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Magnum Turret Released + Giveaway!


theFiringHand
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When I hear Magnum, the first thing that comes to mind are the guns (the second thing are the preservatives); maybe for kids is ice cream, others I'm not sure.

 

I'm talking that there could be possible misunderstanding. Remember, some people freak out easily.

 

There are reason for why you can't say 'fire' in theaters or 'bomb' in airports.

 

It's just a concern that I wanted to share.

Edited by D.a.n.t.e
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When I hear Magnum, the first thing that comes to mind are the guns (the second thing are the preservatives); maybe for kids is ice cream, others I'm not sure.

 

I'm talking that there could be possible misunderstanding. Remember, some people freak out easily.

 

There are reason for why you can't say 'fire' in theaters or 'bomb' in airports.

 

It's just a concern that I wanted to share.

Like this soon we won't be able to use words like daisy, python, truck or sugar: all mass killer.

I hear magnum, I think of the ice cream or tom select. Maybe I live in a too peacefull country where there is still free speach.

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When I hear Magnum, the first thing that comes to mind are the guns ...

What happens when you hear "I got over 241 kills today"?

 

People will know when it is appropriate to talk about Tanki.  Many people here are smart enough to know the right time to talk so they won't be overheard and their words won't be misconstrued.

 

And think: Usually people talk about tanki to other tanki players. In that case they'll both think of the artillery.

Edited by r_I_already_won0

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Please make sure you know what you're talking about before you make a request. The achievements are already there and they have been added as soon as Magnum was released (yesterday):

 

XaSo3iD.png

 

I did not know that those achievements were added, and neither did I care about them being added

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I did not know that those achievements were added, and neither did I care about them being added

You cared enough to make a post about it  :ph34r:

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I've been looking forward to this for a long time!  ^_^

 

What can I say? I pretty much got what I expected. The damage is amazing, but the controls and aiming are a nightmare. Already got used to Z being down and X being up, but at the moment it's extremely hard to get the right power % due to the nature of the mechanism. This should definitely be improved, and I propose three options:

  • Add a new set of controls to set power. Something like Shift to increase and Ctrl to reduce it. Pressing space would fire the shot.
  • Make it so that tapping space makes a shot with the same power as before, while holding space makes the bar go up and down continually so that you can choose the right power.
  • (Simplest and most efficient solution) Increase the time it takes to go up to 100%, so that players have more time to choose the right power increment. Since the charge time gets increased, reduce reload and/or increase projectile speed for balance.

And this is definitely necessary. After playing a few hours I already kept finding myself in situations where I know the angle and power required to hit the enemy from my position, but I kept missing completely (or only dealing low splash damage) because instead of 65% I was getting 50, 55 and 70% power.

 


 

And while I'm at it, gonna write a little guide for Magnum, based on what I found out already.

 

First things first, this is mostly a weapon for defence. Not all maps are suitable for it and it's more effective on certain maps, compared to others. So what you need to do is play on a number of maps and choose the one that seems to work best. Experiment with different firing positions and angles to see what gives you most cover while at the same time provides a firing path to key locations on the map (and preferably a good visual). Once you selected the map(s), you should create a private battle and practice landing shots in the different locations.

 

Shot practice is a whole different chapter. The first thing you need to know is that in an open area with no obstacles, there's two ways to hit your target with a ballistic missile - a low angle and a high angle. The low angle is your preferable choice, mainly because it gives you more accuracy, i.e. if you get the angle slightly off, you are more likely to hit the target than if you are slightly off on the high angle value. I think I might have confused even myself with that, so let me explain it in a diagram:

 

lEJtTVs.png

 

These are the two paths your shot can take - a high one (blue) and a low one (green). The gray line shows the angle of the path at which your shot will travel maximum distance, which is in between the two angles: 45°. With 100% power that distance is far greater than any straight distance on any Tanki map, so running out of range is not something you will ever worry about.

 

So you should always try to use the green path, since that way your shot will take much less time to get to the target and the margin of error is a lot greater. What I mean is that at this angle each degree of the angle makes less of a difference to where the shot will land, while when taking the high path, the degrees matter more. So if you are shooting at a target which requires a 15° (low path) or 80° (high path) angle to hit them, you are still likely to hit the enemy if you guess 14° or 16° for the low path, but you will probably miss by quite a few metres if you select 79° or 81° for the high path. The error is the same (1°), but the effect on the result is greater depending on the path you choose.

