This is a copy paste of my post in the recent Hotfix thread. Personally I feel like Thunder was nerfed with the removal of cooking his nades…and the removal of turn-limiters while concussed. Please share your thoughts.
Concussion/Stun grenades/Flash bangs should disorient a target. That means they should be slowed down and have poor aim. Simply being blind while being able to move freely isnt that helpful to the attacker at all.
I mean you already removed cooking the flash nades, so its much easier for opponents to notice the flash nade and turn away. Before, enemies at least had to also make sure to get a better distance away from the nade. Now getting away from its less important. Simply turn your back, and wait for the Thunder to walk in…even if you get somewhat “concussed”.
With that big hitbox of his, youll be able to kill him anyway.
As it stands, Id feel like the EMP would be better in the hands of a recon merc like Phantom…so he finally has a way to help his team aside from being played like an assault merc. People floated around that idea before…of Phantom being able to slip through defenses and disable deployables (without the flash of course).
The EMP seems like itd be much more useful to Phanton than to Thunder…because that was the added bonus of the Flash bang. But with the concussion now nerfed…Thunder is less useful as an assault merc.
The most logical thing to do in my opinion is to give Thunder a straight up stun/flash grenade that concusses people, can be cooked, but with no EMP. It makes no sense for him to have it. What other assault merc has something that isnt explosives or geared toward straight up killing?
And the EMP should go to Phantom. Put it in his shield…and make it similar to Pheonix healing…in that you have to be within a specific range to disable deployables. This would truly make Phantom a recon merc. He would be able to slip through human defenses unseen, while also disable automated defenses for his team.