SD MADE THUNDA GREAT AGAIN


(watsyurdeal) #41

[quote=“Szakalot;182251”]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[/quote]

But again, it’s not a kill

The Thunder in question still has to make his way to your position to kill you, or his allies will do it.

Whereas a frag nade will straight up kill you within it’s blast radius.


(Szakalot) #42

yeah… i got it the first time. the thing is that for (bs statistic warning)

1 fragnade kill thunder will get 2-3 successful concussions.

Its just SO EASY to concuss opponents, no matter their skill level. In some areas there is just nothing you can do to counter a quickly whipped out flash. In this way concussion nade is like stoker’s molotov - in certain areas stoker will get a kill no matter what you do, except that it is a lot spammier than molotov; and even easier to pull off considering the airburst and wall-bounce potential.


(watsyurdeal) #43

[quote=“Szakalot;182382”]yeah… i got it the first time. the thing is that for (bs statistic warning)

1 fragnade kill thunder will get 2-3 successful concussions.

Its just SO EASY to concuss opponents, no matter their skill level. In some areas there is just nothing you can do to counter a quickly whipped out flash. In this way concussion nade is like stoker’s molotov - in certain areas stoker will get a kill no matter what you do, except that it is a lot spammier than molotov; and even easier to pull off considering the airburst and wall-bounce potential.[/quote]

Yea but if it did anything less it would be USELESS

That’s the thing here with the conc nade, considering what it’s supposed to be good at, crowd control, if doesn’t reliably disorient a small group like this then it’s not worth using, even if Thunder does have more health now, one could make the argument that his speed makes it difficult to make good use of his conc nades.

So all in all, are they are more annoying now? Yea, absolutely, but op? No, not even close, they actually do something useful now. The only thing I would say is they could lose the Flashing effect, it doesn’t make much sense to have anymore.


(Szakalot) #44

i would argue that a thunder is actually stronger than fragger now. Time will tell what will the comp do, but in organized play concussion becomes even better where you can relay the info to teammates.
1sec fuse is a HUGE help when trying to sync a push after the nade, as if the whole team is waiting for that fragger nade opening they open themselves up to 4 sec of vulnerability. Similarly, 1sec fuse is also a HUGE help when trying to stop a push in its tracks, as you can do it without warning, without setup, and as a direct counter to the enemy team. Enemy’s push a specific choke? flash & mop up. If fragger would want to do the same, he would need to give territory worth of 4 sec, and at that point the opposing team is likely past the choke/crossfire.

The key issue here is that they have no counter. The better the thunder player the easier he will flash opponents, REGARDLESS of the skill level. This means that at high level thunder will be able to reliably flash 1-2 players from the enemy team, unlike a frag nade that is nowhere near 80-90% kill efficiency (kills per frags thrown).

Fragger was the meta for a very very long time, but I would expect some people trying thunder out, and with great success. Plus the Stark - obviously.


(Tanker_Ray) #45

[quote=“Szakalot;182388”]i would argue that a thunder is actually stronger than fragger now. Time will tell what will the comp do, but in organized play concussion becomes even better where you can relay the info to teammates.
1sec fuse is a HUGE help when trying to sync a push after the nade, as if the whole team is waiting for that fragger nade opening they open themselves up to 4 sec of vulnerability. Similarly, 1sec fuse is also a HUGE help when trying to stop a push in its tracks, as you can do it without warning, without setup, and as a direct counter to the enemy team. Enemy’s push a specific choke? flash & mop up. If fragger would want to do the same, he would need to give territory worth of 4 sec, and at that point the opposing team is likely past the choke/crossfire.

The key issue here is that they have no counter. The better the thunder player the easier he will flash opponents, REGARDLESS of the skill level. This means that at high level thunder will be able to reliably flash 1-2 players from the enemy team, unlike a frag nade that is nowhere near 80-90% kill efficiency (kills per frags thrown).

