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Ideas for Turrets!


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On 7/16/2026 at 6:10 AM, cheddarboogercheze12 said:

why its inclusion would make Classic feel more complete for a large part of the community.

[2013-2026 player, 327+ hours w magnum on this account alone. I know embarrassing.]

Last time i remember when we had this discussion everyone universally agreed that magnum should not be added. While ~10 people are only about 30% of whats likely going to be TC player base i think we can use that as something that makes your point not true.

On 7/16/2026 at 6:10 AM, cheddarboogercheze12 said:

It didn’t rely on drones, modules, augments, or modern mechanics. It used the same Flash‑era physics and fit naturally into the classic turret ecosystem.

well technically so does Tesla Scorpion Tsunami etc. they rely on drones or 'modern' mechanics just as much as smoky or firebird.

 

On 7/16/2026 at 6:10 AM, cheddarboogercheze12 said:

Magnum is a major part of their Tanki nostalgia.

completely ruining Noise CTF... ahhh good times... tears in my eyes.

 

On 7/16/2026 at 6:10 AM, cheddarboogercheze12 said:

it was also iconic

all of my friends that played in that era and quit the game years ago completely forgot what the hell Magnum was. some at least could remember using 'rocket launcher' (striker) but none remembered magnum. doesnt sound iconic to me

 

On 7/16/2026 at 6:10 AM, cheddarboogercheze12 said:

post‑launch content

i'll delete my Legend 210 account if tanki classic somehow survives for a 100 days without shutting down or having single digit player count. 

Edited by Hypersomnia
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Nah, Magnum was not a good addition, it was a failure meant to be an anticamping solution, that actually exacerbated the camping problem even more, to this day being incredibly problematic in a sense that it does not have to get in line of sight to hit targets. It single handedly destroyed gameplay on certain maps with different height levels like Gravity and Noise that have basically disappeared from gameplay, and it continued to be heavily problematic for several years. Its still a bad, and annoying camper turret that is often times way too rewarding without being forced to take natural risks coming from peeking or exposing your tank. 

And that comes from someone who used to main Magnum xD.

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On 7/16/2026 at 8:10 AM, cheddarboogercheze12 said:

its inclusion would make Classic feel more complete

No. They will vote only for a boring Classic and I will deliver exactly what they want.

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On 7/20/2026 at 8:31 PM, Hypersomnia said:

all of my friends that played in that era and quit the game years ago completely forgot what the hell Magnum was. some at least could remember using 'rocket launcher' (striker) but none remembered magnum. doesnt sound iconic to me

I think there were about 5 years between addition of Shaft and addition of Hammer (with Vulcan shortly afterwards). So to me the 2011-2015 period is the cutoff between classic and modern tanki.

And also the move the brand new HTML interface was a major turning point.

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[2013-2026 player, countless hours playing both with and against magnum]

 

My response to this is also: absolutely not. I’d like to think that having played the game this long has given me a pretty even-handed view on the various directions its development has taken over the years. Some I think have been really positive, others less so. For me, magnum represents some of the worst aspects of the modern game, alongside tesla and scorpion which remove counterplay in certain maps and modes. I shan’t miss it at all in Tanki Classic. Good riddance.

On 7/16/2026 at 4:10 AM, cheddarboogercheze12 said:

It didn’t rely on drones, modules, augments, or modern mechanics. It used the same Flash‑era physics and fit naturally into the classic turret ecosystem.

It one-shotted you if you were playing any sort of light or mid-range hull and took out most of your health if you were playing a heavy hull. I don't see anything in your point about it not "relying" on drones or augments - nor do / did all the other turrets technically. As for modules, on the contrary, magnum protection is one of the modules I have maxed and use most frequently at legend rank. I'm not sure on what basis you feel it "fit naturally into the classic turret ecosystem" - I can only assume that you started playing around the time it was introduced, so it feels original to you. I'd be surprised if you could find many (or any) longer term players who share that view. 

On 7/16/2026 at 4:10 AM, cheddarboogercheze12 said:

For many players who were active between 2015–2018, Magnum is a major part of their Tanki nostalgia. Even players who didn’t main Magnum still remember how it shaped map flow, mid‑range duels, prediction arcs, and splash geometry. It was controversial, but it was also iconic — a turret that defined an entire era of gameplay.

