thunder concussion if only for annoyance if youre covered by aura medstation
in what other situation Thunda concussion fail to connect to the killing?
thunder concussion if only for annoyance if youre covered by aura medstation
in what other situation Thunda concussion fail to connect to the killing?
Thunder’s concussion grenade is still useful against people camped out around med stations. You just have to be able to hold your gun on them for a while, they’ll still go down.
But per your original question, when you throw it at the EV to try to concuss the EV.
Just aim for the head. You’ll deal way more damage than the health station can heal up. It’s also pretty easy when your targets are slowed down by 99%.
[quote=“STARRYSOCK;191725”]Thunder’s concussion grenade is still useful against people camped out around med stations. You just have to be able to hold your gun on them for a while, they’ll still go down.
But per your original question, when you throw it at the EV to try to concuss the EV.[/quote]
i cant argue with that…
its that sound when youre deafened.
phantom sound is more like
WRYYYYYYYYYYYYYY
than
EEEEEEEEEEEEEEEEEEE
[quote=“straightforwardOdyssey;191745”][quote=“N8o;191743”]git gud.
Thunda op.[/quote]
You mean this? lol[/quote]
OH SHID NEEGUH YOU JUST WRECKED HIM
http://i.imgur.com/VjQD1Jl.gif
@N8o
git gud m8
losing a 1v1 against a thunder because panic conc is really not that different from losing a 1v1 against a stoker because panic mollie, except in the case of the mollie, even if the guy that threw the thing got caught in it, you can still die. for the conc, when the thunder got hit by it, he becomes just as helpless as you.
Imo I feel like I survive panic stoker grenades with a well placed long jump. with fragger I Predict when the nade comes by the pause in his gun fire and get distance. with proxy I make a habit to back step. Fletcher with stickies out I will charge at with gun or melee.
Thunder grenade though… both while playing with/against … does not matter if you look away from it still snared, If you charge him he will turn and bounce it off a wall behind him, if you get distance he will still blind you and no long jump ever gonna happen. He’s gonna be taking you or multiple people down after a short cool-down grenade.
not to mention his grenade can glitch and still blind you through line of sight if you sit against cover close enough.
there is no counter play thunder needs looked at.
Imo I feel like I survive panic stoker grenades with a well placed long jump. with fragger I Predict when the nade comes by the pause in his gun fire and get distance. with proxy I make a habit to back step. Fletcher with stickies out I will charge at with gun or melee.
Thunder grenade though… both while playing with/against … does not matter if you look away from it still snared, If you charge him he will turn and bounce it off a wall behind him, if you get distance he will still blind you and no long jump ever gonna happen. He’s gonna be taking you or multiple people down after a short cool-down grenade.
not to mention his grenade can glitch and still blind you through line of sight if you sit against cover close enough.
there is no counter play thunder needs looked at.[/quote]
thunder counterplay? you mean sniping?
(i hope stark AR would be nerfed soon)
Imo I feel like I survive panic stoker grenades with a well placed long jump. with fragger I Predict when the nade comes by the pause in his gun fire and get distance. with proxy I make a habit to back step. Fletcher with stickies out I will charge at with gun or melee.
Thunder grenade though… both while playing with/against … does not matter if you look away from it still snared, If you charge him he will turn and bounce it off a wall behind him, if you get distance he will still blind you and no long jump ever gonna happen. He’s gonna be taking you or multiple people down after a short cool-down grenade.
not to mention his grenade can glitch and still blind you through line of sight if you sit against cover close enough.
there is no counter play thunder needs looked at.[/quote]
well i do kinda agree looking away needs to reduce the conc effects more than it currently does…
Imo I feel like I survive panic stoker grenades with a well placed long jump. with fragger I Predict when the nade comes by the pause in his gun fire and get distance. with proxy I make a habit to back step. Fletcher with stickies out I will charge at with gun or melee.
