The power of Thunder


(rhythmGecko) #1

Ever game I play when ever there is a thunder people complain how op he is. Personally I don’t see it, he has a slight advantage in 1v1 fights with his con grenade. Yet he has been nerfed to the point where you can still see him shooting at you. This evens the playing field some because all you have to do is aim up a little more to get your head shots. Cause his gun SFX is going to be at torso level. People just complain because either they are a noob or some of the competitive players in BD ban him every game so that no one really plays against him. I think you just need to update your play style a little bit more. I would like to hear what you guys think on my theory, I have tested it a little bit and the 1v1 fights he does have a slight advantage because he will shoot u first. Though I don’t see it to be super op.


(rhythmGecko) #2

Sorry my English and grammar structure isn’t great.


(hoyes) #3

I agree with the concept, and in fact I am betting most adept Thunder players(like myself(no brag)) want him nerfed, particularily in the cooldown. Since the recent change, it has made him slightly weaker, but has not removed the teamplay aspect to his ability, which trumps fraggers nade in certain circumstances. The fact that you can lob a grenade down and basically render them almost useless, and can easily headshot them, resulting in quick kills. Him being powerful is very true, but is not in my eyes straight up OP.


(Herr_Hanz) #4

Yop, and thats all because of the Conc. try to play thunder with MK46 without conc and you will see how weak thunder is. Buff MK46 plox. then add conc cooldown to balance it.


(SaulWolfden) #5

Yop, and thats all because of the Conc. try to play thunder with MK46 without conc and you will see how weak thunder is. Buff MK46 plox. then add conc cooldown to balance it.[/quote]

Bring back the 1 damage they took away from it for no good reason and it should be good.


(Orivar) #6

conc grande is as op as jumpsniping. If you want one to be in the game you need to other one as well.


(hoyes) #7

Yep the MK46 needs its 12 damage back that was unjustly taken away on his release in Open Beta. Along with and 18-20 second cooldown Thunder would be perfectly fine.


(sgtCrookyGrin) #8

145 DPS…

Lower that ROF to 665 and it will have a DPS of 133 (what it is right now) and keeps a nice fast ROF. Unless the concept is to make them stronger than keeping the 700 RPM and buffing the damage to 12 works. The K121 on the other hand should be buffed as well.

MK46

  • 12 damage
    DPS increased to 145

K121

  • 18 damage
  • buff headshot multiplier to x2.25 instead of x2
    DPS increased to 143
    Headshots = 41 damage.

If that’s what you guys are asking I hope you understand how powerful they’ll become…


(GatoCommodore) #9

145 DPS…

Lower that ROF to 665 and it will have a DPS of 133 (what it is right now) and keeps a nice fast ROF. Unless the concept is to make them stronger than keeping the 700 RPM and buffing the damage to 12 works. The K121 on the other hand should be buffed as well.

MK46

  • 12 damage
    DPS increased to 145

K121

  • 18 damage
  • buff headshot multiplier to x2.25 instead of x2
    DPS increased to 143
    Headshots = 41 damage.

If that’s what you guys are asking I hope you understand how powerful they’ll become…[/quote]

thunder is CQC specialist while Fragger is more like jack of all trades tank.

and also in real game, you wont hit everything with 100% accuracy. Things happens and it wont always be the Ideal situation where you just shoot everything and hits prefectly.

for example, im trying to shoot this concussed aura inside the 1st objective in the underground map. while i was trying to shoot her, she dodged my initial fire by crouching behind the counter then i get a molotov from stoker who also shooting me outside. resulted in dead thunder.

thunder being OP only happens if there are more than one thunder.
(but i agree tho the conc cooldown should get +2sec)


(hoyes) #10

145 DPS…

Lower that ROF to 665 and it will have a DPS of 133 (what it is right now) and keeps a nice fast ROF. Unless the concept is to make them stronger than keeping the 700 RPM and buffing the damage to 12 works. The K121 on the other hand should be buffed as well.

MK46

  • 12 damage
    DPS increased to 145

K121

  • 18 damage
  • buff headshot multiplier to x2.25 instead of x2
    DPS increased to 143
    Headshots = 41 damage.

If that’s what you guys are asking I hope you understand how powerful they’ll become…[/quote]

On paper, the Mk46 should be really quite powerful as it has one of the highest dps in the game and has an 85 round mag. Simply because of the sheer spread this weapon has, that dps is reduced anywhere but close range, effectively making it a peashooter. The kek10 is better than this weapon just due to the accuracy it has, you can achieve max dps quite often. With 12 damage, it would rectify this weakness, and give it a reason to have the large mag size.

If the MK46 was buffed then I do agree that the k121 will need a buff aswell, making its damage to 18 (wouldn’t really affect much, but it is a buff nonetheless.These weapons should be close range and medium range monsters that match up with with Thunder and Fraggers playstyles.


(Herr_Hanz) #11

145 DPS…

Lower that ROF to 665 and it will have a DPS of 133 (what it is right now) and keeps a nice fast ROF. Unless the concept is to make them stronger than keeping the 700 RPM and buffing the damage to 12 works. The K121 on the other hand should be buffed as well.