 

But keep in mind that the high path is still useful in certain situations. Sometimes you have to choose it because there is a large obstacle between you and the enemy (such as a building), or the height difference is too great.

 

 

The next thing is the map. You will need a large map with a lot of open space and at least one good camping spot. Maps like Kungur, Serpuhov, Osa, Highways are pretty good, but I find that the best one by far is Stadium. It allows you to camp on your base in relative safety while giving you ability to fire at virtually any point on the map without being exposed. And Magnum works best in TDM and CTF modes, since in DM players will try to kill you from all directions, while in CP you are a liability to your team since you are not capturing points.

 

Once you choose a map and the place from which you will shoot, start to practice landing shots in different points of the map. I spent about 10 minutes on Stadium, shooting the enemy base with 100% power and this is what I came up with:

 

yhSPAy7.jpg

 

And the same thing for the other side, so all values are mirrored:

 

 

OUlXlrj.jpg

 

 

 

All shots are done with 100% power, with the exception of those at the flags - the percentages for them are shown below the angle. You could literally make a diagram like this for the few maps you plan to use Magnum on, print them out and keep them next to you while playing. After a while you'll remember all the values anyway, but I think this is a great strategy to start with.

 

 

And finally, the camera. I noticed that a lot of players are already complaining that they can't see where they shoot. Well, we do have a solution for that, although it's not the most convenient one. What you need to do is use the camera settings to fix your camera in one spot above your tank and allow yourself to see much more of the map.

 

So instead of having either a ground or bird's eye view like this:

 

 

YOFV2vr.jpg q5ou869.jpg

 

 

You end up with an epic view like this:

 

 

2ePOcjq.jpg

 

 

 

 

The way to do this is to park in your camping spot, lift your camera into bird's eye view ("Q" by default), open the console, set the camera movement speed to zero, close the console and change the view of the camera again with "E". You'll be able to see where the enemies are and where your shots land, so you can change your next shot accordingly.

 

Unfortunately, this does mean that you can't see your tank or you health bar, so you might get damaged without realising it or your view will shake if someone pushes you. Also, if you die, you need to set the camera back to default (camera speed 5), get to the camping place again and start all over.

 

Worth noting that the console recalls the previous command you wrote if you press the up (↑) arrow, so once you used both commands (set speed to 0 and set speed to 5) once, you can simply open the console, press ↑ twice and hit enter - the right command will be recalled. This is a bit easier and faster than pasting it in and definitely faster than typing it every time :)

 

What's also great is that the aiming interface still stays in the middle of your screen, while the reload and health bar disappear below. So while you can't keep an eye on your health, at least you can aim properly.

 


 

I hope this initial review and guide helps you with this turret. See you in battles!  ^_^

 

 

Very helpful, I also think another power control should be added. 

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It might work with Wasp because of the speed and maneuverability in escaping short-range turrets, and the stealth.

 

However, it is NOT an attacking turret.

actually. I've capped a few flags on my alt with Viking Magnum

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Like this soon we won't be able to use words like daisy, python, truck or sugar: all mass killer.

I hear magnum, I think of the ice cream or tom select. Maybe I live in a too peacefull country where there is still free speach.

 

The word Magnum is very specific, and for some it means gun. You can't kill someone by trowing sugar at them.

 

What happens when you hear "I got over 241 kills today"?

 

People will know when it is appropriate to talk about Tanki.  Many people here are smart enough to know the right time to talk so they won't be overheard and their words won't be misconstrued.

"I got 241 kills" heard at a school, will probably be assumed to be about a video game, "I got Magnum" I'm not sure.

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8 hours and 13k experience later with Magnum, I will leave my review here.

 

I mostly played DM with it because I didn't want to mult on ctf battles. 

 

Positive:

I don't think I ever had so many triple kills with any other turret. Splash damage is very strong, I think I saw like 8k damage on gold with DD. Definitely gives unique approach to gameplay as you can shoot some extreme angles compared to any other turret. Also sneaky shots to tanks and they have no idea where it came from. It reminded me being recruit rank and trying to hit people without turning turret - good memories. 

