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Magnum Turret Released + Giveaway!


theFiringHand
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I have used the Magnum turret for quite some time now since I purchased it at 30% off.

 

What Magnum needs to have is somekind of laser of visual aid that is only visible to the player using the turret. Other players wont see this visual aid.

 

Magnum is hard to aim and use only because it is missing this visual guide aid. This projective aid would allow Magnum to focus its target hit point on the enemy target before the player attempts to fire its shell.

 

I am happy about the strong power that Magnum deals when dealing heavy damage to enemies, whilst it has a long reload time. The thing that I am not happy about is that Magnum does not have a visual aid to help player know where the Magnum shell will land when fired.

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Please stop complaining about the power of Magnum. Magnum is just perfect. You folks need to understand that Magnum is not overpowered or underpowered. It has been perfectly balanced from its release date.

 

The only little thing that Magnum needs to have is a visual aid so that players using this turret knows where the shell will land.

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Please stop complaining about the power of Magnum. Magnum is just perfect. You folks need to understand that Magnum is not overpowered or underpowered. It has been perfectly balanced from its release date.

 

The only little thing that Magnum needs to have is a visual aid so that players using this turret knows where the shell will land.

Hmmm.....something seems a bit contradictory here.

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The fun with Magnum is definitely worth the price. It is also usable for small maps. Especially those with different levels.

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See, don't listen to whiners like this. If he had it his way, he'd want everything free

Actually, no. Your assumption is completely ungrounded and if you knew me at all you would know that's far from the case. 

 

If I had my way, I'd reverse the mission update, to make TO a more relaxing game and less of a chore. This is what many adults play for, because there's nothing like a short TO session to refresh your mind.  Reversing the mission update does not mean you get everything free; in fact I don't know how you could possibly connect those two things.

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I have used the Magnum turret for quite some time now since I purchased it at 30% off.

 

What Magnum needs to have is somekind of laser of visual aid that is only visible to the player using the turret. Other players wont see this visual aid.

 

Magnum is hard to aim and use only because it is missing this visual guide aid. This projective aid would allow Magnum to focus its target hit point on the enemy target before the player attempts to fire its shell.

 

I am happy about the strong power that Magnum deals when dealing heavy damage to enemies, whilst it has a long reload time. The thing that I am not happy about is that Magnum does not have a visual aid to help player know where the Magnum shell will land when fired.

Magnum is perfect how it is. The damage is awsome and perfectly balanced. The projective aid would be nice, but also kinda annoying. Most of the fun about magnum is guessing where the shell will land. If you add a laser type aiming thing it will be too easy to get direct hits, will make the weapon to OP (ppl are already complaining about how much damage it does, if it becomes dead accurate the complainers will be all over the TO guys), and it gets rid of the reality of the turrent. Real artillery guns such as magnum don't have laser mechanism that makes them dead accurate (ok, maybe they do). But still, I like making ranging shots, or even just randomly firing into enemy base without aiming. I think magnum is fine how it is.

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In my opinion the damage counter system should be optimized a bit. When I shoot with Magnum and have to turn away from the shot direction (i.e. in order dodge enemy shots) I can't see on my screen if I have hit someone, because I am already heading to another direction when the shell lands. If I have hit someone then it is out of my screen. So I suggest to mark damage counters from hits outside of the player's screen on the right or left screen margins.

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Sorry for saying the word st*pid. I will not say it anymore. By the way, this word is not a swear word.

 

 

Magnum is perfect how it is. The damage is awsome and perfectly balanced. The projective aid would be nice, but also kinda annoying. Most of the fun about magnum is guessing where the shell will land. If you add a laser type aiming thing it will be too easy to get direct hits, will make the weapon to OP (ppl are already complaining about how much damage it does, if it becomes dead accurate the complainers will be all over the TO guys), and it gets rid of the reality of the turrent. Real artillery guns such as magnum don't have laser mechanism that makes them dead accurate (ok, maybe they do). But still, I like making ranging shots, or even just randomly firing into enemy base without aiming. I think magnum is fine how it is.


Yes. Magnum is fine how it is, but it is very likely that players like me, RIDDLER_8, using it, will likely miss the shot so it takes a long to for this weapon to reload, so by the time you reload you can be killed once or twice.

 

Yesterday on the 04/04/2017, I played for 1 hour using Magnum and I got kills about 30 times to just get 10. My K/D with magnum was about K10/D30. Players who wants to have a high K/D ratio cannot have it with Magnum.

 

By the way, Magnum needs to have four alterations.

 


If anyone has brilliant ideas on suggesting alterations for Magnum, please post them down on this post. Hurry up because this post will soon be closed by the administration of the English forum.

 

Magnum needs to have four alterations. for example, an alteration for rotating Magnum left and right.

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If anyone has brilliant ideas on suggesting alterations for Magnum, please post them down on this post. Hurry up because this post will soon be closed by the administration of the English forum.

 

Magnum needs to have four alterations. for example, an alteration for rotating Magnum left and right.

No thank you. I'm opposed to the existence of alteration because they make some of them OP like Fire's and Hammer's and others weak like Isida's. Alterations also make the game unpredictable.

