Thunder vs Fragger


(martha_smith) #1

which one is more tough

questions -

  1. which is more good for pushing

  2. their pro’s and cons

  3. its said in game that fragger is a tough merc to push enemy -( but even lvl 4 player kills me )

  4. fragger’s gun k121 isn’t so good , after some time its start spreading bullets , and it has more recoil

i wanna know that which merc is most tough to push the enemy

and , your more suggestions about these 2 mercs are most welcome …that how to use them in a better way


(TheStrangerous) #2

Your comparing melons to pineapples.

I like’em both, depending on mood.


(phobiatic) #3

This should probably be moved to merc discussions.

  1. Both mercs are in the offensive category. They have different play styles, although both their abilities will most likely used in the same scenario’s. See point 2 for the differences.

  • Thunder his ability is more a “support” ability then an offensive one. It support the team by blinding players and disable enemy deployments so you can push in an area / objective. Thunder require good enemy + team awareness to make his ability very effective, most players just use it to get 1 kill.

  • Fragger his ability is pure offensive. It can clear a small area like people grouping on a heal stations or a group of stacking players near objective quickly and be offensive after to kill those that survive the nade. You can pre-cook the nade and throw it at the last second so enemy can not react. Remember that you can also use the nade to damage objectives.

  • The cons for both mercs is that they are large in size and slowest merc on the field. So you easier to get spotted/ hit and is harder to leave a dangerous situation. Don’t think that because you have more HP that you should just walk straight up to an enemy and hope to win the fight.

  1. See point 2 of fragger how he can be used push enemy team.

  2. The K121 is not a good hip fire gun, you should ADS that gun to keep control of the spread. It is super deadly on head-shots and with its clip size it can keep an area suppressed pretty good. Don’t expect to win a fight against shotguns in close range unless you consistently can hit head-shots. It is more a mid range gun to keep enemy suppressed.


(Pumpkiller) #4

1:

[spoiler]Fragger initiates teamfights by making massive bursts of damage to the team on the recieving end while Thunder allows teamfights to happen through his concussion grenades. To explain that, i’m gonna go the easy route and explain it with comparaisons:

Think of Thunder as the one lighting up a dynamite stick while Fragger is the dynamite stick itself. I’f you follow that logic, Thunder would be better for coordinated 5-men pushes while Fragger would be better when your team is outnumbered in general, because of that, it’s not uncommon to see teams rocking both a Thunder and a Fragger. It all depends on your mood and playstyle.[/spoiler]

(Short version: -You like passive, team oriented approaches? Rock a Thunder.
-You want to be more active in choke-points? Go Fragger.)

Both 2’s:

[spoiler]Besides the absolute lack of abilities that are directly beneficial to your team, they’re pretty good and all rounded mercs, the only thing you have to worry about is not trapping yourself into bad habits and decisions.

I said earlier that Thunder is more oriented towards pepole with a tendancy to passivity: and this is a problem, because of this habit, it’s pretty often that you’ll see Thunder users popping flashes at pepole, then either staying in the background or just simply not leading the charge, forgetting that they’re using the second tankiest merc in the game.
You have 160 hp, don’t be afraid to jack in first instead of your medic behind you when everyone is blind.

On the opposite side of things however, you’ll frequently see Fraggers overestimating their ability to kill everything and charge head-first into everyone despite their team not being ready to take on the other one (which you seem to be the type of guy, seeing as you think low levels are completely helpless, they still have guns you know), this leads to them either dying or them lone-wolfing around the map.

In both cases, they leave their teams just as massively crippled as if they lost their medics in higher levels of play, don’t be these guys.[/spoiler]

4(why did we jump from 2 to 4???):

[spoiler]I’f you can’t handle the K121’s recoil and spread, you’re doing something wrong.
I’d say you should practice it, just simply be aware that this gun is made for CQB-mid range encounters and that trying to aim down sights with it when engaging fights will get you killed. You could do that mid-fight i’f you’re really stuggling past a certain amount of bullets though, but i don’t really recommend this.[/spoiler]


([ O.C.B. ] Wildcard) #5

@phobiatic said:
This should probably be moved to merc discussions.

  1. Both mercs are in the offensive category. They have different play styles, although both their abilities will most likely used in the same scenario’s. See point 2 for the differences.

  • Thunder his ability is more a “support” ability then an offensive one. It support the team by blinding players and disable enemy deployments so you can push in an area / objective. Thunder require good enemy + team awareness to make his ability very effective, most players just use it to get 1 kill.

  • Fragger his ability is pure offensive. It can clear a small area like people grouping on a heal stations or a group of stacking players near objective quickly and be offensive after to kill those that survive the nade. You can pre-cook the nade and throw it at the last second so enemy can not react. Remember that you can also use the nade to damage objectives.

  • The cons for both mercs is that they are large in size and slowest merc on the field. So you easier to get spotted/ hit and is harder to leave a dangerous situation. Don’t think that because you have more HP that you should just walk straight up to an enemy and hope to win the fight.

  1. See point 2 of fragger how he can be used push enemy team.

  2. The K121 is not a good hip fire gun, you should ADS that gun to keep control of the spread. It is super deadly on head-shots and with its clip size it can keep an area suppressed pretty good. Don’t expect to win a fight against shotguns in close range unless you consistently can hit head-shots. It is more a mid range gun to keep enemy suppressed.

