Yet another Thunder Feedback.


(SzGamer227) #21

lol, it doesn’t stop people from bottoming the team as Vassili though, does it? :smiley:

I like the sound of a lot of these ideas. The weapon jamming thing sounds a bit complicated, but whatever. Anything to keep a group of stunned enemies form backing into a corner and firing in all directions would be nice.

Stun assist xp just makes sense.

I definitely think that Thunder should have 170 health, not just to make up for his size, but also because his speed:health ratio falls below the standard set by Fragger and Rhino.


Fragger has 150 health and 385 speed.
Thunder has 160 health and 375 speed.
Rhino has 200 health and 360 speed.
The orange line represents the aforementioned standard ratio for health and speed.

The magic point where Thunder has enough health to match his speed? 170.

(If I recall correctly, Thunder used to have 170 health in the open beta. If this is the case, then I guess they must have reduced his health without proportionately increasing his speed at some point between then and now.)

As it stands, Thunder is currently bigger than Fragger, slower than Fragger, and only has 10 more health than Fragger. Other balance issues with Thunder aside, this one is by far the simplest to fix. Why hasn’t it been done yet?? Why was his health changed in the first place??[/quote]

I wish I could put you both an agree AND an insightful, but I can’t ! Take that like instead.[/quote]

I’d prefer to have insightful, since those are the hardest to come by! :smiley:


(CCP115) #22

I find Thunder to still be fine if you know what you’re doing.

160 HP with a flashbang and an LMG? He’s the strongest room entry and clearing merc in the game.

Yea he could still use a buff, but I don’t think HP is what he needs, change his speed instead.


(SzGamer227) #23

[quote=“CCP115;151421”]I find Thunder to still be fine if you know what you’re doing.

160 HP with a flashbang and an LMG? He’s the strongest room entry and clearing merc in the game.

Yea he could still use a buff, but I don’t think HP is what he needs, change his speed instead.[/quote]

Thunder is a hell of a lot of fun too.

A Frag could be just as effective, if not more effective in tight areas.

Changing his speed would give him practically the same stats as Fragger, but he’d be stuck with a much bigger hitbox. When it comes to large mercs, more health is better than moving fast, because only small mercs actually get anything out of that speed when it comes to dodging. (A Rhino that moved as fast as Proxy would be a very easy target… provided you didn’t die laughing. :smiley: )


(Reddeadcap) #24

Lovely investigation @SzGamer227 Hope SD buff Thunder’s health to match his speed accordingly, another sad fact is that while Vasilli’s health was buffed, his speed wasn’t decreased accordingly the opposite applies to Phantom, who still moves as if he had 120 health.

[quote=“OmaGretel;150845”]I agree, it’s too easy to shoot back while stunned. Especially when just concussed and not blinded.
Also the XP rewards really are too low as OP has mentioned. I keep ending up in the bottom half of the scoreboard with the best K/D in my team by far. Not saying I should always be top-scorer, but somewhere in the upper regions would be nice, wehn I have a good match.[/quote]

Even when blinded it’s a joke since once you hit an enemy their healthbar is visible.

Splash Damage really need to look into removing all audio/visual feedback when blinded and concussed or bring back that mouse sensitivity debuff it once had, or lock-away aiming down sights along with making the hipfire accuracy jump severely.


(AnimeDude) #25

I still don’t understand why it can’t be cooked. If fragger can literally just kill you outright with a cooked grenade why is it a problem when thunder simply blinds people.


(Reddeadcap) #26

He originally couldn’t cook grenades, Making fighting as and fighting against Thunder different than fighting as or fighting against Fragger.

It made sense back in Alpha as he had the K-151 which was meant to be a mid-long range, hard hitting weapon.
(Which was terrible compared to the MK46, which had almost no recoil/spread)

Conc grenades would reduce mouse movement speed of those who were in the blast instead of blinding them if they’re seeing it.
Con nade fuzes at least is much quicker to compensate for the lack of cooking.
That said he still moves as if he had his original 170 health, conc nade’s ability to blind is completely inconsistent and lack of anyway to leave enemies vulnerable makes them useless since they can just find Thunder and Co. if they get at least one shot on them.

Like I said in other threads, Conc nades need some sort of debuff that leaves enemies vulnerable rather than blinding them since like I said earlier, it’s inconsistent.

Thunder needs to have his 170 health back or speed made 10 faster, along with ether a spread or damage buff to the Mk46.

Finally, Thunder really needs his K-151 and Fragger his Mk46 back, via new loadout cards or weapons being swapped.


