Thunder's flash, Annoying or OP?


(Rosskii) #1

I think as merc’s go, in competitive play Thunder could be quite an interesting choice given he was strong weapons and his high HP makes him a decent tank. But wtf is that flash? Its horrible. Blind for so long and cant move as well? It requires no skill, its like someone turns off your monitor so they can kill you. When ever I play a scrim we always ban him, because we want a fun competitive game, not get trolled on.

I think the slow motion is enough for his ability, maybe a flash for half (or less) of the current blinded duration? Maybe remove the blinding completely? I would be happy to hear other peoples thoughts on what Nerf you think is needed?

** I edited this post and removed my statement about Thunders MK46 being better than Fragger’s MK121, I may be mistaken. The point of this discussion is the Flashes, Apologies :slight_smile: **


(Herr_Hanz) #2

im just not gonna answer. @THUNDA please educate this person about thunder and his MG.


(Rosskii) #3

Im talking about the flash and not the “MK46”. Why, so you don’t think its better than Fraggers K-121 ?


(Tanker_Ray) #4

Alrighty.

@Rosskii Some of those you wrote are right, but rest of it isn’t. I’ll show you why.

First, there are mainly two balancing problem for conc.

  • It detonates way too fast(even for Thunder himself!) without any sort of cooking time = which is true that it is unable to counter most of the time when conc detonates right in front of your face while fighting.

This is my personal opinion, but as I’ve also played against numerous other Thunders, you CAN actually react to conc detonation if you hear conc’s own beeping sound. There is this… certain timing when Thunder throw his conc, so 70% of time you can actually avoid the flash unless mid-air exploded conc randomly blinds your eye.

It can be solved if SD adds cooking to it, or roll-back the old detonation time (1.2sec) so it would be easier to react.

  • Cool down is way too fast, compared to massive CC effect.

    To be honest, this is the main part. He definitely needs 20 sec of CD nerf BUT with his MG buff.

You are right about the part Thunder is very useful in 5 vs 5 low population match up, because Thunder is extremely powerful at 1 vs 1 situation with conc. Also, Thunder’s team will shoot concussed enemy right away unlike pub.

But the reason why he deserves flash effect is because 1 vs 1 is the ONLY part that he is useful at 6 vs 6 ~ 8 vs 8 pub because of giant hitbox and lacking firepower besides Ranked game’s group conc + other team mates following strategy.

It’s true Thunder can easily beat any enemies that are FULLY conced(Flash + Slow), but you have to know Thunder can’t always shoot his enemies freely.

Team mates that aren’t concussed will soon notice Thunder coming in, and bother him shooting you right away. Also, you can always go back to corner (to lure enemy Thunder to your team’s fire net.) or safe zone such as healing station with bunch of team mates, even if you are fully blinded without checking Mini map. Just be sure what direction are you heading.

This is the biggest problem of Thunder when you use him for offensive purpose, because Thunder isn’t able to check if this conced enemy is fully concussed or ONLY SLOWED.
(Unless SD separates XP in to half for two.)

I’ve seen so many Asian region pro DB players react to unavoidable conc(Turning right back) and then get only slowed, preparing to shoot back or Fragger : cooking grenade to kill incoming Thunder, Stoker : holding molotov, and even if the same Thunder is blinded, he can counter conc you so easily.

There are so many ways to counter Thunder while you are only slowed. This is also why Thunder performs the best when played defensive + Slowing isn’t enough for him, when he has to kill someone clearly unlike cooking grenade.

Or just simply jumping repeatedly will avoid you from Thunder’s constant headshot so that you can expand enemy Thunder’s TTK, buying time for team mates to cover you up since conc doesn’t limit the jumping itself but jumping height.

I know how you feel when it feels like there is no way to counter back Thunder and you just stand still to die, but it really is true that there IS a way to counter back even when you are 99% slowed. Eventhough if you are fully blinded, just shooting in front of the door way(Where Thunder will come out) or straight middle of your screen actually does help you a lot.

Again back to the topic, reason why conc is OP isn’t its got massive CC + Flash, but insanely short cooldown. Screen Whitening has nerfed quite hard since last Summer Squash update.

I strongly disagree with the part you mentioned MK.46 is better than K-121, because it has both inferior dmg per bullet/DPS, which means Thunder is even weaker than K-121 Fragger WITHOUT a grenade.