Fragger was the meta for a very very long time, but I would expect some people trying thunder out, and with great success. Plus the Stark - obviously.[/quote]

I’m not shielding my self up by comparing Fragger to THUNDA, but expecting kills every 17 sec is still some crazy shxt.

The problem with the conc is its way too short cooldown, not the slow effects which HAD TO work properly before this month’s patch. You know what? conc’s slow time was actually Max 7 sec if you find out the Feb’s patch. So 2.5sec~6sec is actually a nerf.

After direct damage radius nerf of grenade, yes I do agree with it’s got much harder to kill someone, and while cooking frag is the most weak timing of Fragger.

But I also had this experience Fragger killing Full HP me with spawn grenade, right yesterday. This is a hard thing, but still killing one guy every 17 sec is viable one.

Right now eventhough conc has really short CD, THUNDA is much weaker against healing stations nowadays which means it has very obvious counter.

S41 Stark Thunder will be a main pick in Ranked with Explody and strongest primary he’s got, but this doesn’t fix how bad his machine gun is.

Simply balancing mercs by their weapons may even cause old phantom using Stark or BR = useful.

I agree with the part conc has way too short CD and fuse time is un-countable, but the most important part that people forgotten about is Fragger still having the highest killing potential even with his 140HP(Which is actually much fitting right now), and Thunder with his own weapon that still sucks.

THUNDA’s biggest problem : Low HP compared to hitbox is fixed, so now it’s time to modify conc’s CD longer and fix his second biggest problem : Super low firepower machine gun that sacrifices movement speed, spread, damage per bullet, that just gives you chunk of 85 mag.


(watsyurdeal) #46

I have to disagree that Thunder needs to be this Tanky merc to be viable, 160 or even 150 HP would be more than enough. He really needs the speed to run and catch up to people who are concussed so he can put them down.

But I would still argue that just disorienting people wouldn’t be good enough to make me want to use Thunder, I’d gladly trade the blinding aspect, and have a longer cooldown of say, 20 seconds, and 10 seconds if I hold out my nade then put it away, if I could deal a small amount of damage to weaken my enemies.

Max of let’s say, 60, minimum of 30. This way my enemies are not only lit but disoriented enough that they’re easy pickings. I’d even say the movement speed should be less harsh, 99% slowed is a bit ridiculous already. But if you think about it this would be pretty balanced.

Thunder would be a slightly tankier Fragger, with a less damaging nade but since it has a larger radius than the Frag, it can cripple a push. I think this would make Thunder better at clearing at crowds, but Fragger would be better at getting kills, constantly, once you get into a rhythm. Even after the nerf to his HP and the more subtle nerf to any loadout using Unshakable, he’s still a powerful merc. Skilled players can still DESTROY people with him.


(Szakalot) #47

id rather they stay with the distinction between thunder and fragger, rather than just give thunder a frag nade wannabe.

@ThunderPro

how does mk46 suck? we discussed it before it was buffed - you compared it to kek - top of the line smg, with higher (or equal?) DPS to M4. so now after a significant buff its still just a kek?

mk46 shreds people, and with focus it is very accurate and easy to use, plus very decent ADS with little recoil or swimming.

yeah its not stark/br16, but thunder can equip stark, so not sure what rhe problem is. plus the high ammo mag combos really well with mopping up a flashed group.

the fact that it is uncounterable, like you agree is a huge deal. fragger will not be able to consistently kill people with frags in high level play. thunder WILL be able to easily concuss people, and there is very little they can do about it.

id much rather use fragger at 170hp and have hp stations immune to fragnades. aura alone will not hold thunder off, and piling up on a station will make the whole fireteam sitting ducks for the enemy push. yeah, thunder might not kill 3people sitting on station , alone, but put good players to back him up and you have a long range rhino with disabling and powerful ability


(Tanker_Ray) #48

[quote=“Watsyurdeal;182741”]I have to disagree that Thunder needs to be this Tanky merc to be viable, 160 or even 150 HP would be more than enough. He really needs the speed to run and catch up to people who are concussed so he can put them down.

