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Thunderwub...

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#1 RetroActive

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Posted 04 November 2014 - 11:23 PM

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It is damn effective.

#2 mindwarp

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Posted 04 November 2014 - 11:28 PM

The Thunderwub is amazing. I run mine with a standard 315 and 7 mpl. With the level 5 range mod, it has a 352m range, and no real heat worries. It is a mid range face wrecking machine.

#3 RetroActive

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Posted 04 November 2014 - 11:36 PM

I'm running std 300, 7 mpl, mpl range lvl 5 mod and mpl cooldown lvl 5 mod. Wrecking machine is the correct name for it.

#4 Jody Von Jedi

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Posted 19 November 2014 - 07:03 AM

Agreed, this thing is amazing. I loaded it up with the MPL cooldown and range modules. I can cause diminishing damage out to 704m.

Is the Thunderwub the king of the MPL? I think it is.

Jody

#5 VirtualSmitty

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Posted 19 November 2014 - 07:05 AM

It's a solid pulse boat but I still give the edge to the Wubshee.

#6 Gyrok

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Posted 19 November 2014 - 07:06 AM

Yep, the most OP mech in the game right now...enjoy it while it lasts. With what the complaining got changed on the TW, I expect this one will end up much worse sooner than later.

Whining people are the reason we cannot have nice things. If they would drop heat levels on the clans back down 1 pt on the energy stuff, I would have no problem with this mech being as OP as it is.

EDIT: Case in point...last night we had 2 pilots who EXCLUSIVELY drive TWs, and they would not get out of that stupid 5SS TDR to save their lives. It will Alpha 42 points of damage 4 times before shutdown. Meanwhile laser vomit TW can only do 2 times on a neutral/cold map, and only once on a hot map.

Edited by Gyrok, 19 November 2014 - 07:07 AM.


#7 Sirius Drake

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Posted 19 November 2014 - 07:13 AM

Nurf it i say! Nurf it! ;-)

#8 AlmightyAeng

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Posted 19 November 2014 - 07:18 AM

The Thunderwub is a butt-ton of fun...and like many "OP" builds that can vomit out damage, a big part of its effectiveness is people's willingness to ignore you and make it someone elses problem.

When you see a Thunderwub, or an AC/20 Jager, or a Gauss-Jager, or a Vomit-wolf, or a Gauss/PPC Direwolf...running away isn't how you deal with it. You call it out, and kill it quickly, because ignoring it allows it to continue to stack the hurt on your team.

The Thunderwub looks like a big, bulky brawler. With the quirks to its pulse lasers, it now FEELS like a big, bulky brawler. And because it's big, and bulky, and brawly, it also makes focusing it pretty easy...it's hitboxes aren't exactly godlike.

Stop making it someone elses problem...and shoot them down.

Tip: Aim for the right torso, just like on an Atlas. You'll remove 4 out of 7 of its guns.

#9 Orbit Rain

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Posted 19 November 2014 - 07:22 AM

Thunderwub vs taking a 6mpl jester on canyon, what are your guys opinion on whether the jj's and the speed on the jester make up for the difference?

#10 Gallowglas

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Posted 19 November 2014 - 07:24 AM

Yeah, by all means, let's nerf one the few mechs that is competitive with the TW, the SCR, and in some settings the DW. Functionally, I get almost identical results from my SCR and my TDR. I just substitute the ability to tank some damage for some maneuverability and speed.

Is it a powerful build? Sure. However, can anyone honestly tell me it's a lone standout?

#11 Bhael Fire

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Posted 19 November 2014 - 07:27 AM

The 5SS is self-nerfing; eventually your Elo will get high enough and you won't be able to get as many kills with it.

:ph34r:

#12 AlmightyAeng

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Posted 19 November 2014 - 07:27 AM

View PostOrbit Rain, on 19 November 2014 - 07:22 AM, said:

Thunderwub vs taking a 6mpl jester on canyon, what are your guys opinion on whether the jj's and the speed on the jester make up for the difference?


6 MPL on a Jester is more of a striker build (in my opinion). I play the Thunderwub as my groups point-man. Find target, open a torso, call it out, twist-tank move on to the next.

View PostBhael Fire, on 19 November 2014 - 07:27 AM, said:

The 5SS is self-nerfing; eventually your Elo will get high enough and you won't be able to get as many kills with it.

:ph34r:


Wait, like a Timby?

