Thermodon - Loadout, Observations and Suggestions

MantaRayMantaRay Registered Users 136 Posts
It seems like most Indestructible players dislike the Thermodon. After all, why wouldn't you? It's slow, can be hard to control, and is such a big target it makes the Dozer look average-sized. But, there are some players who love it and they always seem to play in it. Why? Because the Thermodon, when used appropriately, is a great weapon and a killing machine. It just takes practice with it. Lots and lots of practice. Once you have mastered some of the shaky nuances of how the Thermodon handles and reacts to its environment, I promise that you will love it. Ok, maybe not love it --- but you will not hate it so much. Me? I love flying that big goofy saucer.

Picture this. You race towards that power-up, sure that you're going to get it before your opponent, who is also racing towards it (and you) off the screen, gets it and if you don't, then so what, you will circle back around and engage in some combat. But, right before you grab the power up and right before your opponent enters your viewing screen, a steady stream of blue plasma bolts hits you until you're dead, 4 times over.

The active ability of the Thermodon is its greatest weapon. 12-14 shots of plasma at 200 damage per strike is a death sentence for most vehicles. If you can operate this active ability effectively, you will have successfully turned your Thermodon into a flying death sentence for your opponents. Conversely, the passive ability is nothing to write home about and I have never been able to take much advantage of it.

Here is my current Thermodon loadout:

- T4 Missiles
- T4 Capacitor (increase capacity by 97)
- T4 Loading Mechanism (increase rate of fire by 12%)
- T4 Window (increase armor by 1,000)
- T2 Melee
- Incendiary Rocket consumables

With this loadout, my Thermodon has 4,640 armor and 470 damage. I have gone back and forth with trading the increased damage or window for speed. The Thermodon is slow, but it feels much faster than, say the BigRig. This may be due to the ability of the Thermodon to react to its environment better than the BigRig does (downhill slopes actually increase Thermodon's speed, which behooves you to use those slopes to your advantage). Speed, though, is nice to have on the Thermodon and can allow you to catch other cars to light them up with your plasma or better evade other vehicles that are hitting your Thermodon without pause. I believe it's too hard to make the Thermodon speedy (and therefore, even more difficult to control) and you forgo several nice upgrades if you choose speed, but a really good case for speed can also be made.

I thought adding more armor to the Thermodon was necessary because it is so easy for your opponent to hit - it is just such a big target. Adding a window will hopefully let your Thermodon live long enough to use the Active Ability twice during one life. The melee is not so important - I merely used that as a gap filler. You will be able to hit BigRigs, Dozers and other Thermodons, but not other vehicles unless you use the terrain to your advantage. By that, I mean coming down an incline will dip your Thermodon low enough to be able to make contact with smaller vehicles. Also, trying to force your Thermodon to climb a vertical wall will eventually result in your Thermodon crashing back to the ground (or other vehicles) and possibly inflicting damage on others that way. Another cool trick is if you ever find another vehicle has landed on your Thermodon's "back," DO NOT FIRE (or else that piggyback ride will be over) and make your way over to a cliff. Then, right before going off the cliff, make a sharp turn and the car on your Thermodon will be flung off the cliff into the abyss. Two great places to accomplish this are the Rocket Base (off the large ramp that leads to the flag or charge base) and the Iceberg (on the right side of the board where the mini-cliff off the flag is --- cars will grab the flag and then "jump" off that min-cliff --- be there to escort that car to their death).

But, to be sure, the most lethal weapon is the plasma charges. When to use it is a good question. I tend to think that most players fire it unnecessarily soon after spawning. On the one hand, it may be better to save the activie ability for a time when you are absolutely sure your target will be killed. On the other hand, firing it soon after spawning will start the timer right away as to when you can use that ability again - but you may never make it to the second firing.

One note to always remember - while your active ability is firing, you can continue to use your regular weapons (to the extent you have enough energy to do so). I have seen too many Thermodons refrain from firing their regular weapons while they are releasing the plasma bolts. It's as if they are so in awe of the plasma strikes that they are physically unable to fire their regular weapon. I agree, it's an awesome sight, but for goodness sakes, man. Use your missiles and bury your opponent with damage!

One note about fighting Thermodons - make a mental note of when the Thermodon has used its active ability. If it hasn't yet, then don't let it approach you and don't try to go face to face with it. Also, try to attack it from it's soft underbelly - you will be more difficult to hit when you are hiding under there.