But I would still argue that just disorienting people wouldn’t be good enough to make me want to use Thunder, I’d gladly trade the blinding aspect, and have a longer cooldown of say, 20 seconds, and 10 seconds if I hold out my nade then put it away, if I could deal a small amount of damage to weaken my enemies.

Max of let’s say, 60, minimum of 30. This way my enemies are not only lit but disoriented enough that they’re easy pickings. I’d even say the movement speed should be less harsh, 99% slowed is a bit ridiculous already. But if you think about it this would be pretty balanced.

Thunder would be a slightly tankier Fragger, with a less damaging nade but since it has a larger radius than the Frag, it can cripple a push. I think this would make Thunder better at clearing at crowds, but Fragger would be better at getting kills, constantly, once you get into a rhythm. Even after the nerf to his HP and the more subtle nerf to any loadout using Unshakable, he’s still a powerful merc. Skilled players can still DESTROY people with him.[/quote]

Forceful frontline point man with lots of health and lots of firepower. While not the most accurate, Thunder’s LMG has a fearsome rate of fire perfect for suppressing enemies, while his Concussion Grenades leave them easy targets for him and his teammates. A heavyweight presence in attack or defense, he’s as adept at taking out campers as he is forcing entry into rooms and past chokepoints.

This is what meet the merc section explains about Thunder.

Why should he be squishy Fragger??? He LOOKS much tankier, he IS finally tankier than Fragger as the basic concept goes.

Well, let’s just skip the ‘fearsome RoF’ part since MK.46 has only +25RPM to KeK-10.

Slight damage for conc, I think it’s a good idea but I just can’t understand why so many people wants him to be similar to Fragger. He is actually more like Defensive Frontline Assault like Rhino, not like Fragger and Nader’s Offensive Assault who depends on explosives. I’ll rather get my EMP back(not removing Phantom’s of course) and 1.2 sec fuse time with 25~30 sec CD. Conc just need longer cooldown…

This is just best fitting according to what he says ‘Specialize in Crowd Control’.


(Tanker_Ray) #49

[quote=“Szakalot;182744”]id rather they stay with the distinction between thunder and fragger, rather than just give thunder a frag nade wannabe.

@ThunderPro

how does mk46 suck? we discussed it before it was buffed - you compared it to kek - top of the line smg, with higher (or equal?) DPS to M4. so now after a significant buff its still just a kek?

mk46 shreds people, and with focus it is very accurate and easy to use, plus very decent ADS with little recoil or swimming.

yeah its not stark/br16, but thunder can equip stark, so not sure what rhe problem is. plus the high ammo mag combos really well with mopping up a flashed group.

the fact that it is uncounterable, like you agree is a huge deal. fragger will not be able to consistently kill people with frags in high level play. thunder WILL be able to easily concuss people, and there is very little they can do about it.

id much rather use fragger at 170hp and have hp stations immune to fragnades. aura alone will not hold thunder off, and piling up on a station will make the whole fireteam sitting ducks for the enemy push. yeah, thunder might not kill 3people sitting on station , alone, but put good players to back him up and you have a long range rhino with disabling and powerful ability[/quote]

I compared those two just because they have the same damage of 11, similar RoF of 700 RPM/725RPM, and yes. MK.46 can shred people up but not as much as Timik and Stark.

ADS is good? There is so many guns with decent ironsight(Also includes Kek), and considering KeK-10 still has MUCH better spead than MK.46 even after bunch of nerfs it took, This gun’s aim bloom is WAY TOO FAST.

Also, considering machine gun’s super high movement speed decrease rate of 17.5%(only 0.5%less than grenade launcher and Minigun.), I still can’t tolerate the fact why K-121 and MK.46 only gets this much firepower.

About the fuse time, yeah. it is way too short. Concept of using it only CQC seems fine, but I just want to bother Vassili who shoots THUNDA’s huge watermelon head from far.