His grenade hasn’t disabled Deployables for a while man; the EMP got removed and put onto Phantom in Phantom’s last rework (and is still remaining on him in the upcoming one this Monday).


(MuddyGrenade) #6
  1. Fragger’s probably better, just because an instakill goes a lot farther than blinding. Thunder takes a lot more coordination, but it could honestly go either way.

  2. Fragger Pros K121 shreds, Frag grenade is still stupidly strong, can tank a bit of damage
    Fragger Cons Not tanky enough for his speed and hitbox, pretty vulnerable without his frag and team
    Thunder Pros Good with team coordination, MK46 has good suppressing capabilities (as well as head shredding, if not respected)
    Thunder Cons Giant ass hitbox, self-blinding, doesn’t have the damage output of his assault counterparts

  3. Depends on the merc, but that suggestion is really just for pushing chokepoints, considering the burst damage of his weapon and grenade

  4. Every gun has recoil (except for like, the Hochfir), and it really just comes down to controlling it, as well as the spread. The MK46 doesn’t have nearly as much recoil or spread, but that is exclusive to Thunder, so… you kind of have to make your own decision there. Either way, if controlled properly, the K121 is still incredibly strong. Aim for the head, listen to those dinks, and watch the kill feed fill up.


(phobiatic) #7

@-OCB-Wildcard said:

@phobiatic said:
This should probably be moved to merc discussions.

  1. Both mercs are in the offensive category. They have different play styles, although both their abilities will most likely used in the same scenario’s. See point 2 for the differences.

  • Thunder his ability is more a “support” ability then an offensive one. It support the team by blinding players and disable enemy deployments so you can push in an area / objective. Thunder require good enemy + team awareness to make his ability very effective, most players just use it to get 1 kill.

  • Fragger his ability is pure offensive. It can clear a small area like people grouping on a heal stations or a group of stacking players near objective quickly and be offensive after to kill those that survive the nade. You can pre-cook the nade and throw it at the last second so enemy can not react. Remember that you can also use the nade to damage objectives.

  • The cons for both mercs is that they are large in size and slowest merc on the field. So you easier to get spotted/ hit and is harder to leave a dangerous situation. Don’t think that because you have more HP that you should just walk straight up to an enemy and hope to win the fight.

  1. See point 2 of fragger how he can be used push enemy team.

  2. The K121 is not a good hip fire gun, you should ADS that gun to keep control of the spread. It is super deadly on head-shots and with its clip size it can keep an area suppressed pretty good. Don’t expect to win a fight against shotguns in close range unless you consistently can hit head-shots. It is more a mid range gun to keep enemy suppressed.

His grenade hasn’t disabled Deployables for a while man; the EMP got removed and put onto Phantom in Phantom’s last rework (and is still remaining on him in the upcoming one this Monday).

Sorry for that mistakes than.

I’ve not played last few months because of horrible and dumb changes from SD side. Hope 1.0 release will be better but with the experience from the last 4 years, I’ve no more hopes sadly.


(sangrexlol98) #8

Look why you guys are doing this,thunder and fragger they are little same thing,offensive and k121 pls buff again


(Xenithos) #9

If you’re disregarding playstyles and using their abilities, then Thunder is “tougher.”

For pushing - Fragger begins fights with his frag grenade. If you place the frag well enough there may not even be a fight. He then gets in the thick of things. Thunder is more of a constant aggressor pusher because of his higher health pool and his moderate damaging spread weapons. If you can’t use either of their abilities very well, Thunder is your go to. One last thing on pushing, You can cook a frag grenade with fragger from behind a corner, come out from cover and unleash that thing. With Fragger, you chuck the nade instantly off of a wall or around a cover and look away before charging. Each of those will get the job done. Fragger’s pineapple has 3 seconds of cook time before it blows up on you.

FRAGGER PROS: Fragger’s K121 is a high skill weapon that does beastly damage when headshots can be hit consecutively, or if you flank your opponent unawares. His grenade is a “Kill” ability and can be cooked, allowing better precision when throwing it to get more than one kill. He also has very offensive geared loadouts.
FRAGGER CONS: Fragger’s K121 takes a lot of skill to use. If you can’t use it or his other weapons, don’t play him. A missed frag grenade is useless. He moves slow, but so does Thunder. He has lower health compared to Fragger, and can go down in a single sniper headshot from the MOA or the FEL-IX.

THUNDER PROS: Thunder is a very suppressive fire merc, and does great on defense and with co-ordinated teams. He “blinds” enemies often disorienting them or encouraging them to separate from one another etc. HUGE health pool, and often his cards are pretty good. He usually wins 1v1s if you know the other enemy is there, which in some ways is a win over Fragger.
THUNDER CONS: You can blind yourself with your own ability if you’re looking at it. Fragger can kill himself if he gets hit by his own frag, so technically this COULD be a pro… :confused:
He’s slow and has a slightly bigger hitbox than Fragger. He takes good co-ordination and a team playing with him.

Fragger and Thunder both require medics and ammo givers (aka a team), and may not be the best cups of tea to be playing (for you) at this time, personal thought. Nader’s a little bit easier than both of them and can lock down chokepoints for longer even IF you fail to kill people.