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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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Well he's succeeded, hasn't he? Let's get back on topic; What do you think they could do to salvage this turret without turning into a Baby Face's Blaster?

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Well he's succeeded, hasn't he? Let's get back on topic; What do you think they could do to salvage this turret without turning into a Baby Face's Blaster?

If there is to be a weapon with indirect fire this allowing it to shoot from behind walls then the only way to balance it is to make it the weakest offensive hull on the 13 available.  This is the bottom line. If you have minimal or no risk to take a shot then your shooting must be weak.

 

Right now it is a shoot-from-safety-giant-damage-giant-splash-giant-range design failure. Golly who could have foreseen allowing the most powerful weapon  shoot from behind walls would lead to problems? [eye roll]

 

Just how it is weak is the key.  Low damage? Minimal splash? Very short range?  How is where the rubber meets the road. But it is hardly worth our time to attempt to re-design it. That is not our job and the odds are microscopic any idea posted here would be coded.

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I think it could do without the entire angle category and be sort of like an actual cannon or the Demoman's sticky bomb launcher where it still relies on prediction and timing, but it's balanced out by being unable to rotate or defend itself. If it didn't follow a trajectory, it wouldn't be able to hit you from anywhere you couldn't hit it.

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I think it could do without the entire angle category and be sort of like an actual cannon or the Demoman's sticky bomb launcher where it still relies on prediction and timing, but it's balanced out by being unable to rotate or defend itself. If it didn't follow a trajectory, it wouldn't be able to hit you from anywhere you couldn't hit it.

A sticky-bomb launcher would be a hoot.

 

Trying to recall which legacy first-person shooter had that... Unreal Tournament?  Duke-Nukem?

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A sticky-bomb launcher would be a hoot.

 

Trying to recall which legacy first-person shooter had that... Unreal Tournament?  Duke-Nukem?

The only one I know is Pyro Farttaunt 2. But nobody plays Demoman in the wake of the recent update.

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I've been in some battles now since Magnum was introduced and I can safely say it's the only turret that can effectively shoot behind walls safely while 1-shotting multiple tanks at a time. I and my teammates in one battle were charging to take the flag (I had the lightest hull of them, an upgraded Wasp M2 and all 3 of us were on full health). The shot from the Magnum missed us, but because of the splash damage half our team was killed in a single shot (most shocking of all was that the Viking M3 was 1-shotted too). I am afraid this new weapon has made all light hulls obsolete now, especially since the light hulls were substantially nerfed on speed with still ultra-low health. This Magnum essentially changes the play of the game. It became so dangerous once players got used to using it that in recent battles the players often target the Magnum first before capturing the flag (because otherwise there is no hope for a victory). I myself cannot dodge the weapon with my Wasp's slow speed and the weapon is powerful enough to 1-shot me just by using splash damage (it doesn't even have to hit me directly).

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You are right George. Magnum is a bad joke and we are the butt of it. I say we are the butt of it because nothing is being done to correct this God-awful design mistake.

i often make new accounts and buy m0 magnum and search for cologne or highland maps.

cologne is especially fun.

there are 2 DD spots in the top floor, and add it to the frequent overdrives, enemies are just spawn killed by the double damage bombs.

The splash is very useful too. Easy 50 to 60 kills every game.

 

Its double fun when you have a teammate magnum alongside you up in the castle. we share overdrives with each other throughout the match.

added to the double damage ,theres also now mines everywhere on top.

 

sometimes i end up playing for an hour on the same map, if the friendly magnum stays too.

 

dont just be on the suffering end always, enjoy it also  :)

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i often make new accounts and buy m0 magnum and search for cologne or highland maps.

cologne is especially fun.

there are 2 DD spots in the top floor, and add it to the frequent overdrives, enemies are just spawn killed by the double damage bombs.

The splash is very useful too. Easy 50 to 60 kills every game.

 

Its double fun when you have a teammate magnum alongside you up in the castle. we share overdrives with each other throughout the match.

added to the double damage ,theres also now mines everywhere on top.

 

sometimes i end up playing for an hour on the same map, if the friendly magnum stays too.

 

dont just be on the suffering end always, enjoy it also  :)

 

 

 

 

Perhaps I was on that receiving end. I played a game just like this last night. usually when I see this I leave the game.  But at that point I needd that game for a mission. So I set about killing those magnums.  THAT is satisfying.

 

In fact when I see Magnums in a game I will selectively target them just because they are Magnums.  

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In my opinion, Magnum (even better, all) tanks shouldn't be able to modify their 3rd person view angle... Being able to see enemies behind otherwise safe covers makes things far too easy for them. Yes, they should be able to attack behind covers, but only because they know someone is there, not because they see someone there.

