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theFiringHand
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Dad, Magnum has more weaknesses than the one you listed.

There are ways to defeat it without solely focusing on it to the detriment of your teammates.

Yes, you are trolling.

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Dad, Magnum has more weaknesses than the one you listed.

There are ways to defeat it without solely focusing on it to the detriment of your teammates.

Yes, you are trolling.

nah - Magnum is OP and needs tweaking just like every other new turret after they were introduced.

 

Remember Vulcan Impact, Shaft without laser and Isida 50% self-heal.  All nerfed.

 

Magnum dominates any map that has any kind of distance and/or hiding spot.  Especially in Team Battles. Actually ruins many team battles because it does so much damage to a wide area of effect. You can't protect a flag when opponent has Magnum(s).

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nah - Magnum is OP and needs tweaking just like every other new turret after they were introduced.

 

Remember Vulcan Impact, Shaft without laser and Isida 50% self-heal.  All nerfed.

 

Magnum dominates any map that has any kind of distance and/or hiding spot.  Especially in Team Battles. Actually ruins many team battles because it does so much damage to a wide area of effect. You can't protect a flag when opponent has Magnum(s).

I've read chat messages that said that "magnum needs to deal 0 damage and it will be the most balanced turret in the game"

 

Because if there's anything could make magnum OP, it would be some sort of camera cheat. On another account, I use the Q and E keys for camera angle, and I don't think it's OP just with that alone.

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I've read chat messages that said that "magnum needs to deal 0 damage and it will be the most balanced turret in the game"

 

Because if there's anything could make magnum OP, it would be some sort of camera cheat. On another account, I use the Q and E keys for camera angle, and I don't think it's OP just with that alone.

Here are the reasons players think Magnum is OP:

  • You can camp ANYWHERE, and wreck havoc on enemies while being untouchable yourself. All other turrets require the player to come out into the open to fire - not Magnum. You sit back in the recesses of your base, where no one can touch you besides other Magnums, and just rain death down on enemies. How is this not OP? This feature alone breaks the entire game. Cover is useless. A good example of this is Magnums camping up on red base on Noise, or blue base on Silence. No one can hurt them, while they can hurt practically every tank in the enemy base. Another example is Highways. This map used to be a campfest for Shafts. Now Shafts simply can't compete, because Magnums just shoot over any sort of cover. Only Magnums can counter Magnums, everyone else is just an EXP pinata.

 

  • Splash damage is ridiculous. More often than not, you will damage several enemies at once. This means that when there are several Magnums on one team, the defenders of the cap on the enemy team get simply obliterated. They can't spread out, or else they leave their flag exposed, and they can't group up, or else they get destroyed by Magnum. Near misses will take off a large chunk of your hitpoints, and there's nothing you can do about it. Can you dodge Magnum's shots? No. At best, you can predict when a Magnum fires and try to get out of the way, but you will inevitably take splash damage anyway.

 

  • Rate of fire is good, too good. Around 5-6 seconds of reload yields enough damage to take out more than half the hitpoints of a heavy hull. Granted, this is somewhat offset by the charging up time, but when there are several Magnums on a team, they can pump out shells steadily. I played on Kolhoz recently (M0 ranks) and there were three enemy Magnums. Every five seconds there was a 1000 damage shell coming into our base, almost on the verge of spawn killing. Obviously we lost terribly.

Now, let's consider the drawbacks: difficult controls, no turret, and splash damage can inflict self damage. All of these drawbacks are easily negated. Controls are difficult only at first. When Magnum first came out, I had great respect for players who could play with the thing. After investing some time into it myself, I see that it's nothing special. A player who has played Magnum for a little while can consistently and accurately hit shots. Managing camera angle is something players have been doing forever anyway. The lack of a turret isn't much of a drawback either, considering that you will spend most of your game camping behind cover anyway. For the same reason, self-damage is not a huge disadvantage either. 

 

Compare Magnum with Striker. Striker wasn't so good when it was released, and even now you don't see it too often. Shooting the projectiles manually was less effective than using Thunder, and using the lock-on feature required exposing yourself to the enemy for a while. You had to make use of opportunities and mostly play the defensive role. Magnum on the other hand, is extremely popular, and not only can it act as a defensive turret but an offensive one. As detailed above, it's advantages vastly outweigh it's flaws. Striker is balanced, even under powered to some extent, while Magnum is simply OP. Better to introduce a weak turret first and buff it later, rather than introduce a strong turret and nerf it.

 

I'd go as far as to say that Magnum in TO is worse than arty in WoT.

