Jump to content
EN
Play

Forum

Let's Discuss Magnum!


 Share

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


Recommended Posts

When you managed to dominate battle with Hornet-Magnum....

 

https://ru.tankiforum.com/topic/4471/?do=findComment&comment=743380

I can do that fairly easily if the enemies don't have protection against me. Another factor is my damage. My Magnum's average damage is 1,599 yet I hit below 1,500 (enough to kill an unprotected M4 medium hull) many times. Oh how frustrating it is to see the number 2,997 appear on an enemy Viking and then he uses a repair kit and runs away. I blame Drones because I usually don't use a Drone when playing with magnum and Hornet. The Drone I'd play with would be the Engineer Drone so I can support my teammates if I decided to lone wolf it. 

 

___________________________________________________________________________________________________________________

 

The buff to Mortar is too much in my opinion. A 15% decrease in damage makes Mortar the better option for lobbing shots into bases than Stock Magnum. You're hitting them with splash damage and that 15% reduction is going to deduct much damage away from a few hundred damage. And then you have a mine that deals more damage to an unprotected tank than the Magnum itself. All over, I'm seeing Mortar Magnums and I'm barely seeing Stock Magnums. 

  • Like 4

Share this post


Link to post
Share on other sites

When you managed to dominate battle with Hornet-Magnum....

 

https://ru.tankiforum.com/topic/4471/?do=findComment&comment=743380

Why wouldn't it?  In team battle you don't even need to leave the comfort of your base.  One of the balancing factors with Hornet was that it has low health - balancing the OP attack nature when combined with DD.  But as a camping magnum that low health rarely comes into play.

 

 

 

I can do that fairly easily if the enemies don't have protection against me. Another factor is my damage. My Magnum's average damage is 1,599 yet I hit below 1,500 (enough to kill an unprotected M4 medium hull) many times. Oh how frustrating it is to see the number 2,997 appear on an enemy Viking and then he uses a repair kit and runs away. I blame Drones because I usually don't use a Drone when playing with magnum and Hornet. The Drone I'd play with would be the Engineer Drone so I can support my teammates if I decided to lone wolf it. 

 

 

___________________________________________________________________________________________________________________

 

The buff to Mortar is too much in my opinion. A 15% decrease in damage makes Mortar the better option for lobbing shots into bases than Stock Magnum. You're hitting them with splash damage and that 15% reduction is going to deduct much damage away from a few hundred damage. And then you have a mine that deals more damage to an unprotected tank than the Magnum itself. All over, I'm seeing Mortar Magnums and I'm barely seeing Stock Magnums. 

I have always thought the mortar alt was OP.  Hit and do decent damage.  Miss and do some damage, then even more damage when they drive over one of the 3 mines you can lay before they disappear.

 

Having that alt in No-Supply battles is even more ridiculous.

  • Like 1

Share this post


Link to post
Share on other sites

Why wouldn't it?  In team battle you don't even need to leave the comfort of your base.  One of the balancing factors with Hornet was that it has low health - balancing the OP attack nature when combined with DD.  But as a camping magnum that low health rarely comes into play.

 

I have always thought the mortar alt was OP.  Hit and do decent damage.  Miss and do some damage, then even more damage when they drive over one of the 3 mines you can lay before they disappear.

 

Having that alt in No-Supply battles is even more ridiculous.

I decided on 3 separate occasions recently to use Mortar. Man, I almost forgot how to aim properly with that thing. I was missing most of my shots (dealt no splash damage) from far and I only have 2 Mine kills to date since the buff. I think I'll stay as a Reinforced Gun Carriage Magnum. 

 

I seem to have lost my touch with aiming from afar with Vertical Magnums and others seemed to have mastered it. The Mortar magnums are straight. I'm seeing them get kills from one vantage point all game and their splash damage is still high. Good for them for memorising the different angles and velocities for different vantage points in different maps. I'll stick to my Horizontal Magnum.

 

I found Mortar to not be as great as Stock Magnum in MM. But that's in terms of attacking, if you're defending, you can be like this guy Boogwee.

