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Let's Discuss Magnum!


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LETS DISCUSS MAGNUM  

45 members have voted

  1. 1. Which gaming style do you prefer when playing with Magnum?

    • Attack
      23
    • Defence
      14
    • Support
      24
    • Parkour
      6
  2. 2. Which Magnum augments do you prefer?

    • Reinforced gun carriage
      4
    • Automated gunpowder loading mechanism
      13
    • Mortar
      5
    • Harpoon
      10
    • Armor-piercing Core
      29
    • Adrenaline
      6
    • Standard
      4
  3. 3. Which skin for Magnum do you like?

    • Standard
      19
    • XT
      34


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WHY CANNOT I KILL ANYONE WITH MAGNUM WITHOUT USING DOUBLE DAMAGE??' is absurd that i make 1400 damage if my turret's max is1969!!!!!!!! direct hits do not even do max damage, useless update! i will stop using magnum, it is absurd the decrease damage. why do i upgrade if all damage is still the same? direct hits are1200, 1700, how can you kill a tank with that??!!! i am running out of double damage boxes. it was a an exxagerated update :angry:

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WHY CANNOT I KILL ANYONE WITH MAGNUM WITHOUT USING DOUBLE DAMAGE??' is absurd that i make 1400 damage if my turret's max is1969!!!!!!!! direct hits do not even do max damage, useless update! i will stop using magnum, it is absurd the decrease damage. why do i upgrade if all damage is still the same? direct hits are1200, 1700, how can you kill a tank with that??!!! i am running out of double damage boxes. it was a an exxagerated update :angry:

Because it was overpowered to begin with, it still is but not as much.

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No, it is an useless turret now, no kills, no splash, no nothing. Only way to kill is with double damage supply.

 

It was OP before, but now is UP,

 

The reload time balance is PERFECT, but the splash damage nerf is IDIOTIC. Why do you have a 1969 maximum damage if you are NEVER going to see that be done?? It is useless, having microupgrades is now absurd because doesnt matter if your turret is 1800, 1900, or 2000 damage, it will always make at max 1600, 1700.

 

Also, the V-LOG said: """"Now you have to aim"""" As if tankers were shooting at the sky as nothing.... Magnum is indeed a hard turret, because you cannot defend yourself so easily, cannot turn turret, now it reloads slower, so why make it have such little damage???

 

Many Magnum friends are so angry too, we all are running low on double damage supplies, is the only way to get a kill :/ even light hulls survive magnum shots... ahh but snipers are still happy oneshooting light hulls, with no double damage.

Edited by davidvpcol

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No, it is an useless turret now, no kills, no splash, no nothing. Only way to kill is with double damage supply.

 

It was OP before, but now is UP,

 

The reload time balance is PERFECT, but the splash damage nerf is IDIOTIC. Why do you have a 1969 maximum damage if you are NEVER going to see that be done?? It is useless, having microupgrades is now absurd because doesnt matter if your turret is 1800, 1900, or 2000 damage, it will always make at max 1600, 1700.

 

Also, the V-LOG said: """"Now you have to aim"""" As if tankers were shooting at the sky as nothing.... Magnum is indeed a hard turret, because you cannot defend yourself so easily, cannot turn turret, now it reloads slower, so why make it have such little damage???

 

Many Magnum friends are so angry too, we all are running low on double damage supplies, is the only way to get a kill :/ even light hulls survive magnum shots... ahh but snipers are still happy oneshooting light hulls, with no double damage.

Go ask Rail or Thunder or Smoky.  Or Ricco or Twins.

 

If you are running low on DD it's because you relied on it way too much before. Daily missions, weekly mission rewards and containers give all players enough supplies.  If you have run out it is because you have used your supply poorly.

 

I have an alt account - same rank as you, with 3800 Double Damage.  I can't possibly use them up.

 

FYI - snipers need to expose themselves to danger to take the shot.  Magnum, as you know full well, does not.

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But Magnum does drain your double damage supply stock fast just like Shaft. Whereas other turrets just wear out enemies, with Magnum, it makes quite the difference if you kill them in one blow or doing huge damage. If the enemy survives he'll spot you and has free room to take you down while you are reloading.

