SD MADE THUNDA GREAT AGAIN


(S3nf) #21

Hey, I just retrieved my password just to take part in this Thunder Discussion.
In general I’m happy for every merc that gets to be usable and effective.

But the flash makes me literally sick in the stomach. Also as DeMS stated before me, its almost impossible to avoid being flashed when the nade is thrown in your general direction. Yesterday I had a SW match on a min server with 2 enemy Thunders which took turns blinding our(attack) entire spawnwave on the second objective of Underground.

For me it easily is the most annoying ability of all, I’d rather die straight away then to be blinded for up to six seconds, + irl it hurts my eyes.

For the “a Fragger nade would kill you directly, so Conc Nade is fine” argument, I have this question: Yes, but Fraggers blast radius is much smaller than Thunders, so I dont really get the argument. Maybe Fragger at some point in time was able to kill en entire spawnwave with his nade, but certainly not the Fragger of today.


(Tanker_Ray) #22

[quote=“S3nf;181441”]Hey, I just retrieved my password just to take part in this Thunder Discussion.
In general I’m happy for every merc that gets to be usable and effective.

But the flash makes me literally sick in the stomach. Also as DeMS stated before me, its almost impossible to avoid being flashed when the nade is thrown in your general direction. Yesterday I had a SW match on a min server with 2 enemy Thunders which took turns blinding our(attack) entire spawnwave on the second objective of Underground.

For me it easily is the most annoying ability of all, I’d rather die straight away then to be blinded for up to six seconds, + irl it hurts my eyes.

For the “a Fragger nade would kill you directly, so Conc Nade is fine” argument, I have this question: Yes, but Fraggers blast radius is much smaller than Thunders, so I dont really get the argument. Maybe Fragger at some point in time was able to kill en entire spawnwave with his nade, but certainly not the Fragger of today.[/quote]

Right. This is why I cried for other buffs instead of the conc(Well the slow isn’t actually buff really. It HAD TO be like this before but somehow the slow didn’t work. It is just working properly from now on.).

To be honest, THUNDA is Rhino-ish merc so I really hated the fact that conc will somehow penalize THUNDA in any ways. I want THUNDA to depend on his HP and own fire power like Rhino does, not like FRAGGA and NADA.

I was so damn mad when SD just buffed the cooldown instead of the proper movement/mouse sensitivity decrease. If they are going to remain this crazy cooldown, slow rate might have to drop to pre-80%, and slow rate affected by how far you are away from the direct blast radius, but still I do think 20~ 25 sec cooldown is the right one.

THUNDA’s MK.46 is still a meh gun, and I am really afraid right now SD not buffing this gun right because of this crazy CD conc I have.

About the EMP, um may be I’m way too greedy, but if Thunder really needs to be a proper Assault, he has to get the EMP back but have 25sec or more cooldown for his conc.


(Tanker_Ray) #23

MK.46’s spread is somehow USEFUL(I never said this is GOOD.) after last 2016 Feb buff, but this gun’s spread is still fxcking crazy as hell.

Aim bloom is way too fast. Last buff really helped me a lot about the STARTING SPREAD, which made me kill first enemy with decent first spread but after that is still some bullshxt. Shxt spread force me to ADS after shooting over 10 bullets.

If SD is not going to buff MK.46’s spread and leave this gun as ‘Killing guys with decent starting spread’, I am so starved for + 1 damage buff just like he had in Closed Beta.

I mean, I still have NO IDEA why SD nerfed BOTH spread AND damage at once when THUNDA first came out. I was super depdressed at that time…


(SaulWolfden) #24

MK.46’s spread is somehow USEFUL(I never said this is GOOD.) after last 2016 Feb buff, but this gun’s spread is still fxcking crazy as hell.

Aim bloom is way too fast. Last buff really helped me a lot about the STARTING SPREAD, which made me kill first enemy with decent first spread but after that is still some bullshxt. Shxt spread force me to ADS after shooting over 10 bullets.

If SD is not going to buff MK.46’s spread and leave this gun as ‘Killing guys with decent starting spread’, I am so starved for + 1 damage buff just like he had in Closed Beta.

I mean, I still have NO IDEA why SD nerfed BOTH spread AND damage at once when THUNDA first came out. I was super depdressed at that time…[/quote]

You’d think after all the buffs the K-121 got they’d have ditched nerfing the MK46 as they had.


(Tanker_Ray) #25

MK.46’s spread is somehow USEFUL(I never said this is GOOD.) after last 2016 Feb buff, but this gun’s spread is still fxcking crazy as hell.