MK46

  • 12 damage
    DPS increased to 145

K121

  • 18 damage
  • buff headshot multiplier to x2.25 instead of x2
    DPS increased to 143
    Headshots = 41 damage.

If that’s what you guys are asking I hope you understand how powerful they’ll become…[/quote]

On paper, the Mk46 should be really quite powerful as it has one of the highest dps in the game and has an 85 round mag. Simply because of the sheer spread this weapon has, that dps is reduced anywhere but close range, effectively making it a peashooter. The kek10 is better than this weapon just due to the accuracy it has, you can achieve max dps quite often. With 12 damage, it would rectify this weakness, and give it a reason to have the large mag size.

If the MK46 was buffed then I do agree that the k121 will need a buff aswell, making its damage to 18 (wouldn’t really affect much, but it is a buff nonetheless.These weapons should be close range and medium range monsters that match up with with Thunder and Fraggers playstyles.

[/quote]

the mk46 does need a spray buff, and if we dont get the 12 damage i was thinking of a damage dropoff buff, maybe the min damage + 1. if we do give the MK46 145DPS then we dont need a damage drop off buff, to balance it out a bit for the longer ranges, as the MK46 is a close range powerhouse after all.


(sgtCrookyGrin) #12

Yes I know there’s a difference between DPS and DPS on target. What I’m saying is that a Thunder can down Fragger in under 1 second in any skirmish if you land your shots.

Otherwise bring in the power up mechanic from BF1 if you really think the LMG needs some sort of an accuracy buff.

Your starting spread on the first bullet is the starting spread right now, once you shoot more than 1 bullet it gets to a large spread (lets say 50% of max on the said LMG), once you shoot about 4 bullets on the K121 and 7 on the MK46 the spread decreases on each bullet after those, then you will reach minimum spread which is slightly less accurate than starting spread. If you played the BF1 beta and tried support then you’ll get the idea, if not I guess I’ll have to explain it deeper if you need one.

If you don’t want to hold the trigger you can just tap very fast which will always keep it at the minimum spread.

This mechanic probably wont work but hey it’s a suggestion instead of buffing the DPS to insane levels.


(watsyurdeal) #13

You guys aren’t calculating DPS right, first of all, nobody fires 12.5 shots in a second, you don’t shoot half a bullet. And second, you aren’t counting the first shot fired, you fire one shot, then the firing delay occurs. So it’s like this, 0. 83, 166, 249, and so on.

The K 121 has a rof 126, the MK46 is 83. So they shoot 9 and 13 rounds respectively. 9 * 17 is 153, 13 * 11 is 143. If we buff the Mk46’s damage to 12, it would bring it perfectly in line with the K121.

The only thing that would really change here is the MK46 would kill 120 HP mercs in one less headshot, and 80, 90, and 120 hp mercs in one less bodyshot. Not much of a change but that’s fine imo.

For me, I think the next thing would also be to SLIGHTLY increase the rof of the K 121, 484 rpm, and increase the clip size of it, to 60, so it’s able to put out the same amount of damage as the MK46 in a singe clip.

So, basically, the changes are as follows

MK46

  • Increase damage to 12, from 11

K121

  • Increase rof to 484 rpm, from 477
  • Increase clip size to 60, from 55

(Herr_Hanz) #14

[quote=“Watsyurdeal;205388”]You guys aren’t calculating DPS right, first of all, nobody fires 12.5 shots in a second, you don’t shoot half a bullet. And second, you aren’t counting the first shot fired, you fire one shot, then the firing delay occurs. So it’s like this, 0. 83, 166, 249, and so on.

The K 121 has a rof 126, the MK46 is 83. So they shoot 9 and 13 rounds respectively. 9 * 17 is 153, 13 * 11 is 143. If we buff the Mk46’s damage to 12, it would bring it perfectly in line with the K121.

The only thing that would really change here is the MK46 would kill 120 HP mercs in one less headshot, and 80, 90, and 120 hp mercs in one less bodyshot. Not much of a change but that’s fine imo.

For me, I think the next thing would also be to SLIGHTLY increase the rof of the K 121, 484 rpm, and increase the clip size of it, to 60, so it’s able to put out the same amount of damage as the MK46 in a singe clip.

So, basically, the changes are as follows

MK46

  • Increase damage to 12, from 11

K121

  • Increase rof to 484 rpm, from 477
  • Increase clip size to 60, from 55

[/quote]

fine by me! although a spread or damage dropoff buff would be appreciated as fine tuning.


(SaulWolfden) #15

That’s actually rather reasonable, that’s all I’m honestly looking for with a buff for the weapons.


(hoyes) #16

I love how this went from talking about the conc straight onto the lmgs. It really does show how important they are to Thunder and Fraggers kits.


(rhythmGecko) #17

Yea lol I wanted to know what you guys thought about my theory. I really feel like he just hits easier headshots and that when he concs a team. That they are not completely worthless, all they have to do is learn how to play against it.