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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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When they first came out the WIKI was wrong.

Well, it wasn't necessarily wrong, it stated that it "lays mines". Many people were upset that it didn't last forever and I wonder why they were even upset. If it was to be able to last forever, that would break No-Supply battles. 

 

Alterations are for adjusting playstyles. Why would they allow a turret to do a lot of splash damage while laying mines that last until the Magnum is dead or it is run over? What would be the point of the mine supply then? They could've just shot at the floor 6-7 seconds and have a base full of protection while they shoot mines into the enemy base. 

 

All I'm saying is that people have to think about things first. Does it make sense? If it makes sense, how will it affect gameplay? If it affects gameplay, how badly does it do that? How good is it compared to the unaltered turret? People just look at alterations and think of the positive of it without thinking about the impact it would have and the mechanics of it. Basically, don't "speed". 

 

For reference, it means slow down and think about what you're seeing properly. 

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Since you can fire every... 7 seconds?   You can have 4 mines planted in enemy base constantly.

 

And yes - permanent mines would have been too good to be true...

 

They did same thing with new fire alt (+50% vs +10%) and Vulcan Incendiary (they failed to disclose the 10% damage nerf)

3 mines, the 4th one dissapears within 0,5 seconds after you fire the next shot; on Magnum M4 that is.

The alt works okay but I think I am missing out DPS because enemies see the mines when the shot hits the ground.

 

Before you buy alterations, look at the Wiki for them. The Wiki does say that the mines last only 30 seconds. At this point in the game, people shouldn't buy blindly. Ask others and look for any available information first.

 

It doesn't really work out good for MM but it's really good for no-supply battles (obviously).

Yeah I should've.. on they other hand they could've updated that description in game which is where most players first see the alteration. 

I don't care about the crystals myself but it shows that this game lies and tries hard to get players on the wrong path.

 

Alterations are for adjusting playstyles. Why would they allow a turret to do a lot of splash damage while laying mines that last until the Magnum is dead or it is run over?

Because profit can be made. Alterations are not alterations, they are upgrades to keep players from reaching peak performance.

Back in my head I knew there's got to be some kind of timer on the mines otherwise I would've seen a lot more Magnums and a lot more mines.

 

I have to search around in the wiki for alterations or ask people in the game that have the mortar alt while instead a simple sentence like

''Mines dissapear after 30 seconds'' would've done the job.

 

That's like 4 seconds of work for the developers but they choose not to because of their business model.

 

Well, it wasn't necessarily wrong, it stated that it "lays mines". Many people were upset that it didn't last forever and I wonder why they were even upset. If it was to be able to last forever, that would break No-Supply battles.

Yes it was absolutely wrong, they lied. lack of common sense from the players aswell but this is a well calculated lie. Edited by splitterpoint

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Yeah I should've.. on they other hand they could've updated that description in game which is where most players first see the alteration. 

I don't care about the crystals myself but it shows that this game lies and tries hard to get players on the wrong path.

That's true. I just looked at the description for the alteration and it turns out, because of the wording, weak-minded players may interpret it as the mines lasting forever. "Remains at the hit spot, so somebody can go over it and blow it up." Yeah, that does sound like it stay's there forever. 

 

 

Yes it was absolutely wrong, they lied. lack of common sense from the players aswell but this is a well calculated lie.

They didn't lie about it. There are only two effect changes for the alteration. It "lays mines" and the "Maximum damage -25%". It clearly stats both of them there. I'll agree that I hate that they removed the writing for the effects it does like when the turrets used to have 2 alterations but I guess they have to make money off of the people who care less about the mechanics they're changing. As long as it sounds cool I guess. 

 

 

Because profit can be made. Alterations are not alterations, they are upgrades to keep players from reaching peak performance. 

I wouldn't consider all of the alterations upgrades. Some seem like decent trade-offs like:

 

Firebird: High-Pressure Pump

 

Freeze: High-Pressure Pump and Corrosive Mix

 

Isida: Broadband Emitters (certainly better than saying Broadband Radiators)

 

Hammer: Slugger and High-Capacity Drum (certainly better than saying High-Capacity Ammo Clip)

 

Ricochet: Destabilised Plasma

 

Smoky: Assault Rounds 

 

Striker: Launcher "Hunter" and "Cyclone"

 

Thunder: Small Calibre Charging Machine (can't remember what it was previously called but I'm pretty sure it sounded better than that)

 

Railgun: Reinforced Aiming Transmission and Large Calibre Rounds

 

Magnum: Reinforced Gun Carriage (Honestly, I've encountered many players who know how to use this effectively and it amazes me. They mastered the decreased projectile gravitation and get direct hits on their enemies most of the time.)

