originally posted in:The Ashen Conflux
Nice gun, poor recoil control for a weapon with that much 'thought' put into its design.
What little recoil control it does have is traded with ammo capacity! Who ever heard of the number of bullets you carry equating to the accuracy/stability of the weapon, other than Bungie?
Nice write up though. Thanks for the nice read...
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Tbh the gun is pretty good, its recoil is maneageable and good overall, the only complain i have is since they nerf field scout the exotic perk wont activate 70% of the time and when it starts to get interesting you run out of bullets to shoot. IMO change feeding frenzy to spray and pray, make it have 45 bullets on the clip in the base gun and make the lighting rounds kick in faster maybe after 10 bullets.
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As with Thunderlord, the other two is also best used as single fire guns. That's how I always used TL. Each bullet hits the spot and it seems to deal more damage for each bullet, since they don't fan out. By doing some tests a while back, we found that the "firefly" perk was triggered every 3rd to 7th bullet. Not tried to test them after this update, since it requires a highly controllable environment (There is such a place in the game, but it's only available by doing a glitch), but it seems to me that the "hidden" perk activates a lot more frequent now. By holding the trigger, many of the kills may register as bodyshots because of the recoil spreading the bullets. By single firing it, most headshots on regular enemies is a kill and a potential firefly activation and you have an extremely powerfull mid-range 1-shot weapon with collateral damage :)
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Yeah HMG are great for killing adds and you go for headshots most of the time with each bullet killing a enemy and thunderlord does a splendid work but the main exotic perk is wasted by doing this, also heavies are usually used to kill a mayor or do damage to a boss not clearing tier1 adds. In conclusion killing adds with heavy weapons is more fun just for sht and giggles.
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The Thunderlords spinup isn't really usefull at all. When you compare the damage per bullet when single firing and holding the trigger long enough to activate spin-up, youll see that most bullets will be wasted when spraying them. The victim is often dead before the next few bullets leave the barrel and you end up swiping the crosshair from one add to the next, leaving a couple of bullets in the wall between them. As with many exotics, the "main, exotic perk" on the "Thunderlords" isnt the perk that makes the most impact on the gun. The hidden perks is what usually makes the gun differ from a legendary that should behave similar when you compare the stats. Those perks could in theory be removed to balance a gun, because they are just a bonus. Since the perks arent listed on its stats, you cant really complaint if they are removed. Because of or fellow guardians that dives into the little things and explore things most of us take for granted, most of those hidden perks is revealed or at least proven to exist, when compared to similar guns. Thunderlords perk is easy to discover for all of us when enemy heads explode in a firefly manner and deals damage to nearby enemies. If you conserve ammo by single firing headshots, the firefly explosion from your victim has already damaged your next target who might trigger a firefly to damage the next and so on :)
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Respecfully dissagree, the main exotic perk is what gives the theme and the flavour of the guns, exotics serves as good base weapons because they have set stats and rolls that helps you until you get you desired legendary god roll. Also during y1 thunderlord was a monster doing high dps to bosses with the spining up, during VoG days you could empty all your thunderlord ammo on atheon during times vengeance, it was a shame that gjally had godkilling dps and overshadowed thunderlord or any heavy weapon, thats why thunderlord was such a versatille weapons since you could clear waves of adds using precise fire without breaking a sweat and do tons of dps to bosses by spaming those lighting rounds at their faces.
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As you said; The Thunderlord has always been a good, relatively stable Machine gun. I for one has always used it more that the beloved/hated Gjallarhorn. Much because I never liked how they made it broken and it became the goto weapon for the players that would do anything to avoid a challenge that had you rely on skills and tweaking your setup. Crota rarely got a rocket from me, it was always sniper and hand cannon, both because it made more of a challenge and to prove a point to the ones that required you to have a gh to join them. There was never a discussion of having the slightest skills. If you had gh you got in. My requirement was to listen and do what you where told to do. If new to the raid, they where shielded in the crystal room and told to stay there and watch thru the window to understand how to do it instead of dying outside and wipe all of us. The sense of victory when making it with 1 swordbearer, 3 guys doing damage with "real weapons" and 2 guys just spectating inside, was worth more than the rewards that always turned into shards anyway :) That was completely besides the point :) What I meant in previous post, was that the Thunderlord is a beast with the added damage when firefly is triggered. That's really what makes it as versatile as it is. Singlefire minions and kill most of them with 1 bullet while doing damage to their buddies, then turn around and hammer a boss with the same gun (as you said), but without the added damage of firefly I might be one of the few that use the Super good advice and like it, but I found it to be a "better" gun for the bosses you confront mid-range. Not to mention Oracles. It was a matter of holding the trigger and swiping from one to the next. They didnt register as hits, so you got most of your bullets returned to mag. Ofc they had to change it to the worse in y2...
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You dont like the new SGA?, you absolute madman :P, but yeah to each their own.
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Don't get me wrong. I like the new SGA a lot actually, but I miss the old one at times. The new version is better all-round, since you usually never reload. You get a few magic bullets to mag when missing and a few to mag from reserves when hitting. It usually shines in CoE amongst other places. The old one gave you a lot more bullets when missing, so it was a great "cheese" for oracles and other stuff that didnt register as hits. Not really a good reason to want a gun for its ability to exploit glitches, but still :)
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They won't do that. They spend a ton of time removing the ammunition capability of all guns. They will not do anything that makes any sort of sense now! Not going to happen!
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Indeed but remember that they *fixed* truth magazine that now holds 3 rockets and dragons breath that holds 1, so we or i can hope atleast.