 

Negative:

As I understood, it took very many working hours to complete this turret, also it was released for y-tubers before and also tested around office, as we all saw on v-log - So how the hell you couln't fix no damage shot glitch before releasing this turret for public? Every god dam 15 minute battle, this happens at least 4 times, mostly on close combat. Shot made, proper impact force and no damage what so ever ...Second glitch, I currently have it on 42/50 MU, it should do 1137-2286 damage, yet I do 700-800 DIRECT hit damage often(1/15), doesn't sound logical right? As it does under min damage, one would hope it would do over max damage also? Guess again, 1/30 shots actually come over 2k damage and yet it should do 2286 on max. Absolute maximum I ever seen - 422x with DD obviously in 8 hours of gameplay... And I am only talking about direct contact hits.So basically 1 hitting m4 hull is nearly impossible with this turret(dd of course). Damage range is way too unstable and too long. 

The name of this turret should of been MULTER, it's easy enough to hide yourself in bigger CTF map, somewhere behind building where enemy never comes or is able to shoot you for example Serp map - there was one guy playing for 15 minutes, 3 kills, no deaths and score of 67, sounds like proper mult and yes, he was shooting all the time. Aiming is stupidly hard and most shots are just random while hoping for kill. In actual combat, there is no way to follow on screen ''helpers'' because enemy will be gone while you adjust your angle and power.  

 

 

For conclusion and for lazy people who doesn't like to read long stories:

 

Positive:

-Proper splash damage, saw 8k DD hit on multiple tanks.

-Unique approach and some extreme shooting angles.

-Possibility to 1 hit viking M4 with DD.

 

Negative:

-Close combat no damage glitch.

-42/50 MU, should do 1137-2286 damage, 1/15 DIRECT hits will do only 700-800

-Same MU and 1/20 shots are 2k+ damage, also direct hit.

-Proper MULT turret in CTF mode.

-This will be even less popular than striker.

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 "I got 241 kills" heard at a school, will probably be assumed to be about a video game, "I got Magnum" I'm not sure.

At this point I'm just gonna assume you're American, since that's pretty much the only place where any mention of guns on school grounds is enough to get you expelled/arrested. Sorry, but you're really the minority here. No other players have an issue with this name.

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At this point I'm just gonna assume you're American, since that's pretty much the only place where any mention of guns on school grounds is enough to get you expelled/arrested. Sorry, but you're really the minority here. No other players have an issue with this name.

Do you think I can say shark in a swimming pool or this a step too far?

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Do you think I can say shark in a swimming pool or this a step too far?

Dude, that's not something you should joke about. Sharks are terrifying, extremely dangerous creatures. They kill like... 5 people a year!!!

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TAF said...

 

2. If the projectile was something like a bowling ball being pushed out with a spring, then what you say would apply. But an artillery projectile comes out so fast that the horizontal momentum would instantly be cancelled out by air resistance and other forces. Also, don't forget that a tank that's moving forward tilts back slightly, so even if you are moving at a constant speed, the 90 degree angle will still be a bit over 90 degrees and the shot will land behind you. Either way, I don't think this is a significant issue, and fixing it would require a lot of unnecessary effort.

 

 

The initial blast recoil would push very hard down on the hull's suspension. The rate of springs collapsing from front to back could affect the angle but that would be the same static or moving, and would vary by where the turret is placed on the hull. The air resistance would slow the projectile once launched from moving forward as the same rate as the tank, but it would still be forward.

 

"Tanks tilt back slightly when firing" because they are firing forward at less than 90% causing recoil forces in that direction.

 

 

But hey this is Tanki, we drive tanks around backwards and across rooftops... who needs logic? ;)

Edited by O-R-C-A
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u guys should add a laser or something that will show where the bomb will drop its hard to guess the angle and power

Or use space bar to toggle of and on a follow-the-round view off while it is aloft so we see where it goes.

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u guys should add a laser or something that will show where the bomb will drop its hard to guess the angle and power

I dont think they should do that when the damage is so insane and they can avoid direct confrontation... It would be way too op if we were to know where the bomb will drop.... So overall, i think not a need to add in a laser. However, they should make us be able to go through and from between 0% and 100% at a slow rate, so prevent a wastage of 6 seconds of fired shot.

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I dont think they should do that when the damage is so insane and they can avoid direct confrontation... It would be way too op if we were to know where the bomb will drop.... So overall, i think not a need to add in a laser. However, they should make us be able to go through and from between 0% and 100% at a slow rate, so prevent a wastage of 6 seconds of fired shot.

Plus one for this!

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