11dmg and 17 dmg = 6 dmg difference is HUGE, and K-121 shoots fast enough to pass over MK.46’s 132 DPS. (K-121 has 135 DPS, same as Dreiss.)

I remember the time when I played Thunder at last year Closed Beta when MK.46 used to have 12 dmg with MUCH, MUCH better spread, and yes. It was even better than when K-121 used to have 18dmg. (http://dirtybomb.nexon.net/news/2177/nader-update)

After it’s got 11dmg with higher spread than TIMIK at 2015 November Thunder release, MK.46 is no longer a strongk MG it used to be, but huge fat SMG with high recoil rifle’s spread. (Timik with 14dmg/29m range has 0.00884 spread per bullet, MK.46 with 11dmg/26m range has 0.00898 spread per bullet.)


(Dieu-Sama) #5

Alrighty.

@Rosskii Some of those you wrote are right, but rest of it isn’t. I’ll show you why.

First, there are mainly two balancing problem for conc.

  • It detonates way too fast(even for Thunder himself!) without any sort of cooking time = which is true that it is unable to counter most of the time when conc detonates right in front of your face while fighting.

This is my personal opinion, but as I’ve also played against numerous other Thunders, you CAN actually react to conc detonation if you hear conc’s own beeping sound. There is this… certain timing when Thunder throw his conc, so 70% of time you can actually avoid the flash unless mid-air exploded conc randomly blinds your eye.

It can be solved if SD adds cooking to it, or roll-back the old detonation time (1.2sec) so it would be easier to react.

  • Cool down is way too fast, compared to massive CC effect.

    To be honest, this is the main part. He definitely needs 20 sec of CD nerf BUT with his MG buff.

You are right about the part Thunder is very useful in 5 vs 5 low population match up, because Thunder is extremely powerful at 1 vs 1 situation with conc. Also, Thunder’s team with shoot concussed enemy right away unlike pub.

But the reason why he deserves flash effect is because 1 vs 1 is the ONLY part that he is useful at 6 vs 6 ~ 8 vs 8 pub because of giant hitbox and lacking firepower besides Ranked game’s group conc + other team mates following strategy.

It’s true Thunder can easily beat any enemies that are FULLY conced(Flash + Slow), but you have to know Thunder can’t always shoot his enemies freely.

Team mates that aren’t concussed will soon notice Thunder coming in, and bother him shooting you right away. Also, you can always go back to corner (to lure enemy Thunder to your team’s fire net.) or safe zone such as healing station with bunch of team mates, even if you are fully blinded without checking Mini map. Just be sure what direction are you heading.

This is the biggest problem of Thunder when you use him for offensive purpose, because Thunder isn’t able to check if this conced enemy is fully concussed or ONLY SLOWED.
(Unless SD separates XP in to half for two.)

I’ve seen so many Asian region pro DB players react to unavoidable conc(Turning right back) and then get only slowed, preparing to shoot back or Fragger : cooking grenade to kill incoming Thunder, Stoker : holding molotov, and even if the same Thunder is blinded, he can counter conc you so easily.

There are so many ways to counter Thunder while you are only slowed. This is also why Thunder performs the best when played defensive + Slowing isn’t enough for him, when he has to kill someone clearly unlike cooking grenade.

Or just simply jumping repeatedly will avoid you from Thunder’s constant headshot so that you can expand enemy Thunder’s TTK, buying time for team mates to cover you up since conc doesn’t limit the jumping itself but jumping height.

I know how you feel when it feels like there is no way to counter back Thunder and you just stand still to die, but it really is true that there IS a way to counter back even when you are 99% slowed. Eventhough if you are fully blinded, just shooting in front of the door way(Where Thunder will come out) or straight middle of your screen actually does help you a lot.

Again back to the topic, reason why conc is OP isn’t its got massive CC + Flash, but insanely short cooldown. Screen Whitening has nerfed quite hard since last Summer Squash update.

I strongly disagree with the part you mentioned MK.46 is better than K-121, because it has both inferior dmg per bullet/DPS, which means Thunder is even weaker than K-121 Fragger WITHOUT a grenade.

11dmg and 17 dmg = 6 dmg difference is HUGE, and K-121 shoots fast enough to pass over MK.46’s 132 DPS. (K-121 has 135 DPS, same as Dreiss.)