 

Shaft: Short-Band Emitters and Rapid-Fire Mode

 

 

Now, these are the ones that are upgrades or the pros generally outweigh the cons.

 

Firebird: Compact Tanks: Seriously, why should someone eventually die from being touched by it for 0.5 seconds?)

 

Hammer: Dragon's Breath: A little bit of increased pellet spread doesn't make up for the potential 600 damage you'll be doing after)

             

                Duplet: No one needs an explanation as to why this is an upgrade)

 

                Adaptive Reload: Being able to get back 2/3s of your ammo after a kill for only a 20% clip reload increase seems lenient)

 

Twins: All of them.

 

Ricochet: Minus-Field Stabilisation: Apart from having a cool name, this increases Ricochet's effectiveness too much and the con is not easily noticeable.

 

Smoky: All of the new ones except Supercumulative Rounds (No one needs an explanation why.)

 

Striker:  Launcher "Uranium": Heh, this seems Overpowered yet balanced at the same time. Striker has a hard time dealing with Protection Modules and this seems like the best way to counter it. 

 

Thunder: Sledgehammer Rounds: Seriously, this is the only way to play Thunder effectively in the high ranks. The downside isn't even that noticeable.

 

Railgun: Heh, all of its new alterations, except Electromagnetic Accelerator "Scout", are basically upgrades and there's no denying it. Honestly, I hate that they made those alterations but I can see why since Railgun also struggles against protection modules and it doesn't help that they are almost unnecessarily abundant. 

 

Magnum: Mortar: yeah, being able to do a lot of damage while placing mines that almost all of the players don't have protection against seems rather powerful. The bright side is, the person has to actually miss and thanks to the splash damage update, the damage taken by the shot is reduced.  

 

So yeah, not all of them are upgrades but a good chunk of them are.

 

Speaking of which...

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...I honestly resent the update they made to the splash damage of Magnum. I think it used to be proportionate to the damage the shot did and the distance away from the shot's centre the tank was. Now, I would hit just behind the enemy tank and end up doing so much less. 

 

So many times, I've aimed at a Viking or Hunter M2 and M3 Wasps/Hornets with minimal upgrades and I would end up hitting right behind them and they would only receive, with double damage activated of course, 1,200 to 1,800 damage. I guess it was intended for balance but I hate it when I miss a direct shot just 2 meters behind the tank. I miss out on so much damage. 

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Ricochet: Minus-Field Stabilisation: Apart from having a cool name, this increases Ricochet's effectiveness too much and the con is not easily noticeable.

 

 

There is a BIG con to it. You fire less faster, meaning that you can't fight firebirds, isidas, freezes, and other short range turrets. Also it's the only way to fight smokies and thunders effectively.

 

You might not notice it when one kills you, but the firing speed is way slower than stock rico.

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There is a BIG con to it. You fire less faster, meaning that you can't fight firebirds, isidas, freezes, and other short range turrets. Also it's the only way to fight smokies and thunders effectively.

 

You might not notice it when one kills you, but the firing speed is way slower than stock rico.

The firing speed is still fast enough and most of the Ricochets I encounter have this alteration. The range is double AND the projectile speed is doubled. This, just like Plasma Core Accelerators for Twins, is a great bargain. Since it first came out, I knew that 25% increase in reload time wasn't gonna be much of a downside. 

 

Edit: What do you mean you can't fight Firebirds, Isidas and Freezes? The range is double AND the projectile speed is doubled. You can kill them from far before they even reach you! Also, Ricochet's impact force is powerful so if they're using a light hull, they'll have trouble trying to even catch up with the Ricochet. 

 

Magnum usually dies to these Ricochets.

Edited by TheCongoSpider

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That's true. I just looked at the description for the alteration and it turns out, because of the wording, weak-minded players may interpret it as the mines lasting forever. "Remains at the hit spot, so somebody can go over it and blow it up." Yeah, that does sound like it stay's there forever. 

 

 

 

They didn't lie about it. There are only two effect changes for the alteration. It "lays mines" and the "Maximum damage -25%". It clearly stats both of them there. I'll agree that I hate that they removed the writing for the effects it does like when the turrets used to have 2 alterations but I guess they have to make money off of the people who care less about the mechanics they're changing. As long as it sounds cool I guess. 