But Fragger’s nade, even it doesn’t kill people all the time, you can still expect kills every 17sec, and that is still insane even at Ranked(I use M62 Fragger all the time at Ranked/Private match pugs like http://imgur.com/pkwTJCH). Like Nader’s nade if frag didn’t got damage buff at CW update and remained 150 damage, I won’t talk about this. But Like I said, it is still possible to kill bunch of people and Full HP Thunder without Unshakable. Fragger right now is just fine as he is, or may be 20 sec CD nerf needed.

I was so astonished when so many people argued how 140HP was bad to Fragger. Too greedy man.


(Szakalot) #50

hmm i dont know, maybe i play it differently, i tend to switch to ADS at mid range fairly quickly, at close range the gun is definitely accurate enough to get consecutive heads.

at long range i switch to ADS from the start. are you using focus+unshakeable or drilled/spares?

i dont think you can expect kills every 17sec, sure you will get plenty, but good opponents can at least play around ‘some’ of the nades. give that good fragger player conc nades and he will concuss every single time.

edit : i do hope you meant br16 and stark, not timik, lol.:smile:
rumor has it burst rifles will receive some type of nerf


(Tanker_Ray) #51

[quote=“Szakalot;182757”]hmm i dont know, maybe i play it differently, i tend to switch to ADS at mid range fairly quickly, at close range the gun is definitely accurate enough to get consecutive heads.

at long range i switch to ADS from the start. are you using focus+unshakeable or drilled/spares?

i dont think you can expect kills every 17sec, sure you will get plenty, but good opponents can at least play around ‘some’ of the nades. give that good fragger player conc nades and he will concuss every single time.

edit : i do hope you meant br16 and stark, not timik, lol.:smile:
rumor has it burst rifles will receive some type of nerf[/quote]

Fun part is, MK.46’s absurd spread FORCES you to ADS… After starting spread + 10% of max spread buff at Feb, you have no problem killing one guy at the beginning of the spread. I know this better than anyone as I have over 12k kills with MK.46.

But the main problem is, MK.46’s 85 huge mag forces you to fire more than 30 rounds if you face multiple enemies or you’ve concussed bunch of them. After killing one, killing second or third guy…or if you JUMPED with this gun… good luck. Aim bloom speed and basic spread is so damn large and rapid that you HAVE TO ADS at least after firing 20~25 rounds. Also, machine gun’s 17.5% movement speed decrease + ADS makes you so damn slow that it makes you slightly moving mounted MG but having much weaker firepower.

I use both MA42 and MA71 but I stick to MA 42 a lot since MK.46’s huge spread = more bullets wasted, and low damage = more bullets needed to kill someone, second slowest reload time in this game = Drilled required.

MA71 is really great loadout, and it is much more useful when MK.46 got 4.1 sec -> 3.2 sec reload time but I just feel the Spare augment’s vacancy too much. But I will try again using MA71 since I’ve heard Focus augment also applies to hipfire.

oh hey, and this

http://i.imgur.com/1MNd2SI.jpg

is when I used T45 Timik + Unshakable/Spares THUNDA at Ranked yesterday.

yeah you are right about concussing people at Ranked is easy. I was so damn effective yesterday.

Killing people with nade at Ranked, yeah. it got much harder even with Exploydendron nowdays.

But think this way - Fragger still has best room clearing ability when faceing healing station or at PUBS, Thunder’s conc still not very effective when you concuss bunch of enemies at PUBS because there is so many people that will shoot you back really hard.

So right now Fragger became less viable at Ranked, THUNDA almost OP at Ranked.

Pubs, they both stays the same really. Thunder is still giant and slow so very squishy when he is contrate-fired just like Rhino is exposed at the fields.

MK.46’s lowest TTK just helps that out in REALLY BAD meaning, that’s all.