(RedBeard) #27

SO MANY THREADS, maybe problem?


(bontsa) #28

Fantastic ideas and discussion in thread here!

I’d too prefer hp bonus over speed, due the room entering nature of Thunder’s, thus getting subjected to random, flashed spam. Also comp enviroment seems to be preferring hp over speed so it’d maybe make him more appealing choice there too, if accompanied with other changes.

Anything that directly restricts ability to fight back seems…bad in my opinion, so not a fan of mouse movement decrease still. However, flash should definitely act just like smoke, disabling all hit indicators/hp bars. Preferably flash should disable ALL hud elements apart from your own hp bar and hit direction indicators maybe, as even minimap can be used as rather strong counter for flash. Hit direction however is something your character “feels” instead so arguably it would be “natural” to leave that. It’s somewhat vague too, so you’re still left for blind spamming instead of any carefully aimed retaliation.

Like so bloom increase and such could be doable add-ons to conc as they hinder any retaliation attempts without taking control away.

As for nade cooking, if re-introduced there should be voiceline that’s played when he starts cooking instead of when he releases the nade. Same rule applies to Fragger. Smooth stated in some dev stream while ago, when Thunder got his first nerfs after his release, that they removed cooking due to “lack of counterplay” or something along that line. Audiocues are used in this game a lot already, why so simple idea as to add a warning shout when nade classes start cooking, hasn’t been brought up? Oblivious people still remain oblivious and get flashed/frag’d/molotov’d in the face, but anyone aware enough knows to fall back step or 2 and anticipate when hearing wannabe-Russian accented “Concuss you, WITH THIS!” being screamed within 10 meters from them. Not to mention this would give fake cooking some tactical depth.

Also I’m not sure if flash even needs cooking, as long as something else is given to it. Much more bounciness added to the nade would allow skilled Thunder, who knows the map well, to bounce it from multiple walls so that it goes off right in the face of enemy mob, without need of cooking. Higher skill floor yes, but also higher skill ceiling as far as I see it, and isn’t that somewhat preferable for “competitive” shooter?


(neverplayseriou) #29

Why is everyone saying frags are more effective?@.@

Frags have been bugged for months where they most of the time will do no dmg, dmg a deployable or only dmg one person in a group. Frags are only effective like 1 out of 5 times because of this.


(Reddeadcap) #30

[quote=“bontsa;153888”]Fantastic ideas and discussion in thread here!

I’d too prefer hp bonus over speed, due the room entering nature of Thunder’s, thus getting subjected to random, flashed spam. Also comp enviroment seems to be preferring hp over speed so it’d maybe make him more appealing choice there too, if accompanied with other changes.

Anything that directly restricts ability to fight back seems…bad in my opinion, so not a fan of mouse movement decrease still. However, flash should definitely act just like smoke, disabling all hit indicators/hp bars. Preferably flash should disable ALL hud elements apart from your own hp bar and hit direction indicators maybe, as even minimap can be used as rather strong counter for flash. Hit direction however is something your character “feels” instead so arguably it would be “natural” to leave that. It’s somewhat vague too, so you’re still left for blind spamming instead of any carefully aimed retaliation.

Like so bloom increase and such could be doable add-ons to conc as they hinder any retaliation attempts without taking control away.

As for nade cooking, if re-introduced there should be voiceline that’s played when he starts cooking instead of when he releases the nade. Same rule applies to Fragger. Smooth stated in some dev stream while ago, when Thunder got his first nerfs after his release, that they removed cooking due to “lack of counterplay” or something along that line. Audiocues are used in this game a lot already, why so simple idea as to add a warning shout when nade classes start cooking, hasn’t been brought up? Oblivious people still remain oblivious and get flashed/frag’d/molotov’d in the face, but anyone aware enough knows to fall back step or 2 and anticipate when hearing wannabe-Russian accented “Concuss you, WITH THIS!” being screamed within 10 meters from them. Not to mention this would give fake cooking some tactical depth.

Also I’m not sure if flash even needs cooking, as long as something else is given to it. Much more bounciness added to the nade would allow skilled Thunder, who knows the map well, to bounce it from multiple walls so that it goes off right in the face of enemy mob, without need of cooking. Higher skill floor yes, but also higher skill ceiling as far as I see it, and isn’t that somewhat preferable for “competitive” shooter?[/quote]

Funny thing is, Thunder wasn’t meant for charging in but instead being a mid-long range gunner, tossing concs on enemies to leave them vulnerable so he can dispatch them quicker if their many huddled together. Using the K-151’s higher accuracy and rate of fire to take out enemies like a mini-Rhino with extra reach, at the need for a constant ammo supply and the ability to stun enemies.
Thunder was tanky but one that kept his distance, dealing high damage with the K-151 and disorented his enemies.

