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Magnum and why it should be nerfed


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Let's start a list of maps completely ruined by Magnum:

Here's what I got so far:

  1. Aleksandrovsk
  2. Arena
  3. Atra
  4. Esplanade
  5. Farm
  6. Gravity
  7. Highland
  8. Highways
  9. Hill
  10. Industrial Zone
  11. Monte Carlo
  12. Noise
  13. Novel
  14. Polygon
  15. Rift
  16. Rio
  17. Sandbox
  18. Skyscrapers
  19. Silence
  20. Stadium
  21. Wave
  22. Year 2042
Now, all maps are ruined by Magnum just because this turret (almost) ruined the game. But these maps stand out to me the most and often become unplayable with one or two Magnums on one team.
 
There are currently 77 maps in the game. Twenty-two of these I have found to be completely ruined and unbalanced if one or two Magnums are on one team. That's 35 percent. Now I realize this is just one person's opinion of this, but I am not alone in thinking this way. 
 
Magnum almost ruined the game. If it weren't for format battles I might not be playing anymore. A nerf would fix this. A removal would be best, but that's not going to happen. I realize this. Please nerf Magnum.

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Here's what I got so far:

  • Aleksandrovsk

  • Arena

  • Atra

  • Esplanade

  • Farm

  • Gravity

  • Highland

  • Highways

  • Hill

  • Industrial Zone

  • Monte Carlo

  • Noise

  • Novel

  • Polygon

  • Rift

  • Rio

  • Sandbox

  • Skyscrapers

  • Silence

  • Stadium
  • Wave

  • Year 2042

Now, all maps are ruined by Magnum just because this turret (almost) ruined the game. But these maps stand out to me the most and often become unplayable with one or two Magnums on one team.

 

There are currently 77 maps in the game. Twenty-two of these I have found to be completely ruined and unbalanced if one or two Magnums are on one team. That's 35 percent. Now I realize this is just one person's opinion of this, but I am not alone in thinking this way.

 

Magnum almost ruined the game. If it weren't for format battles I might not be playing anymore. A nerf would fix this. A removal would be best, but that's not going to happen. I realize this. Please nerf Magnum.

magnum ruined monte carlo?? so when railgun and shaft domonated it, it wasnt a problem but when magnum does you call that ruining??

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magnum ruined monte carlo?? so when railgun and shaft domonated it, it wasnt a problem but when magnum does you call that ruining??

rail and shaft can't shoot over the barriers that magnum now can

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@GuidoFawkes, Magnum's problem is not the stats, it is the nearly unrestricted ability to fire over any building or barrier in the game. None of the maps were designed with that ability in mind. It's fundamentally unbalanced, but it won't be removed, so the best solution is to reduce that advantage by nerfing it somewhat.

 

magnum ruined monte carlo?? so when railgun and shaft domonated it, it wasnt a problem but when magnum does you call that ruining??

Yes, because Railgun and Shaft can still be taken out by other turrets. Magnum can sit behind a barrier and obliterate them without ever being exposed to a shot.

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rail and shaft can't shoot over the barriers that magnum now can

They didn't really need to, though. Railgun and Shaft were/are ridiculously overpowered in Monte Carlo, which is now just an extraordinarily boring map to play in. 

 

Magnum's problem is not the stats, it is the nearly unrestricted ability to fire over any building or barrier in the game. None of the maps were designed with that ability in mind. It's fundamentally unbalanced, but it won't be removed, so the best solution is to reduce that advantage by nerfing it somewhat.

Fair point. It is rather confusing and too easy once you know what power to shoot at. However, regarding the Monte Carlo example, I'd still say that Railgun/Shaft are more OP in that map but Magnum has ruined gameplay in several maps. Magnum is essentially a 1.75-2x stronger version of Thunder which has better vertical aim that Thunder. This vertical aim makes shooting above/upwards towards enemies extremely easy and it's almost impossible for it to get hit back.

 

Whilst I'm not overly in favour of a Magnum nerf, I could see one possible thing to do - decrease the damage over distance. This would mean that the longshots would be less effective but it also kinda contradicts the point of Magnum being a long-range weapon. I agree with you, the mechanics of Magnum are rather ridiculous but I can't actually think of a decent way for it to be solved. 

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but I can't actually think of a decent way for it to be solved. 