(Szakalot) #52

i played a lot of LMG in quakewars: high damage weapon only reliably accurate ADS, plus you had to crouch.

so Mk46 falls right in that ballpark, except its also good in the first 20-30 bullets which we agree on. i have no issue with seeing mk46 as a proper lmg, that you fire from cover and devastate people at mid-long range. its amazing how easy it is to take down non-burst rifle fire supports who try to combat thunder at long range. they will likely run out of bullets before going through your 170hp while you can keep firing and firing…

i highly recommend focus + unshakeable. also think caulden is a better pistol for thunder due to frontloaded damage and decent accuracy up close, when someone triest to exploit your reload


(Tanker_Ray) #53

[quote=“Szakalot;182767”]i played a lot of LMG in quakewars: high damage weapon only reliably accurate ADS, plus you had to crouch.

so Mk46 falls right in that ballpark, except its also good in the first 20-30 bullets which we agree on. i have no issue with seeing mk46 as a proper lmg, that you fire from cover and devastate people at mid-long range. its amazing how easy it is to take down non-burst rifle fire supports who try to combat thunder at long range. they will likely run out of bullets before going through your 170hp while you can keep firing and firing…

i highly recommend focus + unshakeable. also think caulden is a better pistol for thunder due to frontloaded damage and decent accuracy up close, when someone triest to exploit your reload[/quote]

I see. Just like you said, it’s just a relative thing, just like Felix and MOA, Timik and M4(Timik has faster reload, +3 long range than M4, +3 DPS so not much difference like machine guns and bursts.)

I just feel DB’s machine guns(K-121 is VERY DECENT gun but let’s compare it to BR…) are way too underwhelming when you compare to other guns.

I know MK.46 is also very gun with 132 DPS and decent RoF, and the gun is so damn fun to use.

But with so much movement speed decrease, absurd spread, and low firepower/even RANGE compared to bursts… Also, Drilled + Reload cancel just eats up all the advantage that machingun has : large mag. Reload really fast two times, every gun is good to go. I have NO IDEA why do we have to sacrifice so many things just to use it. I was always so mad whenever I had to face BR Fragger before, and even now still. Never thought Rhino was tanky when I used S95 Stark Stoker.

Caulden is really nice pistol after the buff, but I think it needs +1 mag right now. I also highly recommend you to use M9 + Drilled because they are best secondary combination besides machine pistols. I have no problem with 15 damage.

MA42is Very crippling without Unshakable, but I love the buffed tough too much.(So I actually wished to have Unshakable instead of Tough, but they just buffed it lol) MK.46’s bullet usage is so high that I just can’t live without Spares… That’s why I really wished MA71’s Cool change to Spares, but it became Looter.(Not bad but…)

I am very aggressive guy so I just love to use MA42. MA71 is the best stable loadout for THUNDA too! gotta get 2nd gen MA71 so that I can use the Looter.

Otherwise, S41 Stark THUNDA, T45 or T72.

Timik is GREAT for THUNDA! except the fact you have to reload frequently. 14 damage + 29m = much better killing enemies and shooting long range(not as much as Stark but).


(watsyurdeal) #54

[quote=“ThunderPro;182745”][quote=“Watsyurdeal;182741”]I have to disagree that Thunder needs to be this Tanky merc to be viable, 160 or even 150 HP would be more than enough. He really needs the speed to run and catch up to people who are concussed so he can put them down.

But I would still argue that just disorienting people wouldn’t be good enough to make me want to use Thunder, I’d gladly trade the blinding aspect, and have a longer cooldown of say, 20 seconds, and 10 seconds if I hold out my nade then put it away, if I could deal a small amount of damage to weaken my enemies.

Max of let’s say, 60, minimum of 30. This way my enemies are not only lit but disoriented enough that they’re easy pickings. I’d even say the movement speed should be less harsh, 99% slowed is a bit ridiculous already. But if you think about it this would be pretty balanced.

Thunder would be a slightly tankier Fragger, with a less damaging nade but since it has a larger radius than the Frag, it can cripple a push. I think this would make Thunder better at clearing at crowds, but Fragger would be better at getting kills, constantly, once you get into a rhythm. Even after the nerf to his HP and the more subtle nerf to any loadout using Unshakable, he’s still a powerful merc. Skilled players can still DESTROY people with him.[/quote]

Forceful frontline point man with lots of health and lots of firepower. While not the most accurate, Thunder’s LMG has a fearsome rate of fire perfect for suppressing enemies, while his Concussion Grenades leave them easy targets for him and his teammates. A heavyweight presence in attack or defense, he’s as adept at taking out campers as he is forcing entry into rooms and past chokepoints.

