Well it was either EMP on Phantom or this:
[spoiler]Note: This was an April Fool’s Joke.[/spoiler]
Well it was either EMP on Phantom or this:
[spoiler]Note: This was an April Fool’s Joke.[/spoiler]
[quote=“neverplayserious;180675”]@Guziol a fragger nade has no counter that’s why it’s acceptable, the flashbang counter used (and in games with a counter is) to be turning away but now even that seems to be pointless.
Not to mention that frags don’t have the possibility of affecting the entire team.[/quote]
I’m sorry, did you just say it’s OK because there’s no counter, but you complain about not having a counter for something else?
[quote=“Redcap;180785”]@TheRyderShotgun agreed, the EMP in Phantom pretty much tells everyone he’s near.
One could argue that “because it isnt an emo grenade.” but last time I checked Concussion grenades aren’t Flashbangs either.[/quote]
Would be really nice to see a toggle or have the EMP effect as another ability that can be used in combination with the cloak.
However, I do like the ability and I find that people tend to panic more and panic always means more kills for Phantom!!!
Just like in the horror movies when people are scared, panicking; the murderer always pops up behind them and slits their throats. 
[quote=“Redcap;180785”]@TheRyderShotgun agreed, the EMP in Phantom pretty much tells everyone he’s near.
One could argue that “because it isnt an emo grenade.” but last time I checked Concussion grenades aren’t Flashbangs either.[/quote]
Emo grenade
had a chance to play the new and improved thunder and here are my thoughts:
still think he’ll be better with the EMP, but as of now i have no complaints besides. got an ace after killing 5 or 6 guys after the rest of my team died in execution. currently still coming off the adrenaline high.
as for phantie…i dont know, i played him a little bit, and the only noticable difference is the inability to re-cloak for a period of time after de-cloaking, even if i just accidentally activated it and immediately turned it off, as well as the bright blue circle surrounding me. other than that…nothing i can tell.
one last thing, it may be a good idea to remove the “@” from quotes, because otherwise, you’ll mention the person in the quote and i’ll wonder why was i mentioned only to come here and find out, no, no one especially wanted me here, they were just quoting some other guy who mentioned me
Fraggger’s grenades have a counter, Thunder’s don’t. Or does Fragger not have to spend 1-2 seconds cooking anymore?
Well thunder is kinda godly right now… maybe they should increase the concussion grenades cool-down as similar to that of fragger’s. That will help make balance! But thunder was my least favorite merc and now after this update he is moving on to the top 
[quote=“TheRyderShotgun;181306”].
one last thing, it may be a good idea to remove the “@” from quotes, because otherwise, you’ll mention the person in the quote and i’ll wonder why was i mentioned only to come here and find out, no, no one especially wanted me here, they were just quoting some other guy who mentioned me[/quote]
Yeah good idea @Sploosh lool
I don’t know why everyone is complaining about them being OP, In almost all games I play as Thunder people keep their distance from me just so that if i do Concuss them, They’ll be fine by the time I reach them.
Fragger nades have an amazing counter, havee you not heard about this AAAAMAAAAZIING augment called Pineapple Juggler ?
Honestly I feel this wouldn’t have been as big an issue, or even a matter of discussion, if they had kept the cooking mechanic to thunders concussion grenade. Having them forced to cook it to minimize the delay to detonation also gave a window of vulnerability where they could be rushed. With it gone his grenade is just a “toss and forget” aoe debuff ability with no such factor present to act as a balancing element. This can easily give an impression of being overpowered when, in honesty, it isn’t had the mechanic not been removed. With the cooking mechanic came a slower movement speed while preparing the toss, which by consequence forces them to time the ability’s usage properly to maximize efficiency.