 

 

 

I wouldn't consider all of the alterations upgrades. Some seem like decent trade-offs like:

 

Firebird: High-Pressure Pump

 

Freeze: High-Pressure Pump and Corrosive Mix

 

Isida: Broadband Emitters (certainly better than saying Broadband Radiators)

 

Hammer: Slugger and High-Capacity Drum (certainly better than saying High-Capacity Ammo Clip)

 

Ricochet: Destabilised Plasma

 

Smoky: Assault Rounds 

 

Striker: Launcher "Hunter" and "Cyclone" actually, cyclone is can also be pretty OP.

 

Thunder: Small Calibre Charging Machine (can't remember what it was previously called but I'm pretty sure it sounded better than that) it used to be called the lightweight ordinance autoloader.

 

Railgun: Reinforced Aiming Transmission and Large Calibre Rounds actually, LCR is pretty OP.

 

Magnum: Reinforced Gun Carriage (Honestly, I've encountered many players who know how to use this effectively and it amazes me. They mastered the decreased projectile gravitation and get direct hits on their enemies most of the time.) Like a railgun, shaft, and thunder, projectile version.

 

Shaft: Short-Band Emitters and Rapid-Fire Mode both are actually pretty OP.

 

 

Now, these are the ones that are upgrades or the pros generally outweigh the cons.

 

Firebird: Compact Tanks: Seriously, why should someone eventually die from being touched by it for 0.5 seconds?) It's absolutely ridiculous.

 

Hammer: Dragon's Breath: A little bit of increased pellet spread doesn't make up for the potential 600 damage you'll be doing after)

             

                Duplet: No one needs an explanation as to why this is an upgrade)

 

                Adaptive Reload: Being able to get back 2/3s of your ammo after a kill for only a 20% clip reload increase seems lenient)

 

Twins: All of them.

 

Ricochet: Minus-Field Stabilisation: Apart from having a cool name, this increases Ricochet's effectiveness too much and the con is not easily noticeable.

 

Smoky: All of the new ones except Supercumulative Rounds (No one needs an explanation why.)

 

Striker:  Launcher "Uranium": Heh, this seems Overpowered yet balanced at the same time. Striker has a hard time dealing with Protection Modules and this seems like the best way to counter it. 

 

Thunder: Sledgehammer Rounds: Seriously, this is the only way to play Thunder effectively in the high ranks. The downside isn't even that noticeable. Incorrect.

 

Railgun: Heh, all of its new alterations, except Electromagnetic Accelerator "Scout", are basically upgrades and there's no denying it. Honestly, I hate that they made those alterations but I can see why since Railgun also struggles against protection modules and it doesn't help that they are almost unnecessarily abundant. Actually EAS is also ridiculously OP, it can shoot almost like a standard smoky.

 

Magnum: Mortar: yeah, being able to do a lot of damage while placing mines that almost all of the players don't have protection against seems rather powerful. The bright side is, the person has to actually miss and thanks to the splash damage update, the damage taken by the shot is reduced.  You forgot the automated gunpowder loading mechanism.

 

You also for got about the incendiary band alt for Vulcan, and it is OP.

 

So yeah, not all of them are upgrades but a good chunk of them are.

 

Speaking of which...

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There is a BIG con to it. You fire less faster, meaning that you can't fight firebirds, isidas, freezes, and other short range turrets. Also it's the only way to fight smokies and thunders effectively.

 

You might not notice it when one kills you, but the firing speed is way slower than stock rico.

And it is no longer "long-range".  Used to be able to damage targets on other side of Serpuhov.  Now the balls just fade away at that range.

I bought the MFS to turn the turret into long-range weapon and it no longer does that.

 

Ironically, my smoky - which was not great at long range - now performs that duty with auto-cannon equipped...

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They didn't lie about it. There are only two effect changes for the alteration. It "lays mines" and the "Maximum damage -25%". It clearly stats both of them there. I'll agree that I hate that they removed the writing for the effects it does like when the turrets used to have 2 alterations but I guess they have to make money off of the people who care less about the mechanics they're changing. As long as it sounds cool I guess.

They did lie, it's holding back information that they obviously want you to discover after you bought the alteration.

 

I wouldn't consider all of the alterations upgrades. 

Some of them are indeed nice and balanced; just like an alteration should be. But some of them are useless aswell.  The prices are all over the place. If alterations would really result in around the same DPS / game balance - there would be no price difference at all.

 

We're seeing Hammers with the duplet alt because it's overpowered. That's not an alteration, that's an upgrade.

It is infact a temporary upgrade that they will nerf whenever they feel like enough people completed the 'duplet dream' or whatever that may be. 