This is what meet the merc section explains about Thunder.

Why should he be squishy Fragger??? He LOOKS much tankier, he IS finally tankier than Fragger as the basic concept goes.

Well, let’s just skip the ‘fearsome RoF’ part since MK.46 has only +25RPM to KeK-10.

Slight damage for conc, I think it’s a good idea but I just can’t understand why so many people wants him to be similar to Fragger. He is actually more like Defensive Frontline Assault like Rhino, not like Fragger and Nader’s Offensive Assault who depends on explosives. I’ll rather get my EMP back(not removing Phantom’s of course) and 1.2 sec fuse time with 25~30 sec CD. Conc just need longer cooldown…

This is just best fitting according to what he says ‘Specialize in Crowd Control’.

[/quote]

I never said he shouldn’t be more tankier than Fragger, as he is, Fragger at 140 hp is still quite good. My argument is, that tankiness alone isn’t going to be enough to make him better than Fragger.

What good is a concussion if you are too slow to get to where your nade landed, and start killing the people there while they are still under the effects? It’s quite counter productive to be honest.


(Tanker_Ray) #55

[quote=“Watsyurdeal;182778”][quote=“ThunderPro;182745”][quote=“Watsyurdeal;182741”]I have to disagree that Thunder needs to be this Tanky merc to be viable, 160 or even 150 HP would be more than enough. He really needs the speed to run and catch up to people who are concussed so he can put them down.

But I would still argue that just disorienting people wouldn’t be good enough to make me want to use Thunder, I’d gladly trade the blinding aspect, and have a longer cooldown of say, 20 seconds, and 10 seconds if I hold out my nade then put it away, if I could deal a small amount of damage to weaken my enemies.

Max of let’s say, 60, minimum of 30. This way my enemies are not only lit but disoriented enough that they’re easy pickings. I’d even say the movement speed should be less harsh, 99% slowed is a bit ridiculous already. But if you think about it this would be pretty balanced.

Thunder would be a slightly tankier Fragger, with a less damaging nade but since it has a larger radius than the Frag, it can cripple a push. I think this would make Thunder better at clearing at crowds, but Fragger would be better at getting kills, constantly, once you get into a rhythm. Even after the nerf to his HP and the more subtle nerf to any loadout using Unshakable, he’s still a powerful merc. Skilled players can still DESTROY people with him.[/quote]

Forceful frontline point man with lots of health and lots of firepower. While not the most accurate, Thunder’s LMG has a fearsome rate of fire perfect for suppressing enemies, while his Concussion Grenades leave them easy targets for him and his teammates. A heavyweight presence in attack or defense, he’s as adept at taking out campers as he is forcing entry into rooms and past chokepoints.

This is what meet the merc section explains about Thunder.

Why should he be squishy Fragger??? He LOOKS much tankier, he IS finally tankier than Fragger as the basic concept goes.

Well, let’s just skip the ‘fearsome RoF’ part since MK.46 has only +25RPM to KeK-10.

Slight damage for conc, I think it’s a good idea but I just can’t understand why so many people wants him to be similar to Fragger. He is actually more like Defensive Frontline Assault like Rhino, not like Fragger and Nader’s Offensive Assault who depends on explosives. I’ll rather get my EMP back(not removing Phantom’s of course) and 1.2 sec fuse time with 25~30 sec CD. Conc just need longer cooldown…

This is just best fitting according to what he says ‘Specialize in Crowd Control’.

[/quote]

I never said he shouldn’t be more tankier than Fragger, as he is, Fragger at 140 hp is still quite good. My argument is, that tankiness alone isn’t going to be enough to make him better than Fragger.

What good is a concussion if you are too slow to get to where your nade landed, and start killing the people there while they are still under the effects? It’s quite counter productive to be honest.[/quote]

Yap. Considering how damaging/killing with explosive is one of the Offensive Assault’s greatest advantage.