#13 RetroActive

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Posted 19 November 2014 - 07:31 AM

View PostGyrok, on 19 November 2014 - 07:06 AM, said:

Yep, the most OP mech in the game right now...enjoy it while it lasts. With what the complaining got changed on the TW, I expect this one will end up much worse sooner than later.

Whining people are the reason we cannot have nice things. If they would drop heat levels on the clans back down 1 pt on the energy stuff, I would have no problem with this mech being as OP as it is.

EDIT: Case in point...last night we had 2 pilots who EXCLUSIVELY drive TWs, and they would not get out of that stupid 5SS TDR to save their lives. It will Alpha 42 points of damage 4 times before shutdown. Meanwhile laser vomit TW can only do 2 times on a neutral/cold map, and only once on a hot map.


Wow....THE most OP mech in the game? I think you'r exaggerating a bit, bud.

Sure it can alpha with impunity, but you're not taking into account its limited range. It's only doing that 42 alpha out to around 350m max. Your laser vomit MadCat is wrecking face much farther out than that.

As I said in the OP, it is very effective. It's nice that one of my Thuds is effective now.

#14 kesmai

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Posted 19 November 2014 - 07:47 AM

see that right sidetorso?
the right one?
yep.
Looks like you can´t miss it.
Yeah hard to shoot and not hit it.
problem solved.

#15 Gattsus

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Posted 19 November 2014 - 07:54 AM

View PostRetroActive, on 04 November 2014 - 11:23 PM, said:

Posted Image
Posted Image

It is damn effective.


shut up!

it would be ashamed if something were to happen....

#16 Verkhne

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Posted 19 November 2014 - 07:55 AM

Clan scientists are baffled by the engine cooling plant in this mech which allows for superb cooling of an energy based weapon system, even after Ghost heat penalties. Breakthroughs like this would help many Clan chassis. The engine system is even more resilient than current clan models as NO penalties to cooling occur after side torso loss.

reports of energy weapon cooldown modules being used are being investigated but based on clan experience it is not likely a useful module to carry. In sum IS energy weapon cooldown use is to be considered a wartime exaggeration only, and not likely to be occurring.

#17 AlmightyAeng

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Posted 19 November 2014 - 08:00 AM

View PostVerkhne, on 19 November 2014 - 07:55 AM, said:

Clan scientists are baffled by the engine cooling plant in this mech which allows for superb cooling of an energy based weapon system, even after Ghost heat penalties. Breakthroughs like this would help many Clan chassis. The engine system is even more resilient than current clan models as NO penalties to cooling occur after side torso loss.

reports of energy weapon cooldown modules being used are being investigated but based on clan experience it is not likely a useful module to carry. In sum IS energy weapon cooldown use is to be considered a wartime exaggeration only, and not likely to be occurring.


Clan techs have begun a research program involving brave volunteers from the Nova Corps. These pilots risk their lives by firing full alphas Novas while equipping recovered IS mech modules. The fatality rate is...considerable, but the techs remain staunch in their belief that they can adapt this primitive technology to the benefit of the Clans.

#18 MeiSooHaityu

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Posted 19 November 2014 - 08:07 AM

The ThunderWub is good, but it isn't unfairly so. You still want to be within 350m before damage dropoff starts, not to mention it is a beam weapon and not a FLD setup like ballistics.

That's not to say it isn't good, but there are some good ballistic setups out there that trumps it for damage applied within a given time. Not to mention mechs like the Timber Wolf are definently on par with it (if still not a tad better).

It's a good new mech, and now some people have a new nerf banner to stand behind. You know there are Timber Wolf and Dire Wolf pilots who now want nerfs to the ThunderWub for revenge for all the nerf threads they had to endure.

Edited by MeiSooHaityu, 19 November 2014 - 08:08 AM.


#19 Mister Blastman

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Posted 19 November 2014 - 08:18 AM

I wub you man. <3

I don't think the wub is OP at all. It has limited range and limited duration. In an extended brawl the wub suffers severely due to heat limitations. When you run wub, you are practically forced to use cool shots for staying power and since you only have two of those, once they are used you better have killed everyone around you or you're done.

I do not want wub changed. For once, finally, it is useful like it should be. It gives long range weapons something to be scared of up close and that's how it should be. Balance. Rock paper scissors.

See, once you play on Alpine a few times with wub, you begin to realize, "Hey, all those long range weapons are annoying!"

If you nerf wub it goes back to being bad everywhere, not just some situations.





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