I remember the time when I played Thunder at last year Closed Beta when MK.46 used to have 12 dmg with MUCH, MUCH better spread, and yes. It was even better than when K-121 used to have 18dmg. (http://dirtybomb.nexon.net/news/2177/nader-update)

After it’s got 11dmg with higher spread than TIMIK at 2015 November Thunder release, MK.46 is no longer a strongk MG it used to be, but huge fat SMG with high recoil rifle’s spread. (Timik with 14dmg/29m range has 0.00884 spread per bullet, MK.46 with 11dmg/26m range has 0.00898 spread per bullet.)

[/quote]


(Rosskii) #6

@THUNDA Thanks for this. I edited my first post to explain my possible incorrect assumptions about the gun. Although even though its lower DMG and firerate, the spread it enough to do more headshots at range imo. Haven’t used the weapon in a while but these were my thoughts.

I agree with the counter to be already aiming at the corner and spray + adjust aim based on hit bleeps.

I am not sure about your jumping idea, I am sure you cant jump when concussed.

I guess if they remove the flash, and only have slowdown, people could have a button to increase mouse DPI and counter it…

The reason I bring this up in the forum is because I’m gonna be the Admin for the Dirty Bomb ladder on Scrimbase, so I need to decide if I put a full ladder ban on Thunder or not. There is already a feature to pick a banned merc each, but I am considering adding him seperately. Because as you said he works good for 7 or 8 people in a team, but for 5v5 its OP…?

I appreciate you sharing your thoughts


(Dawnlazy) #7

It’s both annoying and OP. Like annoying and OP to the point where Thunder has made me bitch less about Redeye and Fletcher just so I can focus my hatred on him instead. IMO flat out remove the flash effect, nerf HP, increase fuse time but make the conc nade cookable again, also bump cooldown back to 17s. Maybe try these things in different combinations/doses until a decent spot of balance is found.


(Rosskii) #8

haha I agree about redeye and fletcher. I even made a video called fletcher is op, lol. I played him more to learn how to counter it, so now I like predict their thows, so I back off once I see him and I see his stickies explode where I would have been. Also only redeye counter I found is rush his smoke, cos I can see him once im in there. But I look forward to the day when they both are nerfed :slight_smile:


(Tanker_Ray) #9

@neverplayserious seriously, you’ve been disagreeing my post without any explanation, can you at least tell me why? Is that all you can do? pressing Disagree button and leave?

@Rosskii Your jumping height proportionally decrease to slow rate.

So when you are fully slowed(Always starts off 99%), you will feel like jumping isn’t working.

But how slow works with conc is your movement speed will always go back to normal within the duration , so as your movement speed normalizes, your jumping height will also normalize.

Uh… I said his potential will decrease when he’s fighting more people.

He is a decent tank like you said, ONLY when he fights in 1 vs 1 situation with Full health. Thunder’s mobility isn’t limited as Rhino level, but also his firepower isn’t enough to clear the situation fast enough to remove any kinds of threats that would chunk out your HP.

As soon as 2 guys or more concentrate fires him when Thunder is out of cover, he melts so fast that he doesn’t even have a chance to retreat. He literally sucks xss when fighting multiple hostiles because of giant hitbox/slow mobility + low firepower weapon that can’t clear this under fire situation unlike Rhino’s 300DPS minigun does.

Even if Concussing gets a mouse sensitivity decrease like it used to have, any kind of Crowd-Control is meant to neutralize target for short time, so I don’t think there would be much more difference, but it will actually get WORSE since you aren’t going to aim him back with super slow sensitivity.

At least you can expect random shots/kills while blinded, and blind never limits your movement speed or aiming. Fragger’s grenade kills people right away, but stun basically needs next step of damage follow ups.

I just hope SD nerf conc’s cooldown to 20, or over that if needed. (May be 25.)
Because 15 sec of spamming conc is so annoying when over two Thunders start to pour their skills. Flash and Slow isn’t occasional, this is the biggest problem right?

About the two MGs, well I do agree with the part MK.46 has much better spread than K-121, and it is bit easier to use since MK.46 is more like bullet spraying machine. But K-121 has much slower/stable RoF which means it’s also easier to control the spread/recoil, and it hits MUCH harder than MK.46.(Very slight tip, but since Thunder has 170HP, 17dmg works very good against him. BR-16/K-121 can melt Thunder so easily with exactly 10 bodyshots/5 headshots.)