I don’t know, as I always said I wanted Thunder to have massive own MK.46 that has super good DPS like 150, and much tankier HP than Fragger.(so I really hate that he can access to Stark) But as a offensive merc with CC… I don’t know how to balance this honestly. CC has to be rather very strongk with disabling defensive systems, but SD took away his EMP.

I just want EMP back with proper slow(which HAD TO work properly before. so sad…) and 25+ long cooldown, so he doesn’t spam his conc but use it at proper Assault situation.

But right now, MK.46’s buff is the most urgent thing. I’ll just wait for weapon balance update right now.


(zrs1337) #56

Yeah I’m wating for MK46 buff too, hope SD hear us and they will do the job.
Btw I prefer Timik now, I don’t like Stark on Thunder. I have silver and gold MA42 loadout, now next goal is a cobalt, but atm it sucks when I play with MK46, I feel like a piece of shit. :smiley:


(Tanker_Ray) #57

[quote=“zrs1337;182785”]Yeah I’m wating for MK46 buff too, hope SD hear us and they will do the job.
Btw I prefer Timik now, I don’t like Stark on Thunder. I have silver and gold MA42 loadout, now next goal is a cobalt, but atm it sucks when I play with MK46, I feel like a piece of @$!#. :D[/quote]

Totally agree with this. I mean, it’s not that Stark is bad gun of course but this might sound stupid, I think Stark doesn’t fit to Thunder at all. It’s look and usage.

Currently best gun for Thunder because of burst rifle’s most power effectiveness among all weapons, but yeah. Timik just fits more to him. It’s like the matter of… the look of the gun.

Sounds so stupid, right? XD

I am so weird and stubborn that I only use MK.46 all the time eventhough I know it sucks because I think that’s the most RIGHT gun for him. Fxck me.

T72 with Drilled + Explody +Untackable sounds so great(never used it) but I’m a guy who likes to tank, so I rather much prefer T45’s Spare + Unshakable + M9 pistol combo.

Really wished quick draw would change to something but they didn’t… T-T


(Your worst knifemare.) #58

[quote=“ThunderPro;182909”][quote=“zrs1337;182785”]Yeah I’m wating for MK46 buff too, hope SD hear us and they will do the job.
Btw I prefer Timik now, I don’t like Stark on Thunder. I have silver and gold MA42 loadout, now next goal is a cobalt, but atm it sucks when I play with MK46, I feel like a piece of @$!#. :D[/quote]

Totally agree with this. I mean, it’s not that Stark is bad gun of course but this might sound stupid, I think Stark doesn’t fit to Thunder at all. It’s look and usage.

Agree here

T72 with Drilled + Explody +Untackable sounds so great(never used it) but I’m a guy who likes to tank, so I rather much prefer T45’s Spare + Unshakable + M9 pistol combo.

Really wished quick draw would change to something but they didn’t… T-T[/quote]

I just got the T72 yesteday, never tried it yet thought, ill get back when i do…when Thunders on free rotation…


(Icecoal) #59

@ThunderPro did you get those results pre-buff too ?


(Reddeadcap) #60

Still think the MK46 could use more damage and or accuracy, maybe compensated with slightly lowered rate of fire and or ammo capacity or outright swapped back to their original mercs.

The only time I’ve seen myself make use of the MK46 is when enemies are conced, against an injured enemy or with the help of a friend doing higher damage. It’s as if headshots are mandatory with this gun and one is forced to aim down sights even at closer ranges.

I think this kinda has to do with the fact that Thunder’s original default was the K-152 and Fragger’s the Mk46 so Thunder could injure stunned enemies at a distance and Fragger finish off those who weren’t outright killed by his frags and also the fact that the K-151 has been buffed post-steam beta and The MK46 is nothing like it was before.

I’m guessing someone thought of just giving the bad gun to the powerful merc and the good gun to the weaker one and then buffing/nerfing was done without remembering the guns were swapped.