 

For instance, I'm behinds cover and stealthily moving behind walls. Yet I see the Magnum tank's turret turning towards me. How do they know I'm here? Simple, they tweak their view and know exactly where to shoot. Unless it was meant to be used like that with the 3rd person view and all, I find this a tad unfair in my opinion.

 

What do you guys think?

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In my opinion, Magnum (even better, all) tanks shouldn't be able to modify their 3rd person view angle... Being able to see enemies behind otherwise safe covers makes things far too easy for them. Yes, they should be able to attack behind covers, but only because they know someone is there, not because they see someone there.

 

For instance, I'm behinds cover and stealthily moving behind walls. Yet I see the Magnum tank's turret turning towards me. How do they know I'm here? Simple, they tweak their view and know exactly where to shoot. Unless it was meant to be used like that with the 3rd person view and all, I find this a tad unfair in my opinion.

 

What do you guys think?

You have just pointed out another reason why Magnum is the easiest most OP turret of them all.  I say keep the camera adjustments and remove Magnum from the game.  (I know that wil not happen.)

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You have just pointed out another reason why Magnum is the easiest most OP turret of them all.  I say keep the camera adjustments and remove Magnum from the game.  (I know that wil not happen.)

Personally, I think the Magnum is alright. But the camera adjustment? This just enable any tanks to see behind covers to know if there's someone hiding. What are covers for?

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Personally, I think the Magnum is alright. But the camera adjustment? This just enable any tanks to see behind covers to know if there's someone hiding. What are covers for?

Exactly. Developers believe that the fixed turret position outweighs the ability to hit freaking everything but Magnum use the cam. height adjustment all the time. Lol you can even see in ALL directions while holding the right mouse button when you're on mouse controls. The same way that makes Shaft so useful.

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I have been playing with a M1 Magnum alt for quite a while now, and I agree that it needs some nerf BUT, devs need to be careful to not make it underpowered like they did with several weapons in the past.

They should make tiny steps, such as either increase the reloading time or decrease splash range, do not change both at first.

Also I'm a big fan of the idea to change its damage mechanism, make the damage vary based on the Projectile's traveled distance, the bigger the distance, the more damage it does and vice-versa. This should discourage players suicide bombing with Magnum and play the big range game like its supposed to be.

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Also I'm a big fan of the idea to change its damage mechanism, make the damage vary based on the Projectile's traveled distance, the bigger the distance, the more damage it does and vice-versa. This should discourage players suicide bombing with Magnum and play the big range game like its supposed to be.

I like that! Might stop them from using the damn thing as a melee weapon.

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Exactly. Developers believe that the fixed turret position outweighs the ability to hit freaking everything but Magnum use the cam. height adjustment all the time. Lol you can even see in ALL directions while holding the right mouse button when you're on mouse controls. The same way that makes Shaft so useful.

Is the mouse control thing not conflicting with the control of Magnum? I have heard of something that Magnum can't be used with mouse. I never got along with mouse controls...

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I have managed to finish first in a Halloween DM battle today only by using Magnum. Since most of the players were lazy, most of them left the battle and I managed to earn over 400 crystals.

 

Halloween_DM.jpg

 

You can see how brave I was, and I did not even know that I was in first place until I finished the round.

Edited by RIDDLER_8

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I just came from a nondrug non-Overdrive Silence game. I was on blue and had Magnum and red gradually equipped 7 of their players with 35+ Magnum modules, 4 were Magnums themselves, Blue was just camping and so was red. I switched to Twins and nobody had Twins protections. I had an Isida behind me, but I couldn't do much either when I attacked. Games with too many Magnums on both sides and also equipped with modules are just boring. Magnums are too strong especially in the defense and close-range compared to others (despite lacking protection vs other turrets in cases like that) and yet the fund doesn't grow much because everybody has the same turret and protection against it.

It was so dull and dumb that it was kinda funny again  :P I left the battle of course...

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I just came from a nondrug non-Overdrive Silence game. I was on blue and had Magnum and red gradually equipped 7 of their players with 35+ Magnum modules, 4 were Magnums themselves, Blue was just camping and so was red. I switched to Twins and nobody had Twins protections. I had an Isida behind me, but I couldn't do much either when I attacked. Games with too many Magnums on both sides and also equipped with modules are just boring. Magnums are too strong especially in the defense and close-range compared to others (despite lacking protection vs other turrets in cases like that) and yet the fund doesn't grow much because everybody has the same turret and protection against it.

It was so dull and dumb that it was kinda funny again  :P I left the battle of course...

Sounds familiar.  You are half dead before you get to the tunnels or the ramps.  If no isida present you might as well sit there and wait for one - as you have NO CHANCE to grab a flag and escape when you start 50% down.

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