the range problem.

Just now, E_polypterus said:

and hammer ?

Hammer's actually not as big as a problem as stuff like Gauss is. 
But the clip reload decrease they gave it back in January has made the turret basically have "unlimited shots", meaning the clip reload is not very punishing anymore so Hammers can freely fire off its 3 shots without worrying about a long downtime.

I get that Hammer is weak against Protection Modules and Repair Kits, which basically null the 3 shots it needs to destroy most enemies, but having the clip reload be too fast basically removes this drawback. Also, the fast clip reload means that alterations such as High Capacity Ammo Clip and pre-critical-hit Dragon Breath are extremely strong, with HCAC basically having unlimited ammo and Dragon Breath inflicting it's afterburn much quicker. While at the same time, alterations such as Adaptive Reload are useless because of how short the clip reload is. 

Basically Hammer's clip reload should be nerfed a bit, like around 1 second. It still won't be as slow as it was before but it's not as fast as it is now.

Just now, E_polypterus said:

in my opinion that thing which lobs bombs over walls (Magnum) has a big bonus over other turrets and therefore it’s damage should be greatly reduced.  Even more so when the player has that disgraceful mortars augment equipped.

I think default Magnum's damage can stay somewhat the same. It mainly needs a reload nerf because of the fact that charging a shot to 100% will make the next shot reload in only two seconds, allowing you to deal massive damage to enemies at close range if you fire the second shot at 0% and the first shot was angled to hit someone directly in front of you.

 

As for Mortar, it needs a heavy damage nerf. Somewhere like 30-50% reduction in damage. The mines themselves should be weaker mines too. Maybe each mine only does 500 or 750 damage. If this is too much, in exchange, the Mortar's mines can become permanent until stepped on, rather than despawning after a minute as it is now.

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1 hour ago, Tanker-Arthur said:

1150 DPS will shred enemy tanks extremely easily. Yes, it is hindered by range, but turrets that match Isida's range (Firebird, Freeze, Hammer) have an extremely hard time trying to fight off an Isida that gets close.

Surprisingly Isida also have a full 20m range of full damage, while Freeze and Firebird no. Freeze and Firebird have a 10m of full damage, and the damage continue decreasing till reaching 20m to be Zero. So Isida also have its advantages

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6 hours ago, LOLKILLERTOTHEDEATH said:

 

Frankly an extra 20 damage isn't going to do much at all. As a Thunder main, I think it would be nice if Thunder could deal 1000 damage or so when maxed and have a crit chance of between 25 and 30% with an extra 10-20% damage. As for the reload, 0.05 seconds isn't really very significant, so I think maybe 2 or 2.05 seconds would be nicer. I do well with Thunder, but it's mostly because of Defender I think.

Thunder isn't powerful. I can manage against enemies who don't have protections or have low protections, but it's a nightmare when I'm the only Thunder in a team of 16 and half the enemy team uses Thunder protection

The reason why i said reduce the reload from 2.20 to 2.15 as one of the options because I took in account with the augment sledge hammer rounds. If the  Numbers were smaller than what i have listed, sledge hammer would have been OP. 

Actually Im'a change the reload to 2 seconds I realized 2.15 isn't much of a difference. 

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Honestly I think Thunder is pretty balanced. LOLKILLER Went extreme when he said 1000dmg, so two-shooting the Hornet, which is unreasonable. As we discussed in past topic, the problem of Thunder is the Augments, it doesn't have a good Augments (than Adrenaline). So I'm not sure about the upcoming exotic augments with Thunder HD.

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2 hours ago, asem.harbi said:

Honestly I think Thunder is pretty balanced. LOLKILLER Went extreme when he said 1000dmg, so two-shooting the Hornet, which is unreasonable. As we discussed in past topic, the problem of Thunder is the Augments, it doesn't have a good Augments (than Adrenaline). So I'm not sure about the upcoming exotic augments with Thunder HD.