Let me know your thoughts, loadouts and/or observations.
MantaRay [S&A Co.™]

Comments

  • DdannenDdannen Registered Users 875 Posts
    I only varied a little from your load out and chose the T4 exhaust over the window because with this weapon I have seen the need to get to the fight a little quicker, this inclusion also helps with maneuvering. I like heat seekers as well as incendiary for a variety of reasons, first the heat seekers helps with the fast cars and will limit how much that can and will run around.

    Side bar: great choice last night you really surprised us with the Thermodon.
    Dapper [S&A Co.™]

    Yeah that's my GC name!
  • MantaRayMantaRay Registered Users 136 Posts
    Thanks Dapper. I like to mix it up a little bit instead of always going with the Shooter, Dozer or Pummeler. I'm always tempted to go with the Shooter, Dozer or Pummeler in our clan matches because everyone is so good and you get exposed pretty badly if you go with other vehicles, but I like to mix it up. I even tried the Retro last night if you recall, and it went ok (2 kills, 2 deaths) but for the fact the game really glitched out on us.

    Other vehicles I like to use in our clan matches include Mantis, Thermodon, occasional BigRig (talk about getting pummeled), and Demolisher.

    I refuse to use the Punisher during our clan matches. I tried that once and got hammered so bad I now have Punisherphobia.
    MantaRay [S&A Co.™]
  • POLEREX_11POLEREX_11 Registered Users 195 Posts
    MantaRay wrote: »
    It seems like most Indestructible players dislike the Thermodon. After all, why wouldn't you? It's slow, can be hard to control, and is such a big target it makes the Dozer look average-sized. But, there are some players who love it and they always seem to play in it. Why? Because the Thermodon, when used appropriately, is a great weapon and a killing machine. It just takes practice with it. Lots and lots of practice. Once you have mastered some of the shaky nuances of how the Thermodon handles and reacts to its environment, I promise that you will love it. Ok, maybe not love it --- but you will not hate it so much. Me? I love flying that big goofy saucer.

    Picture this. You race towards that power-up, sure that you're going to get it before your opponent, who is also racing towards it (and you) off the screen, gets it and if you don't, then so what, you will circle back around and engage in some combat. But, right before you grab the power up and right before your opponent enters your viewing screen, a steady stream of blue plasma bolts hits you until you're dead, 4 times over.

    The active ability of the Thermodon is its greatest weapon. 12-14 shots of plasma at 200 damage per strike is a death sentence for most vehicles. If you can operate this active ability effectively, you will have successfully turned your Thermodon into a flying death sentence for your opponents. Conversely, the passive ability is nothing to write home about and I have never been able to take much advantage of it.

    Here is my current Thermodon loadout:

    - T4 Missiles
    - T4 Capacitor (increase capacity by 97)
    - T4 Loading Mechanism (increase rate of fire by 12%)
    - T4 Window (increase armor by 1,000)
    - T2 Melee
    - Incendiary Rocket consumables

    With this loadout, my Thermodon has 4,640 armor and 470 damage. I have gone back and forth with trading the increased damage or window for speed. The Thermodon is slow, but it feels much faster than, say the BigRig. This may be due to the ability of the Thermodon to react to its environment better than the BigRig does (downhill slopes actually increase Thermodon's speed, which behooves you to use those slopes to your advantage). Speed, though, is nice to have on the Thermodon and can allow you to catch other cars to light them up with your plasma or better evade other vehicles that are hitting your Thermodon without pause. I believe it's too hard to make the Thermodon speedy (and therefore, even more difficult to control) and you forgo several nice upgrades if you choose speed, but a really good case for speed can also be made.

    I thought adding more armor to the Thermodon was necessary because it is so easy for your opponent to hit - it is just such a big target. Adding a window will hopefully let your Thermodon live long enough to use the Active Ability twice during one life. The melee is not so important - I merely used that as a gap filler. You will be able to hit BigRigs, Dozers and other Thermodons, but not other vehicles unless you use the terrain to your advantage. By that, I mean coming down an incline will dip your Thermodon low enough to be able to make contact with smaller vehicles. Also, trying to force your Thermodon to climb a vertical wall will eventually result in your Thermodon crashing back to the ground (or other vehicles) and possibly inflicting damage on others that way. Another cool trick is if you ever find another vehicle has landed on your Thermodon's "back," DO NOT FIRE (or else that piggyback ride will be over) and make your way over to a cliff. Then, right before going off the cliff, make a sharp turn and the car on your Thermodon will be flung off the cliff into the abyss. Two great places to accomplish this are the Rocket Base (off the large ramp that leads to the flag or charge base) and the Iceberg (on the right side of the board where the mini-cliff off the flag is --- cars will grab the flag and then "jump" off that min-cliff --- be there to escort that car to their death).