 

But I'll give you one, because I'm feeling a bit generous right now... for the Magnum that rotates turret, if they accept my idea. :P

 

New Magnum:

 

- rotates turret (z,x,c)

- shoots and aims higher (spacebar)

- has a laser type indicator.

- damages are significantly lower that today's Magnum

 

Alteration of New Magnum:

 

- it doesn't have a laser type indicator

- damages are a little higher.

Edited by D.a.n.t.e

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No thank you. I'm opposed to the existence of alteration because they make some of them OP like Fire's and Hammer's and others weak like Isida's. Alterations also make the game unpredictable.

 

Alterations give the game more variety and opportunity, and more diversity which leads to a more enjoyable game. If I was a head developer I'd make at least 6 alterations for each turret. There are supposed to be unpredictable but rare, so they'll all be 100k.  It's nice how much room there is for different alterations instead of new turrets whose effect on gameplay is impossible to predict.

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Yes. Magnum is fine how it is, but it is very likely that players like me, RIDDLER_8, using it, will likely miss the shot so it takes a long to for this weapon to reload, so by the time you reload you can be killed once or twice.

 

Yesterday on the 04/04/2017, I played for 1 hour using Magnum and I got kills about 30 times to just get 10. My K/D with magnum was about K10/D30. Players who wants to have a high K/D ratio cannot have it with Magnum.

 

By the way, Magnum needs to have four alterations.

You need to find a new camping spot mate. ;) But seriously, magnum isn't really going to kill a lot of people. It's more of a support weapon. I find that I do more random damage to enemies than I actually kill them. Like I said, magnum is a support weapon, don't expect to get lots of kills unless your running through DDs. Edited by Eldawg
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New Magnum:

 

- rotates turret (z,x,c)

- shoots and aims higher (spacebar)

- has a laser type indicator.

- damages are significantly lower that today's Magnum

 

Alteration of New Magnum:

 

- it doesn't have a laser type indicator

- damages are a little higher.

You should switch around the alteration with the actual turrent. I think the tankers should decide if they want a laser beam or not. And what's wrong with the damage? According to a lot of people, they rarely hit anything, so if you're rarely hitting anything, when you do hit something it should at least be a lot of damage. Also, the controls of magnum are just fine. I have no problem with them. You're just used to hitting Z, X, and C and having the turrent turn from left to right instead of up and down.

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To put it simple the Charge time is much too fast and the reload too slow . I mean how am I suppose to charge a magnum to exactly 35%? It just needs a little lengthening in Charge time and a slightly shorter reload

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To put it simple the Charge time is much too fast and the reload too slow . I mean how am I suppose to charge a magnum to exactly 35%? It just needs a little lengthening in Charge time and a slightly shorter reload

Topic merged

 

Agreed. I was shooting a Shaft once and it took me 8 shots to hit him twice despite the fact that I already knew I needed 55% after the first shot. I just couldn't get the right power  -_-

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Topic merged

 

Agreed. I was shooting a Shaft once and it took me 8 shots to hit him twice despite the fact that I already knew I needed 55% after the first shot. I just couldn't get the right power -_-

I mean I don't have much problem playing on big maps (on Lost Temple I know I need full charge and 14-17° to hit in enemy base) but anything smaller then Brest or Massacre is absolute hell to hit anything

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This turret is so good to get double kills, love the giant splash.

Max kills I got with one shot was a quad kill, I wonder if someone else here got a quad kill or even higher  :rolleyes:

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Alterations give the game more variety and opportunity, and more diversity which leads to a more enjoyable game. If I was a head developer I'd make at least 6 alterations for each turret. There are supposed to be unpredictable but rare, so they'll all be 100k.  It's nice how much room there is for different alterations instead of new turrets whose effect on gameplay is impossible to predict.

If they could balance alterations properly (which they don't usually do) and altered turrets have a different look than original, then I may support them.

 

For me it is one of the many things that annoy me about Tanki. I want surprises to come from players game skills not from the amount of crystals or money they spend on alterations.

 

All they do to balance alterations are things like 'increase damage and increase reload time". They may as well make a Magnum alteration with a damage to destroy all enemy tanks in a map, and to balance it make the reload time 2 minutes.

 

When will they learn that Hammer and Fire alterations are OP? when they find that every tanker is using them? Luckily I'm in the low middle ranks where I rarely find altered turrets, and hopefully I get tired of the game when I reach higher ranks. Actually, the more I write, the more I think, the more I think, the more I find Tanki absurd. Therapy?

 

Now with the coming M0 alterations, it will be hard to know if there's M2 Rail or not in the battle, until we get one shot or have the chance to hit 'v' I guess.

 

There are more important things Tanki should be focused on, in my opinion. But many people probably don't care about things like balance because they only join the winning teams with more high ranks.

 

End of therapy. Thank you for the opportunity. ;)

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Your view of balance counters my view.

I believe your view promotes imbalance.

Hey, I just saw you at DE1, in a battle where you were the top rank. ;)

 

I understand though, because if you don't do that you'll end up in the team of lower ranks.

Edited by D.a.n.t.e

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In the Magnum description in the garage, please add a Wiki link for players to easily find the description and micro upgrades parameters like you did with the other turrets.

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