But whether K-121 is better than MK.46, or those two are useful or not, it does not change the fact those two can’t even reach burst rifle level.

S41 Stark Thunder with Focus + Spare, and Explody conc. It’s the most OP shxt he can ever reach, and this is the strongest loadout ever in 5 vs 5 Ranked game.

@Dawnrazor I remember when you’ve mentioned 170HP + burst rifle is OP before, and I also agree with this part. But the problem itself is all because of burst rifle being too strong, not his HP. He still isn’t a decent tanking merc when 2 or more people concentrate fire him. He will return to more squishy watermelon if he goes back to 160 HP.

You know his head is the biggest among all mercs, and he is even tallest merc in the game, which is complete contrast to Rhino who soaks dmg very well with his belly fat.


(Rosskii) #10

Well I have no problem with his heavy mg, I have no problem with his hp, the stark I will take your word for it. For me its his concusion. Its not fun and it feels unfair imo, in most cases that feeling of being cheated makes me leave pubs pretty quickly (call it a ragequit whatever), its worse when they have more than 1 too. I really hoped ppl would spam the agree button on the first post so SD would look into it.

edit i just tried him in pub, yeah the mg must have already been nerfed cos it seems a lot different. but the stark I agree is effective. The flash, I just think, its really annoying. Just 1 or 2 seconds less might make the difference.


(SaulWolfden) #11

I was getting really aggravated with all the annoyingly good Kiras I’d been facing, but the Thunders who just chuck grenades randomly agitate me far more with that obnoxious flash effect. Why can’t that just be gone entirely or almost entirely if the first like half second there’s a flash. It’s just the slow effect that matters more anyway. Oh and of course it get the cooldown nerfed, 15 seconds is way too quick.


(GatoCommodore) #12

you know what’s more annoying than the usual thunder?

a wallhacking thunder.
(its not even a week post update its already riddled with hackers and cheaters again)

ive reported 10 of them past 2 days.
they didnt even throw conc and prefire just before facing enemies and when hes got crowded he threw conc at his feet and keep firing at heads even tho hes blinded too.


(Rosskii) #13

@sweetColumn for cheaters, If it was me, I would report then tell his team mates, sometimes they would vote kick him for you if you ask. If they dont then I let them know thats why im leaving and I find another server. In other games I’ve played the entire server would go spec and he would have nobody to kill, we’d chat and laugh and he’d eventually leave. It sucks though yeah… EU servers dont seem to have many at all… I see maybe one a month. I also think DB have a hidden spec in each server, that records players one by one for few seconds, I feel thats what they use when you report them.


(TheGreatHoundini) #14

[quote=“Rosskii;213174”]

haha I agree about redeye and fletcher. I even made a video called fletcher is op, lol. I played him more to learn how to counter it, so now I like predict their thows, so I back off once I see him and I see his stickies explode where I would have been. Also only redeye counter I found is rush his smoke, cos I can see him once im in there. But I look forward to the day when they both are nerfed :)[/quote]

As someone who used to play Fletcher a lot I used to feel like Fletcher’s biggest balancing factor was that he’s a big slow stocky Engineer who, in a clutch situation, is more likely to leave you with a Loss compared to quicker Engies.

I dunno… I like his Stickies and his SMG’s… but I got tired of missing out on the last minute saves because he runs too slowly.


(Eox) #15

Alrighty.

@Rosskii Some of those you wrote are right, but rest of it isn’t. I’ll show you why.

First, there are mainly two balancing problem for conc.

  • It detonates way too fast(even for Thunder himself!) without any sort of cooking time = which is true that it is unable to counter most of the time when conc detonates right in front of your face while fighting.

This is my personal opinion, but as I’ve also played against numerous other Thunders, you CAN actually react to conc detonation if you hear conc’s own beeping sound. There is this… certain timing when Thunder throw his conc, so 70% of time you can actually avoid the flash unless mid-air exploded conc randomly blinds your eye.

It can be solved if SD adds cooking to it, or roll-back the old detonation time (1.2sec) so it would be easier to react.

  • Cool down is way too fast, compared to massive CC effect.