I don't call that balance if smoky is used way more than thunder at high ranks. Smoky even makes even thunder look like a joke. I would even prefer to use smoky over thunder even now. 

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I bought thunder mk7 today, and since now i coupd test it from both sides, i could say that thunder definitelly don't need a buff ciewing it from any sides. It is more than powerful enough. Also, how about nerfing what's OP instead of buffing any other equipment, so you won't get killed every second after few more updates?

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I think Thunder should just get the critical damage buff treatment Railgun and Striker got. 
 

Striker has the normal small critical chance but with a 100% damage boost. How does that make sense with Thunder’s 0%? 
 

Thunder reload, it’s almost as slow as Railgun, not to mention its projectile speed. Why does it not have any Critical buffs?

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43 minutes ago, mjmj5558 said:

I bought thunder mk7 today, and since now i coupd test it from both sides, i could say that thunder definitelly don't need a buff ciewing it from any sides. It is more than powerful enough. Also, how about nerfing what's OP instead of buffing any other equipment, so you won't get killed every second after few more updates?

Thunder sucks dude. You use it because you like it, what about everyone else? I used to be a Thunder main, until I got tired of it. Even if the enemies don’t wear Grizzly, it still takes a while using Sledgehammer Rounds. Someone could probably steal your kill, or you are getting shot at in the meantime. 

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3 hours ago, asem.harbi said:

Honestly I think Thunder is pretty balanced. LOLKILLER Went extreme when he said 1000dmg, so two-shooting the Hornet, which is unreasonable. As we discussed in past topic, the problem of Thunder is the Augments, it doesn't have a good Augments (than Adrenaline). So I'm not sure about the upcoming exotic augments with Thunder HD.

I don't want it to be extreme, but against enemies with 50% protections and even just DA I deal 400 damage. A lot of enemies use Thunde protection so it's much harder to use Thunder. Actually, Thunder's best augment is sledgehammer and not adrenaline

  

48 minutes ago, mjmj5558 said:

I bought thunder mk7 today, and since now i coupd test it from both sides, i could say that thunder definitelly don't need a buff ciewing it from any sides. It is more than powerful enough. Also, how about nerfing what's OP instead of buffing any other equipment, so you won't get killed every second after few more updates?

Try using it for 20-30 hours, you'll start seeing why it isn't more than powerful enough. It's great only if your enemies don't have protection modules. If they do, it's a lot harder to play

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4 minutes ago, LOLKILLERTOTHEDEATH said:

I don't want it to be extreme, but against enemies with 50% protections and even just DA I deal 400 damage. A lot of enemies use Thunde protection so it's much harder to use Thunder. Actually, Thunder's best augment is sledgehammer and not adrenaline

coughcriticalhitcough

coughodcough

coughdronescough

coughaugmentscough

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2 minutes ago, wolverine848 said:

coughcriticalhitcough

coughodcough

coughdronescough

coughaugmentscough

The thing is, almost everybody spams Thunder protection. Of course, protections should make it so, but if most of the enemy team is using Thunder protections despite the fact that you're the only Thunder it's kind of annoying. Against enemies using drones, especially say Defender it's even more of a joke. If enemies use Defender and 50% protection against Thunder you're very unlikely to kill them because you can deal roughly 200 damage a hit.

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Just now, LOLKILLERTOTHEDEATH said:

The thing is, almost everybody spams Thunder protection. Of course, protections should make it so, but if most of the enemy team is using Thunder protections despite the fact that you're the only Thunder it's kind of annoying.

If Thunder is so meh, why the heck are all these enemies equipping thunder protection?  Are they all that dumb?

I haven't equipped thunder module in 2 years.

And everything I listed should enable you to destroy enemies regardless of whether or not they have the module equipped.

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1 hour ago, wolverine848 said:

If Thunder is so meh, why the heck are all these enemies equipping thunder protection?  Are they all that dumb?