 Get-your-team-someone-like-that-Mortar-M

 

 

He stayed in his base and mine the place a well as lob a few shots here and there into our base.  I tried a few times to get in there and retrieve my team's flag be there were so many mines planted around that I kept dying every time I got close. And as you can see, he came almost last. He may have came last but he was a significant help for his team because no one of us could have gotten in. This is just like Shock Freeze. You're sacrificing score for the safety of your team's victory but no one wants low score when high score is what matters the most in battles. Y'gotta get those stars after all. 

 

I silently commended his effort until I saw this in a battle right after that:

 

 I-take-it-back.png

 

  • Like 2

Share this post


Link to post
Share on other sites

 

 

I decided on 3 separate occasions recently to use Mortar. Man, I almost forgot how to aim properly with that thing. I was missing most of my shots (dealt no splash damage) from far and I only have 2 Mine kills to date since the buff. I think I'll stay as a Reinforced Gun Carriage Magnum. 

 

I seem to have lost my touch with aiming from afar with Vertical Magnums and others seemed to have mastered it. The Mortar magnums are straight. I'm seeing them get kills from one vantage point all game and their splash damage is still high. Good for them for memorising the different angles and velocities for different vantage points in different maps. I'll stick to my Horizontal Magnum.

 

I found Mortar to not be as great as Stock Magnum in MM. But that's in terms of attacking, if you're defending, you can be like this guy Boogwee.

 Get-your-team-someone-like-that-Mortar-M

 

 

He stayed in his base and mine the place a well as lob a few shots here and there into our base.  I tried a few times to get in there and retrieve my team's flag be there were so many mines planted around that I kept dying every time I got close. And as you can see, he came almost last. He may have came last but he was a significant help for his team because no one of us could have gotten in. This is just like Shock Freeze. You're sacrificing score for the safety of your team's victory but no one wants low score when high score is what matters the most in battles. Y'gotta get those stars after all. 

 

I silently commended his effort until I saw this in a battle right after that:

 

 I-take-it-back.png

 

 

 

Flexing your scores, eh? ;)

Share this post


Link to post
Share on other sites

A Quadruple kill to seal the deal.

 

 

 

It's too bad that I can't catch any golds on this account. At least I can kill them when they use speed boost instead of double armour when they spawn and kill them when they're piled up. Quadriple-kill-to-take-the-victory.png

  • Like 1

Share this post


Link to post
Share on other sites

Why do players keep falling for the same "turret of the month" thing. Basically, devs decide to super buff a turret then watch everyone buy it or its module. Soon after, they would nerf it to the ground and then repeat the process with a different turret, over and over again.

 

This is what's happening with Magnum now, everyone is flocking for that mortar alt. , but they surely won't be when its nerfed.

 

 

"Turret of the month" phrase isn't originally from me, I forgot who said it, but I genuinely believe it's true and should be acknowledged by others.

 

  • Like 2

Share this post


Link to post
Share on other sites

 

People flock to what is powerful. In the frustration of what is MM battles and alteration balance, they'd do what they can to achieve top spots to get stars. Like when the new batch of alterations came out, Round Destabilisation was everywhere because of its seemingly negatively skewed damage distribution. It one-shotted medium hulls with ease. It even one-shotted heavy hulls many times. I saw my teammates with Railgun protection (I didn't have it) and they still got one-shotted. You want to be efficient and earn stars to get prizes, you use things that are powerful and not something you're comfortable with. 

 

 

Oh and I'm not one of the bandwagonists. I've been playing Magnum (alongside Isida) since as far back as Lieutenant General. They were the 3rd and 2nd M2 10/10 turret I had respectively. I'm seeing many more Magnums and it's 100% expected. Make it more rewarding and you'll play it. If they made an unappealing turret such as Vulcan do 20% more damage on all modifications in the next balance change, I would expect a sharp increase in the usage of Vulcan. 

 

This is more of a personal problem but I hate seeing those videos that say "Best Combo for 6 Stars" or  "Best Thunder Alteration" (we all know what "best" means) or "Worst Freeze Alteration" and "Top 5 Best Alterations in Tanki". They make it seem as if they're cheats and little "one-night stands" before the devs nerf it and it's just sickening. But if they have to get views well then they have to get views. 