    To be honest, this is the main part. He definitely needs 20 sec of CD nerf BUT with his MG buff.

You are right about the part Thunder is very useful in 5 vs 5 low population match up, because Thunder is extremely powerful at 1 vs 1 situation with conc. Also, Thunder’s team with shoot concussed enemy right away unlike pub.

But the reason why he deserves flash effect is because 1 vs 1 is the ONLY part that he is useful at 6 vs 6 ~ 8 vs 8 pub because of giant hitbox and lacking firepower besides Ranked game’s group conc + other team mates following strategy.

It’s true Thunder can easily beat any enemies that are FULLY conced(Flash + Slow), but you have to know Thunder can’t always shoot his enemies freely.

Team mates that aren’t concussed will soon notice Thunder coming in, and bother him shooting you right away. Also, you can always go back to corner (to lure enemy Thunder to your team’s fire net.) or safe zone such as healing station with bunch of team mates, even if you are fully blinded without checking Mini map. Just be sure what direction are you heading.

This is the biggest problem of Thunder when you use him for offensive purpose, because Thunder isn’t able to check if this conced enemy is fully concussed or ONLY SLOWED.
(Unless SD separates XP in to half for two.)

I’ve seen so many Asian region pro DB players react to unavoidable conc(Turning right back) and then get only slowed, preparing to shoot back or Fragger : cooking grenade to kill incoming Thunder, Stoker : holding molotov, and even if the same Thunder is blinded, he can counter conc you so easily.

There are so many ways to counter Thunder while you are only slowed. This is also why Thunder performs the best when played defensive + Slowing isn’t enough for him, when he has to kill someone clearly unlike cooking grenade.

Or just simply jumping repeatedly will avoid you from Thunder’s constant headshot so that you can expand enemy Thunder’s TTK, buying time for team mates to cover you up since conc doesn’t limit the jumping itself but jumping height.

I know how you feel when it feels like there is no way to counter back Thunder and you just stand still to die, but it really is true that there IS a way to counter back even when you are 99% slowed. Eventhough if you are fully blinded, just shooting in front of the door way(Where Thunder will come out) or straight middle of your screen actually does help you a lot.

Again back to the topic, reason why conc is OP isn’t its got massive CC + Flash, but insanely short cooldown. Screen Whitening has nerfed quite hard since last Summer Squash update.

I strongly disagree with the part you mentioned MK.46 is better than K-121, because it has both inferior dmg per bullet/DPS, which means Thunder is even weaker than K-121 Fragger WITHOUT a grenade.

11dmg and 17 dmg = 6 dmg difference is HUGE, and K-121 shoots fast enough to pass over MK.46’s 132 DPS. (K-121 has 135 DPS, same as Dreiss.)

I remember the time when I played Thunder at last year Closed Beta when MK.46 used to have 12 dmg with MUCH, MUCH better spread, and yes. It was even better than when K-121 used to have 18dmg. (http://dirtybomb.nexon.net/news/2177/nader-update)

After it’s got 11dmg with higher spread than TIMIK at 2015 November Thunder release, MK.46 is no longer a strongk MG it used to be, but huge fat SMG with high recoil rifle’s spread. (Timik with 14dmg/29m range has 0.00884 spread per bullet, MK.46 with 11dmg/26m range has 0.00898 spread per bullet.)

[/quote]

I wouldn’t give any DPS buff to the MK46. However I have no opinion about any kind of buff affecting spread, stability or recoil.

About the conc, I always said it and I’ll say it again : that thing desperately needs a cooking mechanic similar to Fragger’s Frag Grenade. The fact that Thunder can toss a conc and get concussions mid fight without any way to truly predict it is an issue. “Unavoidable” AoE attacks are always source of imbalance and/or frustrations. I would also add that the blinding detection needs work : I oftenly get blinded by a concussion grenade without even seeing it on my field of view. This is really annoying.


(Gi.Am) #16

first of thunder is fine, I agree that a cooldown increase would be the most sensible nerf, since it forces thunder to be a bit more tactical with the conc instead of slamming that thing into every fight.

a couple of pointers.

To avoid the blinding effect your center of view has to be turned atleast 90° away from the conc. so unless you have crazy high fov that covers more than 180° overall, you have to turn indeed farther than you can see the conc.