Aim bloom is way too fast. Last buff really helped me a lot about the STARTING SPREAD, which made me kill first enemy with decent first spread but after that is still some bullshxt. Shxt spread force me to ADS after shooting over 10 bullets.

If SD is not going to buff MK.46’s spread and leave this gun as ‘Killing guys with decent starting spread’, I am so starved for + 1 damage buff just like he had in Closed Beta.

I mean, I still have NO IDEA why SD nerfed BOTH spread AND damage at once when THUNDA first came out. I was super depdressed at that time…[/quote]

You’d think after all the buffs the K-121 got they’d have ditched nerfing the MK46 as they had.[/quote]

DAMN RIGHT. Well K-121 itself is doing fine COMPARED TO MK.46 but it is also having a hard time because of god damn burst rifles.

tbh, K-121 is damn nice gun but there is really no reason to use it when there is this fxcking BR-16 that shoots three K-121 shots with one click everytime, furthermore with much smaller bloom.

Considering those two machine guns’ ridiculous movement speed decreasing rate, those two really deserve some love. It’s just K-121 needs less love than MK.46… Fragger and THUNDA the two sluggish dude gets even 17.5% slower than normal speed, and gets lower firepower than burst rifles… this is just so damn unfair.(Again, K-121 do have nice 17 damage and 135 DPS so buffing MK.46 is a top priority.)

BR-16 Fragger is still one of the scariest and horrifying pick ever. Literally every Asia server pros use that, and that is disgusting as fxck. I’m not sure after Fragger’s HP nerf but facing BR-16 Fragger with MK.46 THUNDA is still some scary shxt.


(zrs1337) #26

I played Thunder a lot after update (I played him a lot before update, because he is my fav merc. :D)
So yeah, he is finally a good merc. I wouldn’t say that concussion nade is broken OP, but maybe they should change a few things.

First make spawn protected enemies immune to the nade, because SD totally forgot about that.
Reduce the maximum slow duration to 5 seconds from 6.
I think they should reduce flash duration to something like minimum 1.5 sec max 3 sec and
make the distortion effect a little bit stronger instead.
I think the fuse time is good. I don’t think that adding cooking back would make it easier to counterplay. Just look at Fragger, he has no problem killing enemies.

Some people say it’s anti-fun to have slowing ability in the game. Then having instakill abilties on other mercs isn’t anti-fun? I mean Fragger, Nader, Stoker, Arty, Fletcher, etc can punish grouped up enemies harder, why is it only a problem people when it’s a crowd control effect? Thunder still needs to move to you and then use his weapons to get the kills. Yes concussion nade is effective, that’s how it supposed to work.


(Tanker_Ray) #27

[quote=“zrs1337;181695”]I played Thunder a lot after update (I played him a lot before update, because he is my fav merc. :D)
So yeah, he is finally a good merc. I wouldn’t say that concussion nade is broken OP, but maybe they should change a few things.

First make spawn protected enemies immune to the nade, because SD totally forgot about that.
Reduce the maximum slow duration to 5 seconds from 6.
I think they should reduce flash duration to something like minimum 1.5 sec max 3 sec and
make the distortion effect a little bit stronger instead.
I think the fuse time is good. I don’t think that adding cooking back would make it easier to counterplay. Just look at Fragger, he has no problem killing enemies.

Some people say it’s anti-fun to have slowing ability in the game. Then having instakill abilties on other mercs isn’t anti-fun? I mean Fragger, Nader, Stoker, Arty, Fletcher, etc can punish grouped up enemies harder, why is it only a problem people when it’s a crowd control effect? Thunder still needs to move to you and then use his weapons to get the kills. Yes concussion nade is effective, that’s how it supposed to work.
[/quote]

Funny thing is, when conc’s slow wasn’t working at all spawn flashbang was one of the few way to increase THUNDA’s value himself.

but now, yes it needs to be fixed. tbh, I really like the last 1.2 sec fuse time. Right now 1 sec is way too short that I’m having problems with throwing it far.

Conc is only weak against healing stations + bunch of enemies right now, so it’s pretty crazy at almost any normal situations. I just want to evade the situation like ‘SD isn’t going to buff MK.46 right because your conc is damn strong.’


(FerfyDerf) #28

Wouldn’t Stark THUNDA let him compete with BR Fragger? Not saying you need to change, but simply asking. I know the Stark is less stable.

When conc’ing multiple enemies how do the Timik and Stark compare to the MK for mass cleanup?

Lastly, I agree with the cooldown needing to be more per spawnwave and not the current cooldown that allows a constant barrage. I also think shorter blinding with more distortion would be an improvement. Lastly slowing feels a bit long, and should have some falloff. Cut a player some slack for being at the edge, but not too much.