Thunder grenade though… both while playing with/against … does not matter if you look away from it still snared, If you charge him he will turn and bounce it off a wall behind him, if you get distance he will still blind you and no long jump ever gonna happen. He’s gonna be taking you or multiple people down after a short cool-down grenade.
not to mention his grenade can glitch and still blind you through line of sight if you sit against cover close enough.
there is no counter play thunder needs looked at.[/quote]
thunder counterplay? you mean sniping?
(i hope stark AR would be nerfed soon)[/quote]
If you said sniping counters thunder then I would half agree because if that is the case then sniping counters everyone since a headshot is a headshot. I would even argue it’s harder on thunder since his character model masks a lot of his head (and if you don’t believe that look up human benchmark & human visual registering. though not saying headshot don’t happen on him).
I don’t think it’s sniping that counters thunder but “A” sniper, Aimee is a really good assist sniper that lets you melt high health Mercs with her Snitch.
but Aimee can be unreliable at times because she’s so squishy and her snitch is easily countered by an Aura station.
Imo I feel like I survive panic stoker grenades with a well placed long jump. with fragger I Predict when the nade comes by the pause in his gun fire and get distance. with proxy I make a habit to back step. Fletcher with stickies out I will charge at with gun or melee.
Thunder grenade though… both while playing with/against … does not matter if you look away from it still snared, If you charge him he will turn and bounce it off a wall behind him, if you get distance he will still blind you and no long jump ever gonna happen. He’s gonna be taking you or multiple people down after a short cool-down grenade.
not to mention his grenade can glitch and still blind you through line of sight if you sit against cover close enough.
there is no counter play thunder needs looked at.[/quote]
thunder counterplay? you mean sniping?
(i hope stark AR would be nerfed soon)[/quote]
If you said sniping counters thunder then I would half agree because if that is the case then sniping counters everyone since a headshot is a headshot. I would even argue it’s harder on thunder since his character model masks a lot of his head (and if you don’t believe that look up human benchmark & human visual registering. though not saying headshot don’t happen on him).
I don’t think it’s sniping that counters thunder but “A” sniper, Aimee is a really good assist sniper that lets you melt high health Mercs with her Snitch.
but Aimee can be unreliable at times because she’s so squishy and her snitch is easily countered by an Aura station.[/quote]
i just tried that human benchmark & human visual registering you told me about.
im just bad at it (288 ms)
what you said earlier is true. i did use thunda earlier before this post, even a proxy cant outrun the blast.
I think Thunder’s in a pretty good spot, my only gripes are that he should’ve had his original grenades, where they slow enemy aim sensitivity and gave blurred and gray vision along with the movement debuff that would become more severe as close as one is to the center of the blast, rather than a flat speed debuff and a flashbang effect, even though that vision is still in play if you’re not outright blinded with maybe the recent emp effect applied again
Reason why I dislike the flashbang effect is because it’s just so hit or miss, being blinded by things I’m not even seeing or not blinded if a station is between me and it.
That and the Mk46 just being so headshot dependent.
[quote=“Redcap;191870”]I think Thunder’s in a pretty good spot, my only gripes are that he should’ve had his original grenades, where they slow enemy aim sensitivity and gave blurred and gray vision along with the movement debuff that would become more severe as close as one is to the center of the blast, rather than a flat speed debuff and a flashbang effect, even though that vision is still in play if you’re not outright blinded with maybe the recent emp effect applied again
Reason why I dislike the flashbang effect is because it’s just so hit or miss, being blinded by things I’m not even seeing or not blinded if a station is between me and it.
That and the Mk46 just being so headshot dependent.[/quote]
the speed debuff and jump debuff was made because apparently people are jumping around when get blasted by thunder.
the MK46 damage is just too small when hit bodies, they should buff it or its firespeed more.
i just like thunder even before the OP update and now everyone is hating on me when i play.
its bad.