I understand that people get frustrated about the conc because they remove agency the ability of being in control.
However keep in mind that fragger in the same instance, has instakill grenades (yes on a longer cooldown once again would be a sensible balance option).

Thunder still has to do work afterwards, and the conced might be lucky and survive, because a teamate got in the way or thunder wasn’t accurate or fast enough to kill before the conc effect went away.


(hoyes) #17

Alrighty.

@Rosskii Some of those you wrote are right, but rest of it isn’t. I’ll show you why.

First, there are mainly two balancing problem for conc.

  • It detonates way too fast(even for Thunder himself!) without any sort of cooking time = which is true that it is unable to counter most of the time when conc detonates right in front of your face while fighting.

This is my personal opinion, but as I’ve also played against numerous other Thunders, you CAN actually react to conc detonation if you hear conc’s own beeping sound. There is this… certain timing when Thunder throw his conc, so 70% of time you can actually avoid the flash unless mid-air exploded conc randomly blinds your eye.

It can be solved if SD adds cooking to it, or roll-back the old detonation time (1.2sec) so it would be easier to react.

  • Cool down is way too fast, compared to massive CC effect.

    To be honest, this is the main part. He definitely needs 20 sec of CD nerf BUT with his MG buff.

You are right about the part Thunder is very useful in 5 vs 5 low population match up, because Thunder is extremely powerful at 1 vs 1 situation with conc. Also, Thunder’s team with shoot concussed enemy right away unlike pub.

But the reason why he deserves flash effect is because 1 vs 1 is the ONLY part that he is useful at 6 vs 6 ~ 8 vs 8 pub because of giant hitbox and lacking firepower besides Ranked game’s group conc + other team mates following strategy.

It’s true Thunder can easily beat any enemies that are FULLY conced(Flash + Slow), but you have to know Thunder can’t always shoot his enemies freely.

Team mates that aren’t concussed will soon notice Thunder coming in, and bother him shooting you right away. Also, you can always go back to corner (to lure enemy Thunder to your team’s fire net.) or safe zone such as healing station with bunch of team mates, even if you are fully blinded without checking Mini map. Just be sure what direction are you heading.

This is the biggest problem of Thunder when you use him for offensive purpose, because Thunder isn’t able to check if this conced enemy is fully concussed or ONLY SLOWED.
(Unless SD separates XP in to half for two.)

I’ve seen so many Asian region pro DB players react to unavoidable conc(Turning right back) and then get only slowed, preparing to shoot back or Fragger : cooking grenade to kill incoming Thunder, Stoker : holding molotov, and even if the same Thunder is blinded, he can counter conc you so easily.

There are so many ways to counter Thunder while you are only slowed. This is also why Thunder performs the best when played defensive + Slowing isn’t enough for him, when he has to kill someone clearly unlike cooking grenade.

Or just simply jumping repeatedly will avoid you from Thunder’s constant headshot so that you can expand enemy Thunder’s TTK, buying time for team mates to cover you up since conc doesn’t limit the jumping itself but jumping height.

I know how you feel when it feels like there is no way to counter back Thunder and you just stand still to die, but it really is true that there IS a way to counter back even when you are 99% slowed. Eventhough if you are fully blinded, just shooting in front of the door way(Where Thunder will come out) or straight middle of your screen actually does help you a lot.

Again back to the topic, reason why conc is OP isn’t its got massive CC + Flash, but insanely short cooldown. Screen Whitening has nerfed quite hard since last Summer Squash update.

I strongly disagree with the part you mentioned MK.46 is better than K-121, because it has both inferior dmg per bullet/DPS, which means Thunder is even weaker than K-121 Fragger WITHOUT a grenade.

11dmg and 17 dmg = 6 dmg difference is HUGE, and K-121 shoots fast enough to pass over MK.46’s 132 DPS. (K-121 has 135 DPS, same as Dreiss.)

I remember the time when I played Thunder at last year Closed Beta when MK.46 used to have 12 dmg with MUCH, MUCH better spread, and yes. It was even better than when K-121 used to have 18dmg. (http://dirtybomb.nexon.net/news/2177/nader-update)

After it’s got 11dmg with higher spread than TIMIK at 2015 November Thunder release, MK.46 is no longer a strongk MG it used to be, but huge fat SMG with high recoil rifle’s spread. (Timik with 14dmg/29m range has 0.00884 spread per bullet, MK.46 with 11dmg/26m range has 0.00898 spread per bullet.)

