Thunder vs. EV


(pumpkinmeerkat) #1

Should Thunder’s concussion grenade be able to temporarily disable (not damage) the EV?? Perhaps it could slow the EV for the current stun duration or completely stop it for a shorter amount of time. Something to make him more viable since he’ll likely never have the individual fragging potential of Fragger or Rhino.


(Sorotia) #2

I can see it slow (Which could be cool)…but stopping it completely could be problematic.


(Amerika) #3

Due to the CD being 15 seconds (I think that’s what it was changed to) the EV could only be stopped/slowed for a very short while or it could end up being pretty crazy. If it was a longer CD ability I’d say hell yeah. But with the short CD it’s not a very good option unless it only stopped the EV for about a second or two or slowed it for a few seconds. At which point it’s sort of worthless/wasted on the EV. I’d be OK with it doing damage to the EV and the EV alone though (think if it like electrical system damage) with damage on par with Fragger’s grenade. Not a great buff but not awful.


(KattiValk) #4

I didn’t know Thunder was a Fire Support merc.


(pumpkinmeerkat) #5

Similar post here. Sorry!

The short cooldown would be an issue - especially in 8v8 pubs. One way to limit the effectiveness would be to prevent the EV from taking damage when slowed/stunned so it could be used to block damage when on attack and only buy your team more time on defense. That mechanic isn’t very intuitive though so damage is probably a better route.

He’s not fire support but he’ll never be able to deal as much damage as Fragger or Rhino so anything to make him more useful would be appreciated.


(sgtCrookyGrin) #6

people keep focusing on the EMP part of his nade which is something you guys need to think about. Enhance the concbang but if you want the EMP to do things like this then give it to an engi since it is more of a tactical gadget that proves handy to have, an example of powers would be

  • Affects objectives
  • lowers time on C4 when on offense (or disable enemy engie’s disarm rate to regular pliers)
  • increases C4 time (not by much, just enough since you’re an engie) when on defense
  • Slows down EV or stops it completely when on defense
  • increases build rate on EV (small percentage for engies, larger percentage for friendlies)
  • disables deployables, can’t pick them up, have lower health in disable state
  • affects certain abilities on certain mercs, such as increasing Phoenix revive pulse time, increasing cooldown on mercs and etc…
    (I should put this up on new merc ideas, her name would be I.Q. or something XD)

this is just a basic idea for the EMP “not” to make Thunder an awkward class, his concbang just needs buffing to fulfil what it needs to do against enemies not mess with objectives.


(Naonna) #7

will always be here to poke holes in ideas for new mercs … resetting cool downs on opponents would actually make the concussion nade very scary, but would give him at least SOME level of danger to compare to Fragger. - Actually not a bad idea. (o.o) +1 to like meter.


(OmaGretel) #8

Make it disable the MG on the EV!


(MvMArcher) #9

What if concussed people couldn’t push the EV?


(JJMAJR) #10

resetting cooldowns
I’d like to see abilities like this. They would be a bit BS, but toying with cooldowns is something that I keep suggesting abilities for. Even if I implement it solely for a replacement to giving out ammunition for the sake of wanting to see a Fire Support class being able to use snipers.

Thunder with the cooldown reset ability would be able to completely disable a Sparks though, and with the recent nerfs people are going to be crying. But this makes Thunder also a very powerful counter to a large group of Arty players and Skyhammers.


(Jesus) #11

I’d say stop it for five seconds but only if the nade goes under the EV not on the side not in the air only under