I haven't equipped thunder module in 2 years.

And everything I listed should enable you to destroy enemies regardless of whether or not they have the module equipped.

I never said it's meh. I agree that if enemies have no protection modules, then it's actually pretty well balanced. But if they do (and that generally is a lot of players) then you are significantly weaker.

Critical hits are great, but they happen very rarely on Thunder. Sometimes, I'll stay alive and be flanking enemies for like a whole minute and get 1 critical hit or 2 if I'm really lucky.

AFAIK, only Booster and crysis can help you inflict more damage. These are of course partial solutions, because ideally you want the turret to be balanced by itself rather than have to use a drone.

I already use Sledgehammer, which is the best augment and often times even at close range enemies with say Defender and 50% Thunder protection render my turret a pea shooter.

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I highly recommend you all give Adrenaline Thunder a try. It has the great splash damage we've all come to love over the years, very good bullet velocity and range, and pretty much works well in any situation. The damage boost is brilliant, and is far more practical than when compared to Striker's Adrenaline counterpart. In fact, I enjoy the stock reload speed, since it's not a wannabe Smoky.

Sledgehammer is OK-ish but I personally don't like it as much since it has massive tradeoffs for increased reload speed. Besides, everyone's using it, so... ?

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58 minutes ago, Rutgers said:

I don't think Thunder is underpowered, I believe that everything it can go against is overpowered. Cancerous drones like defender and booster, imbalanced ultra container augments and now 4 module slots, stuff that  YOU mentioned I might add, makes it that much harder for a weapon like Thunder to succeed. Thunder is a good turret, but when you put it against things like this, it just doesn't fare as good as other turrets can. 

 

I do admit, at legend rank, I don't see as many Thunders as I used to years ago. And Thunder back then is more or less the same as Thunder rn, apart from it being a projectile. Sooo... what happened? Its when you add all these game-breaking toys to the mix that Thunder is gradually squeezed out because it has so much more trouble competing against them  as opposed to turrets like vulcan or hammer.

 

You go in low ranks, and you'll notice that there are an abundant amount of Thunders, more so than at legend rank. Why's that? Because at low ranks, modules aren't out of control, not every battle consists of overpowered augments, and almost nobody has drones like defender/booster etc. You take away the aids that MM has become, and not only Thunder, but every weapon can flourish.

 

Thunder is not fundamentally weak. Pound for pound, Thunder is just as good as most other turrets in the game, with its fair share of advantages and disadvantages. Pinned up against these increasingly pw2 aspects of the game, however, it does lag in performance more so than other turrets, which can give rise to the illusion that Thunder is fundamentally flawed when its not. So... attack the root of the problems instead!

I don't even see Thunder at low ranks anymore. Its Smoky, Striker, Railgun, Shaft, Shaft, Gauss, Shaft, Shaft, and Shaft. Wait, did I forget to mention Shaft?

Speaking of these turrets, I don't main Gauss anymore. I'm starting to love Striker and Hammer.

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1 hour ago, Tidebreaker said:

I highly recommend you all give Adrenaline Thunder a try. It has the great splash damage we've all come to love over the years, very good bullet velocity and range, and pretty much works well in any situation. The damage boost is brilliant, and is far more practical than when compared to Striker's Adrenaline counterpart. In fact, I enjoy the stock reload speed, since it's not a wannabe Smoky.

Sledgehammer is OK-ish but I personally don't like it as much since it has massive tradeoffs for increased reload speed. Besides, everyone's using it, so... ?

Okay most of the time when you see someone using thunder at high ranks is mostly if not, almost all that use thunder at high ranks are using the HULL VIKING. I Rarely see anyone use thunder at high ranks with a different combination. Thus I can say thunder can be weak damage wise if people have to rely on vikings od to get High kills with thunder. Thus implying thunders damage is on the weak end. (AKA VIKING SIMPS)

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