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1/9/2020 1:24:23 PM
11

Charge time drains the fun out off Code of the Missle

This video sums up all the problems of thunder crash. https://youtu.be/xvGxcaNdsb8. The success of the person in this video is mostly because of his sniping skill + OEM cough cough. I suggest we remove the delays on thundercrash for the reasons below. It needs to be an instant super or melee to make it even remotely viable or fun. Ballistic slam needs to be instant like the previous throwing knives because it isn't one hit kill. Thundercrash needs to be instant because it lacks the element of surprise of novabomb. With how good in the air warlocks and hunter are, how difficult it is to control, thundercrash is easily the most survivalable super. If you disagree, let me know why because there might be a point of view I missed but please read through the reasons below first Look at how vulnerable it leaves you while activating the super. Look at how vulnerable it leaves in the air while performing ballistic time (which btw takes twice the time of OHK knives ) and still does only splash damage. Did I mention how loud it is? Even if you manage a flank ballistic slam gives away your location mind air allowing anyone with half a brain to jump out of the way. Can't count the amount of times, the range of ballistic slam and thundercrash have let me down. Super is hard to control. Inertia override lasts to 3 seconds. Unless you are aping, this will never, I repeat, this will never come into play in 3v3. Impact conversion induction is tied to how easy it is to evade ballistic slam. Lets say ou perform a succesfull ballistic but wait all the enemies you hit are still alive, and now you are surrounded by shotguns ready to be gang banged. It requires 3 people to be standing side by side to one shot them with synthoceps (surrounded). Chances of that happening are close none given how loud ballistic slam is in mid air. Loaded question is more discreet than this. It even sucks at shutdowning supers(its only job). Thundercrash charge up almost a second, giving roaming supers enough time to close the gap and clap yo cheeks. The mid air charge up of ballistic slam is an aesthetic gimmick which allows you to be shot down before reaching even the ground. It needs dunemarchers to be remotely viable in 3v3. Plus all the times, the super is stopped mid air by a random object like a door frame, a plant, the ceiling. Best way to perform ballistic slam is to start it behind cover (else you'll be gunned out of the air). Since you start behind cover you have to estimate where the enemy will be. Now it's a 50/50 if the slam will even hit one person. If you miss, there's a delay before you can swap back to your weapons, you are in enemy territory, the enemy knows where you are given how ballistic it is, I don't will the enemy will be in a negotiating mode after you tried to slam them, you can probably guess the rest of the story. Titan mains stay far away from that sub class when they are even semi serious. It's still a meme in pve (hey guys let me thunder crash the sanctified mind, yet it can't bring a lost sector boss to half health). I used this through out iron banner. The play style is to too reckless for survival. You'll just be feeding the enemy team.

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  • "It even sucks at shutdowning supers" LMAO

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    • #BuffThundercrash

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    • Thinking about it you do have a bit of a point... it is the weakest Titan tree. It's the weakest [i]Titan[/i] tree. The melee has good range, quick followup, and is easy to flank with. The super is easy shutdown on anything in the area with its AoE, and it can now kill someone even if you miss them as long as you just fly past them. The only real counters are Blade Barrage, Nova Bomb, and maybe Tether depending on distance. And honestly, never pop super at a distance and without cover. You will get teamshot, or sniped, or tethered, and you will regret it. The passive... is meh. But all-around it's still very solid.

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    • Dude, i can’t understand why the hell it has a timer. Why can’t i scream thunderstruck while falling down the huge pits in ‘the pyramidian’ and ‘the corrupted’ strikes? I also feel like inertia overdrive should be changed to work better with the class. It should be something along the lines of ‘kills with seismic strike or thundercrash boost arc damage for a limited time’ so you can become this bounding arc titan of death.

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      • The only issue I have with thundercrash would be that inertia override can't be activated when you use double primaries in crucible. Sometimes I like having two primary weapons but that perk can't be activated because the only ammo that drops is special ammo. Kind of stupid tbh.

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      • Edited by Cal: 1/9/2020 2:25:47 PM
        3
        Every super has it’s “pop “ animation. He died every time due to very bad timing not the super. You cant buff something cause the losing player got outplayed. Player in video is good player just used his super at the wrong time to often.

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        • Edited by l Cadi l: 1/9/2020 2:56:30 PM
          Thundercrash is top tier in PvP. It has a great neutral game, innertia override is nutty with many guns, and ballistic slam is as good as the user makes it. It's a great shutdown super once you master your positioning and know your turn radius and flight range, which can be greatly extended with using ballistic slam first. You have no idea how many times I've opened a round of survival by ballistic slamming into a thunder crash across the map into the enemy spawn for an annihilation when I've had the first super.

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          • I got to 5500 using the subclass. Sure, Sentinel Shield is technically better, but you just have to play your cards right.

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          • Isnt there an exotic that makes you harder to kill in your super?

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            • I'm lost as to why, even with an instant pop, you would choose to use this super in PVP at all. Like cannot think of a single reason that isn't performed better by either of the other two skill trees.

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              • Any buff for thunder crash I support by default

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