(Cuck) #29

[quote=“DeMS;181254”][quote=“ThunderPro;29285”]
THANK YOU SD, but I think this is quite OP right now with its crazy 15 sec cooldown.
[/quote]

This ^

Played against two guys using Thunder on a ranked match.

The amount of flashes were enough to give two guys epileptical seizures, and the movement penalty means you lose all control, which is imo not acceptable -all other special abilites are danger related, easing target identification, helping your team or ability-cancelling ones, like disabling healing stations or spotting people, this is the only ability that removes players control of what they do, and it’s a pretty bad thing on a game where it should be about skill-, as you’re a free frag up for grabs. Also, it can last for freaking 6 seconds. You can kill half the enemy team with one flash, and it doesn’t even need to be well placed, you only need to wait around a corner and throw it when you hear someone coming, with basically no way of countering this by the opponents -I tried looking away, still flashed. I got thrown it behind me, still flashed. I tried running the other way around, still flashed.

Also, the buffed HP means that they’re very hard to take down, but since they can still move a bit too fast for their HP and the animations are a disaster -specially strafing ones-, you can have jump-strafing thunders soaking all the bullets and still killing you, not mattering much if you hit all your bullets.

Basically, Thunder turned ranked into a boring flashfest, where it is far too easy to defend with and still easy to attack with -it keeps its speed so he’s still able to go places almost as fast as Fragger, nowhere near as slow as Rhino-, so if you play ranked, the enemy does have one or two Thunders, and no one of your team has one, you automatically lost, or the guy playing Thunder is extremely bad, as in started playing today.

So, all in all, it’s a merc that kills the fun you can get in the game by removing head-on 1 on 1s, and gets a free pass at slaughtering your team, with absolutely nothing they can do, no counter for a concussive grenade.[/quote]

no counter for nader’s nade, no counter for fragger cooked grenade, no counter for vasilli sniper rifle, no counter for proxy mine on the corner, no counter for red eye smoke on the team camp.

whats your point?


(god1) #30

Thunder is fucking ridiculous now. Whoever thought it was a good idea to have a 170hp guy with some of the best guns needs to take a look at things again. You just simply cannot lose a fight with him anymore, especially since they managed to make Fragger irrelevant at the same time.


(zrs1337) #31

I actually found it quite easy to counter Thunder. Whenever I see him coming I just move retreat a bit, or when I see him throwing nade just fast longjumping away. You can’t always dodge it 100% but you can avoid the flash at least and can shoot him when he rushes at you. It’s pretty predictable when he’s going to throw his nade imo.

I think if they’re going to change the nade again they should do these:
-Add back cooking of the grenade. (I still don’t think it would be much easier to dodge it, because I play Fragger too and pretty easy to get kills with his nades.)
-Reduce max slow duration to 5 seconds.
-Flash duration should be half of concussion duration. It would make it easier to fight back.
-Maybe slightly stronger concussion effect.


(Eox) #32

Glad to see you say it. I though I was the only one who though there was an issue with the conc grenades. Seeing that a Thunder main also finds something wrong with them is reassuring.

My main gripe about those is that they are extremely hard to counter. 1 second fuse is already a kinda short time to react, and the blast radius is really big. Usually seeing a Conc flying towards me means that I’ll eat it, no matter what. You don’t have the time to get out of the concussion radius most of the time. You can only look away and try to avoid the blind effect.

Why is it hard to counter ? Because it’s just simply unpredictable. Unlike Fragger, Thunder can toss the conc directly with a very short fuse time. There’s just no warning, while a Fragger who stops shooting can actually alert you that it’s time to get out, and fast.

There’s a simple fix to that issue : just raise the fuse time to the same fuse time than Frag Grenades and allow Concussion Grenades to be cooked again. It’s as simple as that. I still see a lot of veterans that would love to see conc cooking coming back, and this would allow us to predict concussions.

There’s also a problem that is widely complained about on Reddit : it looks like the blinding effect can bypass the spawn shield. https://www.reddit.com/r/Dirtybomb/comments/4kfy5s/thunder_has_a_huuuuugeeee_problem_with_nearly_0/


(Tanker_Ray) #33

[quote=“Eox;181769”][quote=“ThunderPro;29285”]
THANK YOU SD, but I think this is quite OP right now with its crazy 15 sec cooldown.
[/quote]

Glad to see you say it. I though I was the only one who though there was an issue with the conc grenades. Seeing that a Thunder main also finds something wrong with them is reassuring.

