[OUTDATED] Thunder recap


(Osm0sis) #21

I am gonna get him the day he is released. It’s final. Been waiting for him for a long time. Speaking of time, I love how the cooldown of the concussion grenade is 17s!!


(advancedRing) #22

So Thunder can finally be reunited with butt buddy Fragger, eh? Looking forward to disabling healing stations followed by a cooked grenade from American twin. Not to mention, with a good sawbones right behind them, a meat shield of 310 health that can basically sweep any room, it would be a great combo for execution.

If execution had more maps and didn’t get stale after five minutes.


(SteelMailbox) #23

[quote=“advancedRing;113623”]
If execution had more maps and didn’t get stale after five minutes.[/quote]


(Grave_Knight) #24

By the ways, he has the S&W [link]


(bizarreRectangle) #25

He seems to be a bit more of a teamplayer than fragger. Molotov was okay at breaching enemy defences but it’s not that great. Explosives can be dodged. Depending on the radius the conc grenade might be very good at allowing team pushes and enabling plays.

Perhaps they can add in concussed assist, like spotted assist. Because I feel maybe you should get some points if you concussed a large group of enemies and a fragger got a penta kill on them.


(Grave_Knight) #26

[quote=“bizarreRectangle;113720”]He seems to be a bit more of a teamplayer than fragger. Molotov was okay at breaching enemy defences but it’s not that great. Explosives can be dodged. Depending on the radius the conc grenade might be very good at allowing team pushes and enabling plays.

Perhaps they can add in concussed assist, like spotted assist. Because I feel maybe you should get some points if you concussed a large group of enemies and a fragger got a penta kill on them.[/quote]

Assuming your team are willing not to kill a turret or mine, it’s a good way to bypass defenses without alerting the enemy.


(bizarreRectangle) #27

The concussion nade helps further by acting as an emp, which further helps its purpose of basically deactivating people and deployables. It’s a nice touch. I guess this will end any ideas of emp phantoms.


(KayDubz) #28

I really wish he felt more unique. He just feels like a secondary Fletcher with less killing power at the moment. Flash bangs are cool and all, but his health, speed, and weapon set seem too similar to Fragger.

I already do fine taking out deployables with my nades, without having to spend ammo, and also getting kills and splash damage on enemies. Flash bangs will still mean I have to shoot or knife deployables and kill enemies who may have been blinded.

Fragger still is the king of kill. I cant see Thunder threatening his spot.


(watsyurdeal) #29

And then suddenly…Fragger is underpowered, Thunder is op, buff/nerf plz


(SteelMailbox) #30

For all the people that say “He is too much like Fragger” There is a reason for that:
A long time ago there was a really, really OP merc called Dazzler. Dazzler had an LMG as primary and M4 as secondary, while also having nades and flashes.
He was so OP that instead of balancing him SD decided to separate him into two parts, Fragger and, you guessed it Thunder.
They are both “Children” of dazzler making them pretty similar


(KayDubz) #31

^ I knew the backstory already…but they should have still made the mercs more unique. Right now playing with Thunder really isnt that much fun. He simply feels like a less effective Fragger.


(KayDubz) #32

EDIT,

oops…got augments mixed up nvm


(bizarreRectangle) #33

He seems quite different from fragger. Very different gun, a bit none-lethal should I say. I think maybe more consistent since you’re shooting the concussed people instead of worrying about the radius of frag grenade.

Not saying he’s good or bad, just saying he’s plenty different from fragger.