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I wouldn't consider all of the alterations upgrades. Some seem like decent trade-offs like:

 

Firebird: High-Pressure Pump

 

Freeze: High-Pressure Pump and Corrosive Mix

 

Isida: Broadband Emitters (certainly better than saying Broadband Radiators)

 

Hammer: Slugger and High-Capacity Drum (certainly better than saying High-Capacity Ammo Clip)

 

Smoky: Assault Rounds

 

Striker: Launcher "Hunter" and "Cyclone"

 

Thunder: Small Calibre Charging Machine (can't remember what it was previously called but I'm pretty sure it sounded better than that)

 

Railgun: Reinforced Aiming Transmission and Large Calibre Rounds

 

Shaft: Short-Band Emitters and Rapid-Fire Mode

 

 

Now, these are the ones that are upgrades or the pros generally outweigh the cons.

 

Firebird: Compact Tanks: Seriously, why should someone eventually die from being touched by it for 0.5 seconds?)

 

Hammer: Dragon's Breath: A little bit of increased pellet spread doesn't make up for the potential 600 damage you'll be doing after)

 

Duplet: No one needs an explanation as to why this is an upgrade)

 

 

 

Striker: Launcher "Uranium": Heh, this seems Overpowered yet balanced at the same time. Striker has a hard time dealing with Protection Modules and this seems like the best way to counter it.

 

Thunder: Sledgehammer Rounds: Seriously, this is the only way to play Thunder effectively in the high ranks. The downside isn't even that noticeable.

 

Railgun: Heh, all of its new alterations, except Electromagnetic Accelerator "Scout", are basically upgrades and there's no denying it. Honestly, I hate that they made those alterations but I can see why since Railgun also struggles against protection modules and it doesn't help that they are almost unnecessarily abundant.

BOOOOOI!!!!! Cyclone with Uranium combined is literally OP. One salvo, you can deal at least 10k damage per salvo. Even M4 Titan that's using M4 Orka will not stand a chance! With DP, one salvo M4 Juggernaut...

 

Everything else... still OP.

Edited by FrozenRailgun

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The firing speed is still fast enough and most of the Ricochets I encounter have this alteration. The range is double AND the projectile speed is doubled. This, just like Plasma Core Accelerators for Twins, is a great bargain. Since it first came out, I knew that 25% increase in reload time wasn't gonna be much of a downside. 

 

Edit: What do you mean you can't fight Firebirds, Isidas and Freezes? The range is double AND the projectile speed is doubled. You can kill them from far before they even reach you! Also, Ricochet's impact force is powerful so if they're using a light hull, they'll have trouble trying to even catch up with the Ricochet. 

 

Magnum usually dies to these Ricochets.

Not if they ambush you and they have viking... which happens pretty often. 

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BOOOOOI!!!!! Cyclone with Uranium combined is literally OP. One salvo, you can deal at least 10k damage per salvo. Even M4 Titan that's using M4 Orka will not stand a chance! With DP, one salvo M4 Juggernaut...

 

Everything else... still OP.

Well...you can't combine them. And if you're talking about Cyclone alone, do you think that all enemies would stop in their tracks to let you lock onto them? No. Many times, I've had my reticle disappear right before the end because they got behind cover. Not everyone is out in the open you know. Even if you complete the reticle, it is not like Thunder where the shot would instantly impact them. No - it has to travel a distance before it gets to its target. That also gives the enemy more time to retreat between cover. The time for that is not much but it saves your life. This also conveys that it is relatively more necessary to never take your laser off of a horizontally parallel fast hull or a perpendicular-to-your-verticle-stance fast hull as you will lose precious time in your reticle to take out the target before they reach to cover and that isn't good since you have to lock on for more than 4 seconds. 

 

And really? Combining that with Uranium would only make sense in Juggernaut. The missiles would be so slow that anyone could get to cover before they reach. Having 8 Uranium missiles in a salvo is complete overkill by 2x in most cases. 4 is enough. Why would you use 8 slow moving missiles when you can use 8 fast moving missiles. The enemy knows they're being locked onto; they would look for cover immediately. If an experienced player realises that the laser is on them for longer than expected, then an experienced player would realise that the Striker has Cyclone (and in this case, mixed with uranium) and would even more hastily get out of there because Cyclone is basically a confirmed kill if you don't have protection. 

 

That's what I think Cyclone's purpose is for. If your target is out in the open, you'll get a confirmed kill but you'll have to wait longer to lock on compared to unaltered Striker.  

Sometimes, it would take a salvo and 2 missiles to kill the Juggernaut. It's not always a confirmed kill when they can use their overdrive at any time and they may have many upgrades on their hull to boost their HP.  