I agree with you that magnum has a unique design and feel, and is satisfying to use. Unfortunately, that design came with a heavy price. It thrives on maps where you can fire from a protected position - so you don't get picked off by attackers - but which give you close access to the enemy base - so you don't have to aim and reload a great distance. Upon its release, any maps with these characteristics rapidly became unplayable. 

  • Noise, gravity - there's a reason you don't see these in matchmaking. Two popular, medium size maps - I wonder why tanki didn't include them when it introduced that system.
  • Camp, deck 9, wave - didn't make it into matchmaking for the different reason that they were too small, but I can assure you likewise classics of the old game. Have a go at playing these in pro and see what turret you encounter. 
  • Silence, desert, massacre, stadium - still in matchmaking just about, but a shadow of what they once were - i.e. maps with excellent positional play, where you had to work together effectively as a team to make progress.
  • The majority of current matchmaking maps in tdm or tjr mode - vulnerable to being polarised in favour of one team if one team has a magnum and the other doesn't, or even if there is simply an imbalance in the number of magnums on each team.
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l don´t like Magnum, and l wouldn´t iike it in TC.

For those that do Iike it l suggest a game caIIed Tanki OnIine.

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On 7/20/2026 at 9:12 PM, Opex-Rah said:

I will deliver exactly what they want

Except that people wanted Classic to come out at the end of last year. You didn't deliver on that. Empty promises.

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Thanks for the responses everyone — I appreciate you taking the time to share your perspectives.

Just to clarify something: I’m not arguing that Magnum must be added to Tanki Classic, nor that it belongs in the 2009–2013 era. I fully understand why many players dislike it, and I’m not trying to override anyone’s nostalgia or preferred cutoff year.

My post was simply meant to explain why Magnum is nostalgic for some mid‑era players (2015–2018), and why its physics and mechanics feel closer to classic gameplay compared to other modern turrets. I wasn’t claiming it was universally iconic or universally loved — only that it shaped the experience for a certain segment of players, myself included.

I also wasn’t suggesting it should be part of the launch roster. My point was that if Tanki Classic ever expands post‑launch, Magnum is one of the few modern turrets that could fit the older physics without drones, modules, or augments.

I respect that many of you have different experiences with Magnum, especially those who played long before it existed. Your nostalgia is just as valid as mine — Tanki spans many eras, and each group remembers different things.

Thanks again for the discussion. I’m not here to argue or push anything — just to share a perspective from a different timeframe of the game’s history.

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On 7/22/2026 at 4:29 AM, cheddarboogercheze12 said:

Thanks for the responses everyone — I appreciate you taking the time to share your perspectives.

Just to clarify something: I’m not arguing that Magnum must be added to Tanki Classic, nor that it belongs in the 2009–2013 era. I fully understand why many players dislike it, and I’m not trying to override anyone’s nostalgia or preferred cutoff year.

My post was simply meant to explain why Magnum is nostalgic for some mid‑era players (2015–2018), and why its physics and mechanics feel closer to classic gameplay compared to other modern turrets. I wasn’t claiming it was universally iconic or universally loved — only that it shaped the experience for a certain segment of players, myself included.

I also wasn’t suggesting it should be part of the launch roster. My point was that if Tanki Classic ever expands post‑launch, Magnum is one of the few modern turrets that could fit the older physics without drones, modules, or augments.

I respect that many of you have different experiences with Magnum, especially those who played long before it existed. Your nostalgia is just as valid as mine — Tanki spans many eras, and each group remembers different things.

Thanks again for the discussion. I’m not here to argue or push anything — just to share a perspective from a different timeframe of the game’s history.

There couId be SpeciaI Festive Modes that feature Magnums, Iike B0NK, where everytank is Magnum, and there couId be many types of Magnum.

There Magnum Iovers can battIe eachother.

But as a Turret in the Garage no.

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On 7/22/2026 at 1:26 AM, LambSauce said:

Except that people wanted Classic to come out at the end of last year. You didn't deliver on that. Empty promises.

Most people don't even want classic, they just need a reason to quote nostalgia against the current games situation though...

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