Fragger was. By cooking, tossing a frag, killing at least one person and come in blazing with the Mk46 to kill enemies that are injured if they’ve not died to the frag and take out the rest.
Fragger was tanky too, but could really dish out damage with a frag, followed by rushing in with the high rate of fire and ammo capacity of the MK46.


(bontsa) #31

@Redcap Sounds JUST right, but sadly, I doubt we’ll ever see their respective weapons being swapped back due SD/Nexon’s “but peeps have paid moneyz for diz” arguement about loadout changes :neutral: Silly since we still live Beta phase, but stated so many times in so many streams at least I’ve lost hope for this sensible change. Hence trying to figure other ways.


(Amerika) #32

It’s also a silly argument because people paid more for mercs and those change all the time. Same with weapons and even augment power on cards. I honestly don’t understand this logic because it isn’t consistent on SD’s part.


(Reddeadcap) #33

@Amerika Going by some old gameplay footage and screenshots, I can understand the idea of swapping Phantom’s original Felix and other sniper rifles for SMGs, cloaking long enough he could’ve been both a really powerful sniper and at close-mid range with his pistol and katana, not to mention his originally higher health.

As for Thunder and Fragger, not sure if it’s breaking the NDA but the K-151 was by far awful in comparison than the MK46, but the K-151 was buffed so much in this beta phase and the MK46 doesn’t hold a candle to how it was in older beta phases.

Just have to ask, why swap two weapons that work for completely different scenarios if the merc that’s meant to use them can’t really fulfill said purpose.

I guessing it must’ve been “The K-151 is powerful, the MK46 isn’t so just swap them.” So Fragger would have the lesser effective LMG and Thunder the better one, since Thunder’s grenades are questionable compared to Fragger’s straight damage dealing grenades, but that really begs the question why swap the LMGs if they could’ve been tested and balanced over time accordingly.

I’m sure it’s going to bother a lot of people if the MK46 and K-151 were swapped back to their original mercs along with some balancing but that said beta is beta, I just can’t stand the fact that their depicted holding their original LMGs in any form of media besides their meet the merc paged, along with the pretty obvious fact that these weapons were made to fit their specific roles.


(bontsa) #34

@Amerika , right on. I feel quite a few valid change ideas are being help by this, augment and weapon-wise. Gotta try to stay awake in next couple of SD or SD&Nexon streams and spam ahoy this question once again, since last time answer was exactly this “nope because money”.

How about all the other upcoming fellas who will pay money to buy Thunder because he’s a viable merc :< (if stuff changes on him)


(RADICALEWOK) #35

I think that the current state for MK46 and the Concussive Grenade are good. Thunder needs to be more tanky though.

  • Give him another 10hp
  • Remove double damage taken from headshots (or reduce it to quater damage)
  • Possibly give him a self heal
  • Allow him (and Rhino) to finish people off by crouching on them

(CCP115) #36

I bought Thunder, can confirm he isn’t useless at all.

You just can’t lose a 1vs1. I don’t care how slow Thunder is, he has the largest HP pool aside from Rhino, and the MK46 is a crazy beast of a gun.

Flash, enter, kill. If there are more than two enemies in there, pull out.

Simple.

Buffing him would make him even better, but right now, he is still absolutely fine.


(Verticules) #37

The Flash Effect is annoying at best. The rest of Thunder’s Loadout feels great (health, damage, emp, concussion, etc). The Flash is about worthless and unreliable. I think removal of flash and resizing the concussion would be for the best.


(SaulWolfden) #38

The flash effect should definitely go (and in turn this would mean he’d no longer be flash banging himself across the map), the distortion effect is all that’s necessary visually.


(Amerika) #39

[quote=“CCP115;156748”]I bought Thunder, can confirm he isn’t useless at all.

You just can’t lose a 1vs1. I don’t care how slow Thunder is, he has the largest HP pool aside from Rhino, and the MK46 is a crazy beast of a gun.

Flash, enter, kill. If there are more than two enemies in there, pull out.

Simple.

Buffing him would make him even better, but right now, he is still absolutely fine.[/quote]

When I see more than two enemies I just start screaming like Rambo at my desk while firing the MK46. Sometimes it works out in my favor!


(pumpkinmeerkat) #40

teagibbing™