Edited by ThirdOnion
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Here are the reasons players think Magnum is OP:

 

  • You can camp ANYWHERE, and wreck havoc on enemies while being untouchable yourself. All other turrets require the player to come out into the open to fire - not Magnum. You sit back in the recesses of your base, where no one can touch you besides other Magnums, and just rain death down on enemies. How is this not OP? This feature alone breaks the entire game. Cover is useless. A good example of this is Magnums camping up on red base on Noise, or blue base on Silence. No one can hurt them, while they can hurt practically every tank in the enemy base. Another example is Highways. This map used to be a campfest for Shafts. Now Shafts simply can't compete, because Magnums just shoot over any sort of cover. Only Magnums can counter Magnums, everyone else is just an EXP pinata.
 

  • Splash damage is ridiculous. More often than not, you will damage several enemies at once. This means that when there are several Magnums on one team, the defenders of the cap on the enemy team get simply obliterated. They can't spread out, or else they leave their flag exposed, and they can't group up, or else they get destroyed by Magnum. Near misses will take off a large chunk of your hitpoints, and there's nothing you can do about it. Can you dodge Magnum's shots? No. At best, you can predict when a Magnum fires and try to get out of the way, but you will inevitably take splash damage anyway.
 

  • Rate of fire is good, too good. Around 5-6 seconds of reload yields enough damage to take out more than half the hitpoints of a heavy hull. Granted, this is somewhat offset by the charging up time, but when there are several Magnums on a team, they can pump out shells steadily. I played on Kolhoz recently (M0 ranks) and there were three enemy Magnums. Every five seconds there was a 1000 damage shell coming into our base, almost on the verge of spawn killing. Obviously we lost terribly.
Now, let's consider the drawbacks: difficult controls, no turret, and splash damage can inflict self damage. All of these drawbacks are easily negated. Controls are difficult only at first. When Magnum first came out, I had great respect for players who could play with the thing. After investing some time into it myself, I see that it's nothing special. A player who has played Magnum for a little while can consistently and accurately hit shots. Managing camera angle is something players have been doing forever anyway. The lack of a turret isn't much of a drawback either, considering that you will spend most of your game camping behind cover anyway. For the same reason, self-damage is not a huge disadvantage either. 

 

Compare Magnum with Striker. Striker wasn't so good when it was released, and even now you don't see it too often. Shooting the projectiles manually was less effective than using Thunder, and using the lock-on feature required exposing yourself to the enemy for a while. You had to make use of opportunities and mostly play the defensive role. Magnum on the other hand, is extremely popular, and not only can it act as a defensive turret but an offensive one. As detailed above, it's advantages vastly outweigh it's flaws. Striker is balanced, even under powered to some extent, while Magnum is simply OP. Better to introduce a weak turret first and buff it later, rather than introduce a strong turret and nerf it.

 

I'd go as far as to say that Magnum in TO is worse than arty in WoT.

It's OP in some maps, yes but they need to be redesigned, like cologne should have its team spawn point more spread out. If it's OP in other maps, then the players must be using a camera cheat to get a birds eye view of the whole map from their location. I just use the Q and E keys for the camera controls and with that alone, it's hard to get a good view of the map.

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^^ Arty still takes the cake but the recent patches have fixed OP AP shells and one shot ammo rack madness. It still happens but just not with AP.

 

As for the rest of your argument, I honestly haven't played in almost 5 months now, so I hear all this crap about Magnum being OP but have maybe tried killing one like a TD in WoT? Because basicaly, if you flank them, they'll have 2 choices. Derp you and theirself and ruin their K/D or let you kill them and then rampage in their base, spawn trapping them.

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Comparing to pathetic WoT?
 

Ah, the trolls start showing themselves.
Quit trying to make Tanki worse than already pathetic WoT.

I'm already ticked as a Canadian that a Russian game is better than an American one, even with its flaws...

Edited by Canada_wins
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It's OP in some maps, yes but they need to be redesigned, like cologne should have its team spawn point more spread out. If it's OP in other maps, then the players must be using a camera cheat to get a birds eye view of the whole map from their location. I just use the Q and E keys for the camera controls and with that alone, it's hard to get a good view of the map.

You don't NEED to see other players to kill them. That's the problem. If I'm on a certain map, I know where the cap is, and I'm sure that at that point there's probably someone there. No one's using camera cheat, because it's unnecessary.

 

Comparing to pathetic WoT?

 

Ah, the trolls start showing themselves.

Quit trying to make Tanki worse than already pathetic WoT.

I'm already ticked as a Canadian that a Russian game is better than an American one, even with its flaws...

WoT is not an American game. Magnum is worse than arty. One takes off half your hit points, rarely misses, and fires every seven seconds, while the other takes off a fifth of your hit points or less, misses often, and fires every 30 seconds. No one compared one game to the other. I'm comparing the game mechanics of one class in one to the mechanics of the same class in another.

Edited by ThirdOnion

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Because popular demand is not the only metric by which we decide whether to add or remove features.

I thought it better to state my response here than over in the Overdrive thread.

 

First let's throw out absurdity - I understand that a popular demand to give every player a million free crystals cannot be granted by the game designer(s).