My main gripe about those is that they are extremely hard to counter. 1 second fuse is already a kinda short time to react, and the blast radius is really big. Usually seeing a Conc flying towards me means that I’ll eat it, no matter what. You don’t have the time to get out of the concussion radius most of the time. You can only look away and try to avoid the blind effect.

Why is it hard to counter ? Because it’s just simply unpredictable. Unlike Fragger, Thunder can toss the conc directly with a very short fuse time. There’s just no warning, while a Fragger who stops shooting can actually alert you that it’s time to get out, and fast.

There’s a simple fix to that issue : just raise the fuse time to the same fuse time than Frag Grenades and allow Concussion Grenades to be cooked again. It’s as simple as that. I still see a lot of veterans that would love to see conc cooking coming back, and this would allow us to predict concussions.

There’s also a problem that is widely complained about on Reddit : it looks like the blinding effect can bypass the spawn shield. https://www.reddit.com/r/Dirtybomb/comments/4kfy5s/thunder_has_a_huuuuugeeee_problem_with_nearly_0/[/quote]

As much as I love THUNDA, I just want to care about entire balance that’s all. I want him to be useful, not one sided unbalanced or OP. I am so afraid SD isn’t going to buff MK.46 because of this issue right now…

All those useless buffs when conc’s slow wasn’t working is just turning out to be like this really. They’ve also buffed conc’s slow to 99% from 80% and that is finally working properly as hell now.

15 second cooldown is some insane shxt, with crazy 8m wide blast radius.

About the fuse time, now I feel really uncomfortable because the only way to use this is limited to CQC. I used conc to annoy Vassilies a lot before but I just can’t throw it far.

Self Blinding, or even SELF SLOWING(well this is 99% my fault but) really do bugs me a lot. I think 1.2 sec fuse time(after 2016 Feb buff) was the most satisfying fuse time. Yes, it might make more sense to use conc at only close range as THUNDA is an Assault, but he lost the most important and crucial part : EMP:smile:

But may be I’m expecting way too much. Because everybody including me wanted him to be Offensive Assault, but in fact THUNDA is actually more on to Defensive merc just like Rhino is.(Well much more comfortable than Rhino since THUNDA has not much range limit.)


(MrDeMS) #34

[quote=“buffMonorail;181743”]

no counter for nader’s nade, no counter for fragger cooked grenade, no counter for vasilli sniper rifle, no counter for proxy mine on the corner, no counter for red eye smoke on the team camp.

whats your point?[/quote]

There’s a very easy counter for a Fragger’s nade: You can spot him charging without a gun on his hands -> run the hell away. Also, the nade’s trajectory is easy to see.

Proxy’s mines make a very distinctive noise and glow. You can shoot them almost all the time -albeit most of the time for a certain HP penalty-, or if you have the right mercs, you can detonate them remotely.

Arguing about Vasilli’s rifle is like arguing there’s no counter for bullets.

Redeye’s smoke can be spread out easily with explosives -which also kills anyone hiding inside of it.

Nader’s nade actually takes a small amount of skill to shoot right, as it’s a slower projectile, and one of them only kills mercs with low HP, which have high mobility and should be able to avoid direct impacts anyway with not much skill required.

However, there’s zero countering a flash nade by Thunder. They throw a nade around the corner, you’re done, there’s no two ways about it. There’s no dodging, there’s no sound, there’s no trace. Hell, so far I have been unable to spot his conc grenades before exploding, and I have no trouble seeing other stuff flying around at faster speeds.

Not to mention that there’s a bug with which you can lock the whole team at spawn if you use a couple of Thunders, because the spawn protection doesn’t protect against conc grenades.

You can’t even fight back nor even try to, because even if you try shooting the Thunder that flashed you, his health pool means he will kill you before, even if you land 100% of your shots -unless you’re a Thunder too, the other Thunder is extremely bad, or you’re a Rhino and he happens to run into your fire, which is low in the probabilities department.

Further point: it takes control away from your character. It is the only ability to do so in all of DB, and it promotes low skill tactics.

The whole idea of the conc grenade is wrong for a fast skill-based, team game.


(zrs1337) #35

[quote=“DeMS;181833”][quote=“buffMonorail;181743”]

no counter for nader’s nade, no counter for fragger cooked grenade, no counter for vasilli sniper rifle, no counter for proxy mine on the corner, no counter for red eye smoke on the team camp.

whats your point?[/quote]

There’s a very easy counter for a Fragger’s nade: You can spot him charging without a gun on his hands -> run the hell away. Also, the nade’s trajectory is easy to see.

Proxy’s mines make a very distinctive noise and glow. You can shoot them almost all the time -albeit most of the time for a certain HP penalty-, or if you have the right mercs, you can detonate them remotely.