 

It hit me kind of hard back when they buffed the scoring on Isida. Those with Support Nanobots before the buff would have liked the buff now then that they would ahve been able to actually top the scoreboard but then the Youtubers quickly made it into just "a turret to get 6 stars with"; "a turret to get the most score with the least effort". It was a bit insulting but I couldn't have expected anything else. And that's the reality. As long as you give them the ability to have power, they'll take it and they'll drain it of every drop of essence. 

 

I have a hunch that they're buffing all of the turrets (except Striker for some reason) so that the protection modules against it would rise and no turret will have little protection modules against it like Shaft, Vulcan and Striker used to. And then they'll introduce Gauss and the chaos of being unprotected will start. 

  • Like 2

Share this post


Link to post
Share on other sites

A Quadruple kill to seal the deal.

 

 

 

It's too bad that I can't catch any golds on this account. At least I can kill them when they use speed boost instead of double armour when they spawn and kill them when they're piled up. Quadriple-kill-to-take-the-victory.png

Plus Shinkai Radar.... One shot those dudes if they are wearing Double Armor.

 

People flock to what is powerful. In the frustration of what is MM battles and alteration balance, they'd do what they can to achieve top spots to get stars. Like when the new batch of alterations came out, Round Destabilisation was everywhere because of its seemingly negatively skewed damage distribution. It one-shotted medium hulls with ease. It even one-shotted heavy hulls many times. I saw my teammates with Railgun protection (I didn't have it) and they still got one-shotted. You want to be efficient and earn stars to get prizes, you use things that are powerful and not something you're comfortable with. 

 

This is more of a personal problem but I hate seeing those videos that say "Best Combo for 6 Stars" or  "Best Thunder Alteration" (we all know what "best" means) or "Worst Freeze Alteration" and "Top 5 Best Alterations in Tanki". They make it seem as if they're cheats and little "one-night stands" before the devs nerf it and it's just sickening. But if they have to get views well then they have to get views. 

 

I have a hunch that they're buffing all of the turrets (except Striker for some reason) so that the protection modules against it would rise and no turret will have little protection modules against it like Shaft, Vulcan and Striker used to. And then they'll introduce Gauss and the chaos of being unprotected will start. 

Yes, those tankers flocks on something powerful does want to fulfill their own desire to dominate battles. Thing is, I get less than 300 damage with Destabilized Shell. Not like I get OP damage all the time.

 

Those videos I saw like you said, are biased. Usually only focus on good or bad characteristic on one particular alternation.

 

Wait.... that's no good. Still, I only face couple Eagles in Juggernaut/DM myself.

  • Like 1

Share this post


Link to post
Share on other sites

Yes, those tankers flocks on something powerful does want to fulfill their own desire to dominate battles. Thing is, I get less than 300 damage with Destabilized Shell. Not like I get OP damage all the time.

Once I played with a friend (opposite team) in Monte Carlo - they were getting below 200 hundred almost every time with that alt, they got 1 hp twice in one 45 minute battle ;) I had a fun time absorbing fire with my Wasp as they helplessly kept shooting. We were both laughing about it.

  • Like 1

Share this post


Link to post
Share on other sites

 

Fully agree with you, even though I believe this defeats the purpose of players being able to choose their own styles of playing and doing well based solely on their skill and persistence, not just getting lucky that their turret received a good buff or a crazy alteration.

 

I also don't understand the "best" alterations thing, as if they're treating them like they really are upgrades, and comparing which one is better, that's just wrong. They should be better only for different situations, not all the time.

 

Don't worry, I wasn't accusing anyone of jumping on the bandwagon, it's just that players should be a little more aware of what's going on with this, since it's(buffing+nerfing craze) been happening for a long time now.

  • Like 3

Share this post


Link to post
Share on other sites

I also don't understand the "best" alterations thing, as if they're treating them like they really are upgrades, and comparing which one is better, that's just wrong. They should be better only for different situations, not all the time.

they are sadly upgrades, tanki devs have forsaken stoke turrets.