 

Back to Overdrives for a moment. Opinions on that are mixed. I see plenty of exploitation in the game, so when I sit back and think, you're hearing from a vocal minority in the forums - maybe.

 

But I'm really here to talk about the mission update, where completion cannot be performed in PRO battles. Cedric, your community unanimously opposes this update (not just on the forum, but also on the game chat, and in battle chat) and still protests it through subsequent updates. I am not aware of a single player who has said the mission update was a good thing. Again, when I sit back and think, this is a case of the customer being right. The problems with exploits and power leveling could have been dealt with much more appropriately (say, for example disabling mission completion in 1v1 battles).

 

My plea to you is that you vet this with the other Community Managers - I suspect this mission update is equally unpopular across communities, then bring a united appeal to the game designers to restore the ability to complete missions in PRO battles. After all, the game was just fine for years with this in place. Please.

 

.

Edited by austen_pierce

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^^ Arty still takes the cake but the recent patches have fixed OP AP shells and one shot ammo rack madness. It still happens but just not with AP.

 

As for the rest of your argument, I honestly haven't played in almost 5 months now, so I hear all this crap about Magnum being OP but have maybe tried killing one like a TD in WoT? Because basicaly, if you flank them, they'll have 2 choices. Derp you and theirself and ruin their K/D or let you kill them and then rampage in their base, spawn trapping them.

The problem is that you can't flank them, because they're often deep inside the enemy base and you have to through a bunch of enemy tanks before you can get to them to begin with. And when you do kill them (then die inevitably because 99% of the time they derp you or other enemy tanks kill you) they re spawn seconds later. Sometimes I even lose to Magnums at short range, because they can shoot over that small obstacle that blocks my shot. Also, traverse speeds in WoT are much much slower than in TO. Often you can't even CoD a Mammoth.

Edited by ThirdOnion

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WoT is not an American game. Magnum is worse than arty. One takes off half your hit points, rarely misses, and fires every seven seconds, while the other takes off a fifth of your hit points or less, misses often, and fires every 30 seconds. No one compared one game to the other. I'm comparing the game mechanics of one class in one to the mechanics of the same class in another.

What if we make the damage and splash damage coincide with pressure percentage?

At 0% an m4 magnum would only deal 400 points of damage to an m4 light hull.

At 100% it would kill anything. But it's reload time could be increased to 35 seconds.

 

There's your new OP turret. :ph34r:

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The problem is that you can't flank them, because they're often deep inside the enemy base and you have to through a bunch of enemy tanks before you can get to them to begin with. And when you do kill them (then die inevitably because 99% of the time they derp you or other enemy tanks kill you) they re spawn seconds later. Sometimes I even lose to Magnums at short range, because they can shoot over that small obstacle that blocks my shot. Also, traverse speeds in WoT are much much slower than in TO. Often you can't even CoD a Mammoth.

These are valid arguments, and I understand your frustration. But as I say occasionally about certain playstyles and turrets in TO, "If you can't destroy them your way, destroy them their way" AKA Fight fire with fire. A Magnum camped up in enemy spawn? Get a friend into the battle and both of you can bombard him with shells until he rage quits or changes equipment to something you can fight face to face.

 

Here's the thing. From my knowledge, everyone's issue is with Magnum's extraordinary DpS at range, right? So, how do you fix a DpS rating that beats Thunder at long range? Simple. Either lower damage per single shot, or, lengthen reload between shots and in Magnum's case, also increase the time it takes to charge a shot to 100%. This effectively takes the turret's DpS and smashes it in two. In my opinion, the first of the two options would likely be better accepted by the community. Sure, it retains its 10 meter splash radius and spawn camping abilities but it doesn't one shot everything on DD.

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As long as multing occurs,

no supplies sucks the most,

then overdrive sucks next most,

then the previous supplies version sucked.

 

Tanki should go back to no time limits or usage of supplies, even instantaneous usage, as long as one has them purchased in their garage!

(everything else sucks)

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The level of dissatisfaction with this update seems to me the highest in 3+ years. The depth of complaint is without doubt the most ever expressed.

 

Yet, silence. Why?

 

Can't someone set up a Vlog or live to tell us why and address some of the complaints?

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The level of dissatisfaction with this update seems to me the highest in 3+ years. The depth of complaint is without doubt the most ever expressed.

 

Yet, silence. Why?

 

Can't someone set up a Vlog or live to tell us why and address some of the complaints?

Hazel addressed this in a live stream at some point. Cedric has said some stuff about this too. They say that in the past 3-4 years, the game received updates rarely, and was pretty much the same game in 2013 as it was in 2015. Now they want to overhaul the game, bring it to a new, modernized state. This started in October 2016, when the great rebalance came about. All of these current updates are not random. The devs say they have a goal in mind, and admit that getting there will involve a lot of changes that may not make the game better in the short term, but will eventually pay off in the long term. We are in that transitional period currently. Problem is, most players don't care for this, and like the game how it is/was . . .

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