[quote=“arcaneCanvas;191871”][quote=“Redcap;191870”]I think Thunder’s in a pretty good spot, my only gripes are that he should’ve had his original grenades, where they slow enemy aim sensitivity and gave blurred and gray vision along with the movement debuff that would become more severe as close as one is to the center of the blast, rather than a flat speed debuff and a flashbang effect, even though that vision is still in play if you’re not outright blinded with maybe the recent emp effect applied again
Reason why I dislike the flashbang effect is because it’s just so hit or miss, being blinded by things I’m not even seeing or not blinded if a station is between me and it.
That and the Mk46 just being so headshot dependent.[/quote]
the speed debuff and jump debuff was made because apparently people are jumping around when get blasted by thunder.
the MK46 damage is just too small when hit bodies, they should buff it or its firespeed more.
i just like thunder even before the OP update and now everyone is hating on me when i play.
its bad.[/quote]
Yes his LMG is a toothpick launcher… its also mad decent when used as a support fire weapon.
when you get past the aim factor and get to the point where you beam in on headshots Thunders Light Machine Gun with the Drilled Augment starts to get very scary.
take Dazz3601’s video as an example
also here is a better measuring tool for reaction time and accuracy
http://www.aimbooster.com/
@Eox Well, only the very start of it. I don’t want to shoot someone on the station unless their HP is low enough to kill.
Movement speed always comes back to original movement speed so if it isn’t Max 6 sec duration(blasted at the middle.), it is actually very hard to kill someone in that short time.
Because it’s only 2.5 sec needed for your speed if concussed at the very outer radius.
Besides that, I know it is really easy to direct conc someone on the station because they are half-stationary, but Conc is strongest only when enemy is BOTH blinded and slowed, not when just one of it affects.
I’m not saying I’ve never succeeded to kill them that were on the station(Since conc is still kill-helping skill), but still if you only slowed(no flash) them for 6 sec and +2 guys are concentrate firing at you, gotta run away straight or it’s game over.
It is still way too dangerous to face to face healing station + bunch of enemies.(Or may be because I only use MK.46 that has lowest realistic TTK.) Shooting slowed target seems to be better than the old EMP, but still MK.46’s spread isn’t enough to shoot someone stable.
Well moral of the story is, better not be aggressive unless you sure enemy is both slowed/blinded(By checking those forward guarding motions), or you are sure about the situation is definitely 1 vs 1.(If someone interrupts your free-dealing, gotta fight that guy first before conced guy wakes up. This is so sad.)
Because lots of damn times, if you use Thunder offensive, eventhough your conc was perfect to guys on the station, other guys that aren’t concussed come and starts to shoot your side or huge watermelon.
[quote=“arcaneCanvas;191871”][quote=“Redcap;191870”]I think Thunder’s in a pretty good spot, my only gripes are that he should’ve had his original grenades, where they slow enemy aim sensitivity and gave blurred and gray vision along with the movement debuff that would become more severe as close as one is to the center of the blast, rather than a flat speed debuff and a flashbang effect, even though that vision is still in play if you’re not outright blinded with maybe the recent emp effect applied again
Reason why I dislike the flashbang effect is because it’s just so hit or miss, being blinded by things I’m not even seeing or not blinded if a station is between me and it.
That and the Mk46 just being so headshot dependent.[/quote]
the speed debuff and jump debuff was made because apparently people are jumping around when get blasted by thunder.
the MK46 damage is just too small when hit bodies, they should buff it or its firespeed more.
i just like thunder even before the OP update and now everyone is hating on me when i play.
its bad.[/quote]
Actually, original conc didn’t even allowed people to jump.
You were just straight up walking around with 80% movement speed decrease.
Slow rate is higher than before, but if the conced one jumps like rabbit, it really does bother your aim a bit.
But most important part is, Conc’s CD wasn’t THIS short before. Used to be 30 sec with two nades at once, just like the old Fragger.
It definitely needs nerf. MK.46 is somehow useful WITH the conc right now, but I just don’t want to face this kind of situation : (We won’t be buffing MK.46 because that gun is doing well with the OP conc.)