 

I didn't want to post that long reply about alterations earlier because I had a feeling it would make people go off-topic. I just used that to show how some alterations, compared to others, are upgrades to further make my point on my earlier post talking to @splitterpoint

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Well...you can't combine them. And if you're talking about Cyclone alone, do you think that all enemies would stop in their tracks to let you lock onto them? No. Many times, I've had my reticle disappear right before the end because they got behind cover. Not everyone is out in the open you know. Even if you complete the reticle, it is not like Thunder where the shot would instantly impact them. This also conveys that it is relatively more necessary to never take your laser off of a horizontally parallel fast hull or a perpendicular-to-your-verticle-stance fast hull as you will lose precious time in your reticle to take out the target before they reach to cover and that isn't good since you have to lock on for more than 4 seconds.

 

And really? Combining that with Uranium would only make sense in Juggernaut. The missiles would be so slow that anyone could get to cover before they reach. Having 8 Uranium missiles in a salvo is complete overkill by 2x in most cases. 4 is enough. Why would you use 8 slow moving missiles when you can use 8 fast moving missiles. The enemy knows they're being locked onto; they would look for cover immediately. If an experienced player realises that the laser is on them for longer than expected, then an experienced player would realise that the Striker has Cyclone (and in this case, mixed with Uranium) and would even more hastily get out of there because Cyclone is basically a confirmed kill if you don't have protection.

 

That's what I think Cyclone's purpose is for. If your target is out in the open, you'll get a confirmed kill but you'll have to wait longer to lock on compared to unaltered Striker. And Uranium Striker.

 

Of course no. No enemy tanks would be stupid to sit in one spot and get barraged. But I'm saying that it's better to chase-and-lock than sit in one spot and do the job. The part when I commented "Cyclone with Uranium" is just what-if.

 

When I use my M1 Striker with Cyclone, like you said... it takes longer time to lock... But it's better to have 40% longer time instead of 100% longer aiming time. If we do.... Cyclone would be absolutely obsolete.

 

You did claim about Cyclone with Uranium would render Striker useless b/c it gives enemy tanks more time duck for cover. That is correct and I agreed what you claimed. Although I'd like to repeat, if all that 8 Uranium rockets DID hit his/her tank..... even the strongest tank that I mentioned above will not stand a chance except the Juggernaut.

 

Basically to have all that missiles direct hit... you need to again, chase and lock. The extreme damage per salvo makes up for it.

 

And M4 Striker with Cyclone takes 3.92 seconds locking time.

Edited by FrozenRailgun

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Was just in battle and in the other team there was this Magnum with no deaths 7 - 0 perfectly aiming all shots and hiding in a part of the map where no one could touch him

 

download-12.png

 

The guy is BMW.G.POWER, the only two deaths he got was from me facing him head on since he was hidden from any shots from his position on the map

 

Went to his profile and he has a 3.14 DL at Legend 2, guess it shows the potential of Magnum

 

https://ratings.tankionline.com/en/user/BMW.G.POWER

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Very interesting turret and my favourite on such maps as FortKnox or Rio. Takes time to learn but when you do its awesome. Amazing damage and splash damage radius. Its just that the damage distribution is kinda too wide and sometimes you dont 1shot the targets you were supposed to but it doesnt matter too much since you are mostly camping anyways.

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Very interesting turret and my favourite on such maps as FortKnox or Rio. Takes time to learn but when you do its awesome. Amazing damage and splash damage radius. Its just that the damage distribution is kinda too wide and sometimes you dont 1shot the targets you were supposed to but it doesnt matter too much since you are mostly camping anyways.

Do you have the automated gunpowder loading mechanism alt? If not then I recommend you getting it, it's only 20k.

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Do you have the automated gunpowder loading mechanism alt? If not then I recommend you getting it, it's only 20k.

Just got it, gonna test it out tomorrow.

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You'll notice that the charging rate will be much faster, making it more effective at long range than standard magnum.

I mean Im fine with the stock magnum its just that it takes a little too long to charge when you need more power.

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You'll notice that the charging rate will be much faster, making it more effective at long range than standard magnum.

I use it at short range - medium range with low powered shots 

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Im not sure if most people have figured it out, but here is a tip for new magnum users. When you shoot dont look at the numbers just shoot purely out of the feel. At least that works for me . You may only learn exact angles and power levels on very crucial spots but there are still just too many of them.

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I use it at short range - medium range with low powered shots 

I use it at short-mid range with high-powered shots. 

 

Back when I first started using it, I would keep the angle at 4 degrees with 100% velocity and I would be able to effectively hit anyone who was at short-mid range depending on how hard I rock my hull. 

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