Edited by Genuine_Noob
  • Like 1

Share this post


Link to post
Share on other sites

I have the M1 - I think the short range damage power of this weapon is far too low.  I'm a realist and I'm thinking that any explosive projectile that would do major damage far away would also have lots of damage close up.  I realize that the weapon is intended to have the advantage from long distances and higher altitudes.  It's just that the damage range needs some adjustments.  (770-1563)  Having another player sit there and hit you repeatedly for too many seconds while you're completely helpless is frustrating because this game is really "up close and personal" most of the time. You spawn right up in front of the enemy and that wouldn't happen in realistic combat scenerios... You would roll up from heavily defended or hidden positions.  When my projectile explodes nearby or directly onto another tank that is short and low trajectory away, I'm seeing ridiculously a low 330-550 damage sometimes.  Short range damage should be higher given the fact that it takes so many seconds to reload this weapon.  That should be enough "disadvantage" alone.  I see this weapon system as being "doubly disadvantaged" given the reload time + short range low damage.  If Tanki doesn't want to change this turret, then I have a rational alternative suggestion.  This weapon system deserves a "helper" system that would give it a little more protection at close range.  Dual weapons systems are probably eventually coming to this game.  M1 should be the first to get that kinda upgrade.  Either that or a special anti weapons system to help it combat close range attacks.  An artillery unit like this would normally be far behind the front lines as you may know.

Edited by bubbleblaster

Share this post


Link to post
Share on other sites

 

If you charge up a 100% shot on the enemy at close range (While he's approaching), you will have the fastest reload time (The one that's actually written in the turret info), which will allow you to launch a quick 0%-5% shot to finish the enemy off.

 

If you use low charge shots at close range, you will face an insanely long reload time (Nearly 4x slower) so you will be a sitting duck, that's why I like the automated gunpowder loading mechanism alteration, as you can charge much faster, which also positively impacts your reload (Even though your base reload becomes slower).

  • Like 1

Share this post


Link to post
Share on other sites

 as you can charge much faster, which also positively impacts your reload (Even though your base reload becomes slower). 

I've been pondering on this for days now. I'm wondering if the charging increase and the reload time increase compared to Stock Magnum when shooting at different velocities is linear. 

 

Because with Stock M4 magnum, you'd take 5 seconds at least to shoot two shots. With AGLM Magnum, that time is reduced to 4.4 seconds. I'm wondering if AGLM Magnum keeps this advantage over Stock Magnum no matter the velocity between 0 and 100. 

Share this post


Link to post
Share on other sites

I've been pondering on this for days now. I'm wondering if the charging increase and the reload time increase compared to Stock Magnum when shooting at different velocities is linear. 

 

Because with Stock M4 magnum, you'd take 5 seconds at least to shoot two shots. With AGLM Magnum, that time is reduced to 4.4 seconds. I'm wondering if AGLM Magnum keeps this advantage over Stock Magnum no matter the velocity between 0 and 100.

Would require 2 people with identical magnums to test, probably.

Share this post


Link to post
Share on other sites

Man, it really sucks to blast an unprotected hull in its face and see this:

 

Survived.png

 

This happens so often, I'm wondering if there is code in place to make me not able to one-shot people at times. 

  • Like 2

Share this post


Link to post
Share on other sites

Man, it really sucks to blast an unprotected hull in its face and see this:

 

Survived.png

 

This happens so often, I'm wondering if there is code in place to make me not able to one-shot people at times. 

Wow.... M4 Griffin

  • Like 1

Share this post


Link to post
Share on other sites

They're way too common for my liking. 

 

 

 

Magnum-Protections-4.png

 

Magnum-Protections-5.png

 

Magnum-Protections-6-Hornet-Overdrive.pn

 

That's an army of M3/M4 Griffin module!

 

In the second picture, one of the dude wearing M4 Griffin is Magnum him/herself. That's forgiving.

 

Seems like Griffin module become the Top 3 common module nowadays....

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...