 

I discovered they adjusted the score system now. You get just 5 score for a collab kill without finishing someone off no matter what damage dealt. So that sucks if you're a Magnum. They really discourage you to use Magnum the way it's designed. But the way it's designed totally disrupts gameplay. It's now even more of a misfit. You can't rely on splash damage that much anymore, the simple shell lobbing is over.. but the long range shots have a much higher luck factor. You will not make enough kills or DPS to he a sufficient defender.

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But Magnum does drain your double damage supply stock fast just like Shaft. Whereas other turrets just wear out enemies, with Magnum, it makes quite the difference if you kill them in one blow or doing huge damage. If the enemy survives he'll spot you and has free room to take you down while you are reloading.

 

I discovered they adjusted the score system now. You get just 5 score for a collab kill without finishing someone off no matter what damage dealt. So that sucks if you're a Magnum. They really discourage you to use Magnum the way it's designed. But the way it's designed totally disrupts gameplay. It's now even more of a misfit. You can't rely on splash damage that much anymore, the simple shell lobbing is over.. but the long range shots have a much higher luck factor. You will not make enough kills or DPS to he a sufficient defender.

Seems like you are contradicting yourself...

If other turrets (like smoky?) wear out enemies, they are not getting quick kills either. They are susceptible to kill-steals or target escaping.

 

Magnum may not outright kill as many targets as it did before, it is still damaging many with the splash.  Any of those that die count as score for magnum.  Turrets like smoky don't have that - they need to whittle away at ONE target to get a kill.

 

CTF should be a gimme for magnum - there are always flag defenders nearby to damage, and the "magical" damage counters should help a magnum user know if their shots are close enough. 

 

It boggles my mind when Magnum team-mates are not constantly bombarding the flag area - would make capture so much easier if all those defenders were already weakened by the hits/and/or splashes.

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No, it is an useless turret now, no kills, no splash, no nothing. Only way to kill is with double damage supply.

 

It was OP before, but now is UP,

 

The reload time balance is PERFECT, but the splash damage nerf is IDIOTIC. Why do you have a 1969 maximum damage if you are NEVER going to see that be done?? It is useless, having microupgrades is now absurd because doesnt matter if your turret is 1800, 1900, or 2000 damage, it will always make at max 1600, 1700.

 

Also, the V-LOG said: """"Now you have to aim"""" As if tankers were shooting at the sky as nothing.... Magnum is indeed a hard turret, because you cannot defend yourself so easily, cannot turn turret, now it reloads slower, so why make it have such little damage???

 

Many Magnum friends are so angry too, we all are running low on double damage supplies, is the only way to get a kill :/ even light hulls survive magnum shots... ahh but snipers are still happy oneshooting light hulls, with no double damage.

You've probably never heard of "lobbing shots off ledges at zero power" have you?

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Seems like you are contradicting yourself...

If other turrets (like smoky?) wear out enemies, they are not getting quick kills either. They are susceptible to kill-steals or target escaping.

 

Magnum may not outright kill as many targets as it did before, it is still damaging many with the splash.  Any of those that die count as score for magnum.  Turrets like smoky don't have that - they need to whittle away at ONE target to get a kill.

 

CTF should be a gimme for

/m +agnum - there are always flag defenders nearby to damage, and the "magical" damage counters should help a magnum user know if their shots are close enough. 

 

It boggles my mind when Magnum team-mates are not constantly bombarding the flag area - would make capture so much easier if all those defenders were already weakened by the hits/and/or splashes.

I am not contradicting myself. It doesn't matter at all; The new scoring system gives 5 points for a collab kill without finishing someone off. There's no point for high damage output turrets here. Magnum for sure needs to stay put, mined and out of sight. But that gameplay is not rewarding enough.

 

The reason you're not seeing Magnums bombarding bases is because it's either cluttered with Isida's or they're out of sight so a Magnum needs to guess with splash damage. Again that goes both ways considering the Isida's absence but the nerfed down splash damage does nothing.. it's holding down DPS. And If that bloody medkit wouldn't be around, this game would be a lot more interesting.

 

Splash damage did the trick, it did. I think David is right about the reload nerf; that was neccesary... but they nerfed the splash damage along with it; these two things make Magnum a fish on dry land.

You've probably never heard of "lobbing shots off ledges at zero power" have you?

Why would I do that now with the huge reload?