Arguing about Vasilli’s rifle is like arguing there’s no counter for bullets.

Redeye’s smoke can be spread out easily with explosives -which also kills anyone hiding inside of it.

Nader’s nade actually takes a small amount of skill to shoot right, as it’s a slower projectile, and one of them only kills mercs with low HP, which have high mobility and should be able to avoid direct impacts anyway with not much skill required.

However, there’s zero countering a flash nade by Thunder. They throw a nade around the corner, you’re done, there’s no two ways about it. There’s no dodging, there’s no sound, there’s no trace. Hell, so far I have been unable to spot his conc grenades before exploding, and I have no trouble seeing other stuff flying around at faster speeds.

Not to mention that there’s a bug with which you can lock the whole team at spawn if you use a couple of Thunders, because the spawn protection doesn’t protect against conc grenades.

You can’t even fight back nor even try to, because even if you try shooting the Thunder that flashed you, his health pool means he will kill you before, even if you land 100% of your shots -unless you’re a Thunder too, the other Thunder is extremely bad, or you’re a Rhino and he happens to run into your fire, which is low in the probabilities department.

Further point: it takes control away from your character. It is the only ability to do so in all of DB, and it promotes low skill tactics.

The whole idea of the conc grenade is wrong for a fast skill-based, team game.[/quote]

So when you get instagibbed by any explosive in game you can still control your character? Interesting. And it doesn’t take control away, you can still shoot, still turn around… Better just remove Thunder from game because it seems like for some people he is only acceptable when he is a useless meat shield. When he does his job he is annoying and broken op and shit… He is still the weakest assault merc imo, I play him and fragger since the update came out and Fragger is just still muhc easier and more rewarding than Thunder. Fragger throws nade=free kills, Thunder nade= even if you hit someone you still have to get close to them and use your weapons to get the kills and you can easily get killed while doing that, so I don’t see how is Thunder suddenly so broken OP in some people’s eyes…


(Tanker_Ray) #36

@DeMS @zrs1337 to both of you, I gotta tell ya his conc is broken, not himself.

the main problem of the conc is still there is so little chance to follow up to kill if you throw it far, with weak and unchanged MK.46. This is still some serious part.

but also 15 sec CD is quite crazy with too short fuse time that makes everyone annoyed including THUNDA himself.


(sagaciousHarp) #37

Mk46 weak lol. People still need to adapt to counter him. When you see a fragger cooking a nade, you crap your pants. The same should (and now does) happen when a thunder is in sight. Right now I see so many players taking him head on like it was possible to do before the buffs, dying to him and then complaining that the concs are op because they gasp actually impair vision and movement. I don’t get why people were perfectly fine with dragger being the unquestioned slayer but smh are not OK with thunder being on par with him?
I do agree about the cooldown tho, I think it should be the same as fragger’s made given how powerful the concussion has become.


(Szakalot) #38

@ThunderPro conc nades are actually very viable at mid range, as short fuse guarantees easy airbursting in opponents face.

yes fragger nades instagib people but its A LOT HARDER to throw an instagibbing nade, plus fragger has significant 3-4sec setup time which makes him vulnerable, and also allows people to move out of the way.

no such luck with thunder, a good one will easily concuss you and there is nothing you can do about it. at closer ranges its akin to stokers molotov, except the 2.5faster cooldown.

i also think cooking should be brought back, and at 4sec fuse like fragger, not the 3sec it used to be.

yes it will allow for some nasty airbursts, but it will not be any more OP than a well places fragger instagib. it might be a bit easier than an instagib, but the rewards are naturally smaller than killin people outright. Forcing thunder to cook will expose him to the same vulnerabilities as fragger, and prevent the silly hail mary throws when things are going south.

just imagine how incredibly annoying fragger would be with 1 sec fuse: at any time, without any warning you would get blown up, even if you just brought fragger down to 10hp


(watsyurdeal) #39

I actually have to agree with the other park here, I don’t think the conc nades are op, for the simple fact that if it were a frag grenade, you’d be dead, a conc nade still leaves you alive, and it only really affects you if you straight up ate the nade, everybody else is just flashed.

It’s still not a reliable kill like the Frag is, and imo, no amount of buffs will change it, it will just be more annoying.

I still think my proposal in another thread was best, making it essentially a less damaging frag that disorients people.


(Szakalot) #40

conc nade has a huge AoE, and the 1sec fuse makes it a lot easier to pull off.

so:
conc nade - medium skill ceiling, high power

frag nade - high skill ceiling, high+ power.

In this light, imo conc nades are TOO strong for how much power they provide, and most importantly - a lot more annoying