Thunder's Concussion Grenade


(Solid Stache ~NaC) #1

Thunder’s ability is one of the least influential abilities in the game right now; it needs some utility added or make it more powerful in some sort of way.

I have suggested this before on the alpha forums, but adding an objective deficiency to whomever is affected would be a niche he could provide. It doesn’t make sense that a merc can still actively plant, defuse, repair, and deliver when a debilitating shock wave hits them.

This still would not make it as powerful as straight up killing them, but it would still buy some time to prevent them from finishing objectives.

The deficiency shouldn’t be too high, but around 40% would add a few seconds depending on the character. even adding a little debuff that lasts after the duration of the grenade of half of the initial affect would be a great addition as well.

Do you guys have any other or different suggestions for his ability?


(Nail) #2

haven’t experienced this from either side, but concussion nade should make you unable to do any precision stuff


(Nail) #3

I experienced a flash bang couple years ago in an educational “show and tell”
I still want to slap the bejeezus out of the guy who tossed it in. It takes your reasoning away


(Solid Stache ~NaC) #4

I always want to like your stuff at least 9999 times nail.


(Szakalot) #5

my suggestion was to give some degree of flash resistance to thunder (range resistance, faster recovery, incomplete ‘flashiness’) to make him more able to use the nade offensively, and generally give it more freedom to use


(coconutFlounder) #6

you can make the enemies hit by the concussion granade have their aim slow down for like 1 or 2 sec max, gives thunder or the allys some time to strike, functions realy nice on this tipe of games.


(Solid Stache ~NaC) #7

Previous iterations of the conc grenade slowed movement speed as well as constricting aim, but the latter didn’t really work as anticipated. if people had their cross hair on you already, they could dink you more easily. The old movement speed reduction was too much; i don’t remember the exact values but it was at least 50% reduction, which is an insane amount. If they were to bring that mechanic back, it should at most be 20%.


(B_Montiel) #8

The different iteration of his grenades I’ve seen are to me more or less the same. They are not giving thunder the hmpppfff he needs to compete with fragger or even rhino. As far as I can remember in the last builds where he was available, it’s quite hard to land those nades nicely to incapacitate a fair number of enemies during a fight. As the fragger’s grenade are almost the assurance of getting a kill if you throw one to a group of enemies, his concussion grenades, even nicely placed does not give you that sort of edge.


(Reddeadcap) #9

I have to admit I forgot how Thunder’s grenades work entirely, but I remember Planetside 2 has an interesting take on it, the grenades decrease your mouse sensativity based on how close you are to the center of the blast radius, similar to how Coconut has mentioned above, and fitting what Nail is asking for them to do.


(succinctHoliday) #10

I think it should disable the hud, not entirely but at least the red hp bars on top of the enemy’s head, it’s easly trackable, and with some spray and luck it’s not that dificult to get an kill.
Maybe silence some abilities, like proxy’s mines to prevent panic suicide during the stun also would be great.


(briefVein) #11

Agreed i think thinder should be able to recover quicker and i think it should also stop everything mentioned, healing, and possibly kill downed enimies… (downed players get a stroke from the flash of light and die… their injured bodies couldnt handle it)


(Solid Stache ~NaC) #12

Whoa, necro-ing an old post. I’m going to repost my ideas on Thunder from the SD forums.

After the official release of thunder I have been able to learn to play as thunder extensively which made me learn moves that avoid getting conc’ed by my own nades. Such as throwing it, 180 turn before explosion, and then 180 back to mow people down.

I definitely agree on removing the HUD markers on foes while being concussed… It is too frustrating going against a Red Eye that can simply spot you through the blind, and land a few head shots while attempting to catch him off guard.

Thunder
I don’t think his speed is insanely slow, it’s a meager 10 less than Fragger. I would like to see the a hitbox comparison between thunder and fragger to see if it’s a speed problem vs hitbox problem.

Buff his HP by 10 without a speed reduction: this would allow him to survive against two direct hit stickies with unshakeable as well as 2 HS from the grandeur. It isn’t much, but it gives him a bit of an edge in choice situations.

A single damage point buff would do wonders with the MK46 (12 body hit, 24 HS). This is more than likely not needed, especially after the last round of buffs to this gun, but it still seems less effective than the K-121.

His concussion nade needs more utility. Since it disables electronics, it would be neat to see it disable phantom’s armor, and even see it disable or slow the EV for a short period of time (4 seconds, half of the duration VS direct hit opponents). This would make him a unique choice that would allow him to stutter the EV’s movements at the cost of not killing foes as efficiently as the other assault choices.