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I am not contradicting myself. It doesn't matter at all; The new scoring system gives 5 points for a collab kill without finishing someone off. There's no point for high damage output turrets here. Magnum for sure needs to stay put, mined and out of sight. But that gameplay is not rewarding enough.

 

The reason you're not seeing Magnums bombarding bases is because it's either cluttered with Isida's or they're out of sight so a Magnum needs to guess with splash damage. Again that goes both ways considering the Isida's absence but the nerfed down splash damage does nothing.. it's holding down DPS. And If that bloody medkit wouldn't be around, this game would be a lot more interesting.

 

Splash damage did the trick, it did. I think David is right about the reload nerf; that was neccesary... but they nerfed the splash damage along with it; these two things make Magnum a fish on dry land.

Why would I do that now with the huge reload?

It ain't that big to be honest. As long as the damage capabilities at short range is as effective as at long range, people will keep lobbing shots off ledges.

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People who say magnum is nerfed *edit* at close range * are playing the turret wrong.

 

Magnum after the balance is even more powerful at close range. Because now you can release 2 shots in 3.5 seconds time if your first shot is at 100% loaded which is enough to kill all hulls except titan and mammoth. The only way for them to survive is either to have protection or double armor and if thats the case well it will be the same outcome as before the balance update for Magnum, you die.

Edited by Valiona
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I am not contradicting myself. It doesn't matter at all; The new scoring system gives 5 points for a collab kill without finishing someone off. There's no point for high damage output turrets here. Magnum for sure needs to stay put, mined and out of sight. But that gameplay is not rewarding enough.

 

The reason you're not seeing Magnums bombarding bases is because it's either cluttered with Isida's or they're out of sight so a Magnum needs to guess with splash damage. Again that goes both ways considering the Isida's absence but the nerfed down splash damage does nothing.. it's holding down DPS. And If that bloody medkit wouldn't be around, this game would be a lot more interesting.

 

Splash damage did the trick, it did. I think David is right about the reload nerf; that was neccesary... but they nerfed the splash damage along with it; these two things make Magnum a fish on dry land.

Why would I do that now with the huge reload?

There is no re-load nerf.  At 50% charge (or more) you have same (or even less) reload time.  Look at post #973.

 

Magnums may not be killing many outright, but they can damage many with one shot.  Isidas can either heal themselves or heal other tanks or attack enemies - but they have to choose one.  Invaders coming in during magnum bombardments will have an easier time.

 

Sounds like magnum-users are just complaining they don't have one-shot kills...  <_<

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You missed the point completely but that's alright, I hope you may happen to have Magnum yourself somewhere on your alt or main account to see how impractical it became after the update.

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You missed the point completely but that's alright, I hope you may happen to have Magnum yourself somewhere on your alt or main account to see how impractical it became after the update.

I get it.  no more one-shot kills or kills with splash damage...

 

I do not have Magnum nor Twins (well this account may have m0 or m1 - barely used). 

 

And I will buy neither of them. One does not belong in this game and the other is ridiculous.

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I don't even know what nerf you people are talking about.

it didn't feel like it was ever gonna get nerfed

it didn't feel like a nerf when i read the balance changes

it didn't feel like a nerf when i tested it

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Dieselplatinum had a great suggestion about variable damage according to range.. I believe that would be way better than just having an impractical reload. There are short range weapons everywhere. True artillery will never work out in this game.

Edited by splitterpoint

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Basically everyone is fussing that the splash range got nerfed and the damage is inconsistent. The frickin splash got nerfed cause before the update you could have a shell land about 5 blocks away from you and still die from it cause the splash was so strong, it needed a nerf more than anything else cause it was so OP

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look at what they just did to shaft...

 

 

anyone still think I'm crazy for saying that they made magnum OP at close range on purpose?

So... next map they add to MM is.......  .....  ....... Ping-Pong?   B)

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Lol, I follow around Thunders with my super fast medium hull and my super fast Shaft to make em suffer splash damage.

I can even compete with short range guns at short range if I have the element of suprise.

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Lol, I follow around Thunders with my super fast medium hull and my super fast Shaft to make em suffer splash damage.

I can even compete with short range guns at short range if I have the element of suprise.

Annoying M3 Hunter/Shaft video when?  :D

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