I know how: Reduce radius of splash damage by 50%, reduce the damage by 10-20%, maintain the reload rate, and give it a maximum shot range, to prevent stagnant cross map spawn camping gameplay and promote active combat gameplay. And give it a long min range too but make it do no damage within that min range. This makes it 100% support turret, 0% spawn trapping d-bag sweaty-Noise-tryhard.

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rail and shaft can't shoot over the barriers that magnum now can

no but rail amd shaft had a huge unfair advantage over any other turrets in that map, magnum is basically shaft/rail of monte carlo 2.0 if your team didnt have enough rails or shafts you were bound to lose, only way to counter rauls and shafts was to use rails and shaft. before magnum rails and shafts made all other turrets useless there(except for isida but only for healing and not for attacking) now the only way to counter a magnum there is another magnum.

 

you had no problem when rails and shafts wiped out every other turret there so why whats your problem when magnum does the same

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no but rail amd shaft had a huge unfair advantage over any other turrets in that map, magnum is basically shaft/rail of monte carlo 2.0 if your team didnt have enough rails or shafts you were bound to lose, only way to counter rauls and shafts was to use rails and shaft. before magnum rails and shafts made all other turrets useless there(except for isida but only for healing and not for attacking) now the only way to counter a magnum there is another magnum.

 

you had no problem when rails and shafts wiped out every other turret there so why whats your problem when magnum does the same

Rails and Shaft still had to expose themselves to take the shot. Magnum does not.  It can sit on that long ramp hidden completely while lobbing bombs on enemy territory.

 

Same with Lost Temple.  All defenders, even those hidden behind walls near their flag, are helpless.

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Whilst I'm not overly in favour of a Magnum nerf, I could see one possible thing to do - decrease the damage over distance. This would mean that the longshots would be less effective but it also kinda contradicts the point of Magnum being a long-range weapon. I agree with you, the mechanics of Magnum are rather ridiculous but I can't actually think of a decent way for it to be solved. 

Magnum almost excels as a medium-ranged support turret, and it can hold a position better than a pocketed Vulcan given the right circumstances. I think they could easily negate the long-ranged damage in favor of making it more support/defense oriented, with a line or something showing where the shot will be able to deal damage. Not only would it remove the facade of it being hard to master, but it would play it by it's strengths and get rid of what's most annoying about it.

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Magnum almost excels as a medium-ranged support turret, and it can hold a position better than a pocketed Vulcan given the right circumstances. I think they could easily negate the long-ranged damage in favor of making it more support/defense oriented, with a line or something showing where the shot will be able to deal damage. Not only would it remove the facade of it being hard to master, but it would play it by it's strengths and get rid of what's most annoying about it.

Won't stop it from ruining Silence, and similar maps.

 

The Splash area and splash damage needs to be lowered. Currently users don't even have to be semi-accurate - just lob a shot in general direction and wrack up the kills.

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Rails and Shaft still had to expose themselves to take the shot. Magnum does not.  It can sit on that long ramp hidden completely while lobbing bombs on enemy territory.

 

Same with Lost Temple.  All defenders, even those hidden behind walls near their flag, are helpless.

rails and shafts have to expose themwelves to other rails and shafts, even if they expose themwelves to other turrets it's okay because they're barely a threat to them. magnums sitting on the ramp are exposed to other magnums too.

 

anyway even if it did ruin monte carlo it's only ruining the map for those rails and shafts who go there to get easy kills and exp, not like any other turret except isidas healing could do anything there. the map was unfair for rails and shafts, they don't deserve to keep that map for easy kills and exp any longer anyway.

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Have anyone noticed how only few legends complain about magnum? Mostly all are low/mid ranks. 

 

I personally do not complain about magnum, yeh it changes a gameplay, but overall, magnum is not that strong turret due to very slow reload. And of course, they did give out free protection modules for shaft/magnum/striker - so when there are 5 + magnums in opposite team, just use protection.

 

No idea about low/mid ranks, but any turret that does a lot of damage per shot and user drugs - is obviously considered extremely OP/annoying. 

 

Maybe just nerf low/mid ranks?

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The Splash area and splash damage needs to be lowered. Currently users don't even have to be semi-accurate - just lob a shot in general direction and wrack up the kills.