[/quote]

Yes. The conc is not OP but can be annoying. It seems that most people that play Thunder are generally quite skilled at the game (I said MOST) and due to their skill using an ability which technically has no counter other than staying at range. When he is on defense (as you said) he does not have this flaw, since the enemies have to come to him. This makes him very very good in the right hands.

I play Thunder 90% of my games and I play him every time I play DB . This has been true since when he first came out in 2015, and I just clocked 100 hours with him. I think I am also in an appropriate stance to say that the CD nerf is all he needs as a way of weakening him, since he cannot always act on his conc, and it might just end up with you concussing 90% of the enemy team, but because of deployables and that one teammate left, you cannot do anything.

So yes, you do get flashed a lot, but you have to ask yourself, how many of the times I was flashed did I actually die? And when I did die, was I in a particularly great position where I could have easily been killed without the conc.

If every player who faced Thunder asked these questions, then I think people would think a lot less of him as a viable merc.


(Tanker_Ray) #18

@Eox Well having 12dmg now won’t be same as before, because not only 12dmg/145 DPS but MK.46 doesn’t have super good spread like before.

Better accuracy = increase of realistic DPS. I don’t care about 4.1 sec reload time. I miss the old days…

If only SD had nerfed the single part :Rather spread only, or dmg only, he wouldn’t have this much problem really. Well, we all know they did both which killed the whole gun’s advantage.

Only part MK.46 is better than before is +5 mag and super fast reload time, but none of these helps the realistic firepower. 0.00898 spread per 11dmg bullet is just pure absurd.

I can be always wrong since I’m not the Devs, but applying 12dmg seems available if we don’t touch the spread it has now. (May be decrease the RPM to 700 if needed, to make it 140DPS exactly.)

0.008~ spread per bullet is for ARs like M4 and Timik!

Even Crotzni has 0.00688 spread per bullet.

…But it’s true that I also agree with receiving previous spread instead of direct firepower buff with 100+ rounds.

It’s just… whenever I face burst rifles and other decent ARs with MG… I feel so sad. Really damn sad how machine guns are just dumped by SD.

15 sec Conc is blinding Thunder’s own weak fire power stressing both Thunder and enemies, but that won’t happen no long if it receives a right CD nerf.

Timik/Stark = Public guns used by other mercs which means Thunder has nothing more powerful than those who have access with those two guns.

MK.46 = Own weapon that’s WEAKER than public guns. My goodness. K-121 Fragger at least got his grenade eventhough he is still inferior than BR Fragger.


(Phukka) #19

Thunder, most OP merc ingame, period.

170hp & Stark rifle, O-Fucking-P.

Then the ability - It can & does immobilise 3-4 or more mercs very easy. Simple ability that has no skill & a ridiculously large AoE. The effect lasts way, way to long. The cooldown, well, there is no cooldown is there?

Honestly, Thunder needs to be re-made. Lower HP, slightly faster movement speed (smaller hitbox). Increase the cooldown for the ability. Lower the AoE, by half. It’ll still be a strong merc, still have access to a Burst Rifle, still more HP than Fragger and will move faster too. It’s ability will be less ‘spam-able & annoying’ and hopefully Thunder will be more skilled and the ability used at specific occasions.


(GatoCommodore) #20

[quote=“TheGreatHoundini;213239”][quote=“Rosskii;213174”]

haha I agree about redeye and fletcher. I even made a video called fletcher is op, lol. I played him more to learn how to counter it, so now I like predict their thows, so I back off once I see him and I see his stickies explode where I would have been. Also only redeye counter I found is rush his smoke, cos I can see him once im in there. But I look forward to the day when they both are nerfed :)[/quote]

As someone who used to play Fletcher a lot I used to feel like Fletcher’s biggest balancing factor was that he’s a big slow stocky Engineer who, in a clutch situation, is more likely to leave you with a Loss compared to quicker Engies.

I dunno… I like his Stickies and his SMG’s… but I got tired of missing out on the last minute saves because he runs too slowly.

[/quote]

“Fletcher’s biggest balancing factor was that he’s a big slow stocky Engineer”

Fletcher running speed is 420
Bush running speed is 410

balancing factor

lel