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All exotics have a hidden perk. Truth had "3 in the tube" and always had 3 rockets in the mag. Since they changed the text and made the 3 rockets show in the stats makes me wonder if they added another hidden perk in its place.
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Yeap but remember that y1 dragons breath had 2 or 3 rockets in the chamber and y3 dragons breath only holds 1 so thats why i used that as an example, hurrah for intrinsic perks.
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I thought I imagined that the DB had 2 rockets. Didnt seem logical that they removed 1, but there you see. My memory wasnt useless after all :) Dragons breath was completely changed since y1, so they should really have kept the original one as y1 and made this one into completely new version that we had to do a quest for. Some psycho gunsmith leaving behind blueprints for this wierd rocket launcher that really isnt launching powerful rockets, but rather uses rockets to transport a canister of Napalm that you trigger remotely by releasing the trigger???? The y1 version was ofc pretty crazy too (as a rocket launcher) If I remember corectly, it had real rockets, but the explosion triggered a big sunburst that worked similar to the solar grenade? I'm a bit disappointed of the way they changed y1 guns when they introdused new versions. They are clearly marked as different guns, as they each have their own slot in the blueprints. There are no logic reason as to why they would change the existing gun when they introduce a completely different with the same name, but other perks. Either they should just make the ones you already had, infusable to y2 levels, or leave the old ones as they where. Now its just stupid. You own 2 of each weapon and the only logical reason is that Bungie saw the cheapest way possible for you to spend more time and make you chase an exact replica of what you already owned. That seems like a salesmans wet dream.... "You should really take a look at the newest model of the car you own. It's completely similar to the one you have in every possible way, except the speedometer now has 4000 miles pr hour as the highest number, as opposed to the old with only 200mph printed on it"
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;) indeed some y2 weapons are drasticly diferent to their y1 versions but i feel that doing revisions of exotics that are useless or just missed the mark its better value from both developer and players alike, look at the revisions of torn, bad juju, lord of wolves, the first curse, etc by doing revisions you save the time of making a new comcept art, new 3d model, new sound and you are making something underperforming and underwelming into something that could bring some joy. Imo its better having an average of good guns that having a few amazing ones and the rest being mediocre at best.
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I would never want for them to keep the ridiculous gh as it was originally. I feel that they pretty much nailed it with their last balancing. Most players never felt the need to carry more than 1 exotic weapon (gh ofc) and thereby underlining how broken it was. If you end up with an average of more than 60% of players (of the ones that got it) using 1 specific gun more than any other gun they have, theres not much of a point to play a game like this. The rewards you chase is your next perfect rolled favorite. If you don't see the need for any new guns, the only reward you get is a sense of completion. I see the need to balance every gun when a gun, or a whole type of guns behaves completely out of line compared to all others. I just cant see why they needed to change the existing guns when they introduced a new version with changed and/or new perks. Right now, I can think of only 1 exotic they kept unchanged as y1 version, while adding a changed y2 version; Kepri stings... Y1 has reload speed on all primaries, y2 has reload speed for specific gun classes.
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The problem I have with Bungie is 'fundamental': making a Shooter then punishing weapons for Shooting! These weapons should and we're the best in any game. Players were excited to get a single drop! Now, who really cares: they are all crap. Exotics are now only yellow. They were devastating. The enemy no longer runs away. In fact, they attack relentlessly knowing full well we have junk to shoot with. Every war/military or enemy is developing more deadly weapons, even SIVA. Bungie spends hours developing ways to make what we have less effective: less ammo, slower reload, bloom, reduced accuracy, less range, less impact, more flinch, no elemental damage legendaries, etc... Progress in a BassAckwards way... All I know is that this 'become Legend' really meant 'become dead' for that's legendary! I would rather be a live hero than a dead legend: can't save the galaxy if you're dead... Apparently, Bungie turned to the 'dark side' and now supports the Darkness. The Traveller is just a 'floating fat man' and the only chance we had of good gear was Xur, and he now works for Bungie. Were screwed!!!
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Blame the pvp mainliners. I have yet to see a Minion of the Darkness on the forum whining about op weapons.
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Edited by StrainedDig4: 12/28/2016 6:28:21 PMDuplicate
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Sir... are you suggesting I am a clone? I assure that I am not... well...actually...if I WAS a clone... I probably wouldn't know it...so...ok. [spoiler][i]mom?... is there something you need to tell me? [/i][/spoiler]
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I wrote the same response twice. I removed the content of the duplicated reply and wrote 'duplicate'. The duplicate post cannot be removed.
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You're just saying that to make me feel better. C'mon, which copy am I... 2?...3?...more? Shit. And why do I have a belly button?
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I blame Bungie for making a Shooter then making Shooting a bad idea. Players complaining about being shot, beat by a better player but blaming the weapon, and those claiming a weapon in a war is OP, should be ejected from the game and banned for life. Clearly, shooting games where shooting kills players is not their sport...
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That is because they don't know how to separate PvE from pvp. They do this for the balance of the game. Ha ha that's a good one.
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They can program 2 modes that play completely different, PVP vs PVE, but can't program guns to work differently. Well, here's the proof that that is BS: ammo drops in PVP are different from PVE! You can synth in PVE! Your ammo limits are different in PVE! Level doesn't matter in PVP, except Iron Banner. Just to name a few examples of PVP programming differing from PVE as far as weapons are concerned.
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Ya I know that but they just don't do it. For some reason they apply things across the board. I would leave everthing alone in pve and just make changes in pvp.