For close combat actions yes, but for the distance the splash range is necessary. In my opinion Magnum can be balanced rather easy by making its damage dependent on the power of the shot. If you shoot with more than 50% power, you can get maximum damage, but with 5% the damage would be low.

 

A weird but funny other way to balance would be to make the splash radius dependent on the shooting distance. If you shoot far away, the splash radius will become bigger.

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Or, like I said, we could make it ONLY effective in a certain distance. If it couldn't fire directly in front of itself it would be easier to destroy if you get within range.

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Or, like I said, we could make it ONLY effective in a certain distance. If it couldn't fire directly in front of itself it would be easier to destroy if you get within range.

i think they could make the minimun angle 10 and minimum pressure 10

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Have anyone noticed how only few legends complain about magnum? Mostly all are low/mid ranks. 

 

I personally do not complain about magnum, yeh it changes a gameplay, but overall, magnum is not that strong turret due to very slow reload. And of course, they did give out free protection modules for shaft/magnum/striker - so when there are 5 + magnums in opposite team, just use protection.

 

No idea about low/mid ranks, but any turret that does a lot of damage per shot and user drugs - is obviously considered extremely OP/annoying. 

 

Maybe just nerf low/mid ranks?

Free Protection - wut?  Don't see that in my garage. :huh:

 

Already spent at least 125k for one module.  Helps a little - but damage is still significant.

There definitely needs to be more selection of Magnum protection modules. users are exploiting the turret as they know few are protected.

 

For close combat actions yes, but for the distance the splash range is necessary. In my opinion Magnum can be balanced rather easy by making its damage dependent on the power of the shot. If you shoot with more than 50% power, you can get maximum damage, but with 5% the damage would low.

 

A weird but funny other way to balance would be to make the splash radius dependent on the shooting distance. If you shoot far away, the splash radius will become bigger.

That will just encourage them to stay waaaaaay back hidden and protected in their base.  Sure they won't be capping flags - but they will be obliterating the flag defenders and the rabbits can just waltz in, grab the flag and run.

 

If you feel splash area is important then perhaps the splash damage should be reduced.  Can't have it all - high direct damage + large splash area + high splash damage.  The relatively slow reload does not compensate for the high damage it can cause to multiple targets.  Two magnums firing from cover will wipe out a base quickly.

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Free Protection - wut?  Don't see that in my garage. :huh:

 

Already spent at least 125k for one module.  Helps a little - but damage is still significant.

There definitely needs to be more selection of Magnum protection modules. users are exploiting the turret as they know few are protected.

 

first time they gave away the magnum-striker-shaft module during magnum challenge, the they gave away magnum-shaft-hammer during weekend giveaway 4

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i think they could make the minimun angle 10 and minimum pressure 10

That's still close. More like fifteen and twenty, because that loops over everything but the back of Dictator.

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That will just encourage them to stay waaaaaay back hidden and protected in their base.  Sure they won't be capping flags - but they will be obliterating the flag defenders and the rabbits can just waltz in, grab the flag and run.

 

If you feel splash area is important then perhaps the splash damage should be reduced.  Can't have it all - high direct damage + large splash area + high splash damage.  The relatively slow reload does not compensate for the high damage it can cause to multiple targets.  Two magnums firing from cover will wipe out a base quickly.

Well Magnum is an artillery, so it will always offer indirect fire. This also means that its normal profile is to be camper weapon, but with that change it can get killed by short range guns, which is too rarely the case today. Play a nondrug battle without overdrives against a bunch of Magnums and you'll see that their defense is too strong, it rather should be used more to break enemy bunker defenses.

 

I'm quite sure, that the devs won't change how the splash mechanic works for all splash turrets, which uses 100% splash damage at impact point. Magnum's splash damage can't really be reduced any further as the weak splash damage is already 5% at the end of the splash radius. One need to reduce the overall damage or the splash radius then.

 

Other options would be to increase reload or change the gun's mechanic.

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first time they gave away the magnum-striker-shaft module during magnum challenge, the they gave away magnum-shaft-hammer during weekend giveaway 4

So it was "Free" ... to a select few.

 

"they did give out free protection modules for shaft/magnum/striker - so when there are 5 + magnums in opposite team, just use protection." is kind of misleading.

 

Makes it sound like everyone has it - which is not true. Takes a while to save up the 125k to get protected from a newly introduced turret. And seem to be few variations - they need to introduce more combinations.

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