    But, to be sure, the most lethal weapon is the plasma charges. When to use it is a good question. I tend to think that most players fire it unnecessarily soon after spawning. On the one hand, it may be better to save the activie ability for a time when you are absolutely sure your target will be killed. On the other hand, firing it soon after spawning will start the timer right away as to when you can use that ability again - but you may never make it to the second firing.

    One note to always remember - while your active ability is firing, you can continue to use your regular weapons (to the extent you have enough energy to do so). I have seen too many Thermodons refrain from firing their regular weapons while they are releasing the plasma bolts. It's as if they are so in awe of the plasma strikes that they are physically unable to fire their regular weapon. I agree, it's an awesome sight, but for goodness sakes, man. Use your missiles and bury your opponent with damage!

    One note about fighting Thermodons - make a mental note of when the Thermodon has used its active ability. If it hasn't yet, then don't let it approach you and don't try to go face to face with it. Also, try to attack it from it's soft underbelly - you will be more difficult to hit when you are hiding under there.

    Let me know your thoughts, loadouts and/or observations.

    I find this quite amusing,i said before I have the fastest thermodon ever!but than I was playing around so I changed it to a armored/super power hitting thermodon!
    MUAHAHAHHHAAHAHHAHAAHHAHAHAHAHAHAHAHA!!!!!!!!!!!
    [S&ACo.™]PLEGDEMASTER
  • RudyBanRudyBan Registered Users 234 Posts
    Tier 4 Missiles with Exhaust and Reloading Mechanism
    I'm on Growtopia as RudyBan! Available for iOS, Android, Windows, and Mac OS!
    Growtopia is a 2D platformer MMORPG with gameplay between platforms. This means that everyone plays together!

    Learn more about, and maybe download, Growtopia, here.

    My RTsoft Forums profile, here.
  • DdannenDdannen Registered Users 875 Posts
    +1 that's what I'm talking about.
    Dapper [S&A Co.™]

    Yeah that's my GC name!
  • Tootzi911Tootzi911 Registered Users 44 Posts
    Ddannen wrote: »
    +1 that's what I'm talking about.

    Wow manta thanks for the great advice! I will try It out. Can you do it for the punisher and the mantis?
  • MantaRayMantaRay Registered Users 136 Posts
    Hey Tootzi. I already did the Mantis a couple of days ago.

    I'll do the Punisher next - maybe tomorrow. Warning: I hate the Punisher so I'm always on the lookout for new ideas on how to improve that little piece of sh . . . I mean . . . how to improve that little car.
    MantaRay [S&A Co.™]
  • csokipuncscsokipuncs Registered Users 5 Posts
    hi... i use this loadout for thermodon: recharge t2 and t3 and t4 + tonado canon. i try to avoid the conflict and shoot the enemy from front whit the thermodons active abilites, which is suprising fast recharged :).
  • DdannenDdannen Registered Users 875 Posts
    Welcome cso, this can be a good strategy too, thanks for the input. Any different combinations that are affective are appreciated and will help those that read this thread.
    Dapper [S&A Co.™]

    Yeah that's my GC name!
  • Ace#2Ace#2 Registered Users 10 Posts
    T4 missles are best for thermodon for sure. Took me a while to find the best loadout but right now it is T4 and T3 window, T4 capacity and T3 melee. Have to give the credit to Cali for the loadout. It takes ages to die with the double window, gives me a chance to use the active ability at least twice. Also, the second wind skill is a must.
  • MikeMike Registered Users 460 Posts
    Well-written Manta. I used to have my Thermo with T4 missiles, T4 Capacitor, T3 melee, T4 window and T3 window. Now after considering what you said I have changed it to T2 melee and T4 re-loader instead. I use heat seekers infrequently, mostly bounce back consumables.
    FRENZY [S&A Co.™]
    SHOCK & AWE COMPANY CLAN MASTER
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