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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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Another good map for Magnum is Aleksandrowsk CP, just had one triple kill after the other  :P

Edited by Tani_S
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I'd say after a little time using it that it is extremely effective only on maps where there are a good amount of walls. The best part of magnum is that you can essentially drop "bombs" on enemies of different elevations with great success which no other turret can do. 

 

Magnum also needs lower reload time (maybe decrease to around 3-4 seconds which is around half of the current reload time) or higher splash damage because it's intended usage as a long-range supressor is undermined a lot. You have to get the perfect angle to even deal damage at enemies which are dots on your screen, let alone score a direct hit. Higher splash damage will certainly make the Magnum more "artillery"-like in terms of gameplay style, especially since the current version deals maybe 200 damage maximum at the edge of the blast radius on the M1 variant which should really be at least 500-600. Lower reload time would make less sense but it's certainly an alternitave to increasing blast radius.

 

Damage I feel should be more consistent. M1 version direct hits barely peak 1000 and only rarely do I see over 1300. It should have at least enough minimum damage to one-hit kill a light hull of equivelant modification level... maximum damage is rarely ever reached (if ever, I have never gotten over 1,500 damage dealt before) so there's no reason to change that. But the damage range needs to be decreased.

 

Overall however it's probably one of the most effective turrets to use on a laptop computer (where you don't have a standalone mouse) and extremely deadly on closer-ranged maps where you can easily judge shots (and score direct hits on groups of clustered enemies) but not deal self-damage. Extremely long-ranges best be left to shaft-railgun snipers, though the shoot-behind-wall function means you are free to take potshots at shaft snipers from behind cover. 

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Magnum feels weird. I really like it, but it almost seems too easy to use in some ways just because of how people can sit around in say, Noise, and bombard the entire base of the opposite team with essentially no consequence. I definitely am fond of the mechanics and think the developers did a great job making the weapon challenging to use.

 

However, I do personally echo the sentiments that many people have said about the indirect damage. I wish that Hammer didn't bounce, and that Ricochet's alteration didn't add splash damage. Twins was a good choice since it made it a much more challenging turret to use, and Striker is far more difficult to time than Railgun thanks to the travel time of the rockets and fine-tuned aiming as a necessity. 

 

Overall though I'm glad Magnum was added to TO!

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Magnum feels weird. I really like it, but it almost seems too easy to use in some ways just because of how people can sit around in say, Noise, and bombard the entire base of the opposite team with essentially no consequence. I definitely am fond of the mechanics and think the developers did a great job making the weapon challenging to use.

 

However, I do personally echo the sentiments that many people have said about the indirect damage. I wish that Hammer didn't bounce, and that Ricochet's alteration didn't add splash damage. Twins was a good choice since it made it a much more challenging turret to use, and Striker is far more difficult to time than Railgun thanks to the travel time of the rockets and fine-tuned aiming as a necessity. 

 

Overall though I'm glad Magnum was added to TO!

While I agree that Magnum is a risk-free turret you're trading off a lot of opportunity to get kills as say, for example, a drugging Smoky or Twins. And it's just not easy to use, I have no idea where that came from. You can't turn your turret. You have to calculate angle and power, where other turrets you just point-and-click. Sure you can stay in your base and take potshots but you have to be either EXTREMELY lucky or just stay there for much of the match just to figure out the perfect angle and perfect amount of power to bombard the enemy base with.

 

I'd have to say that TANKI has been making rather pointless updates needless to say. Ricochet splash damage is almost nothing and Twins splash is more of a balancing factor than it is as a gameplay-improving feature. Hammer shot bouncing- that's just a joke, it's only good for killing yourself in battle. 

 

Next thing we know TANKI's gonna be adding splash damage for smoky...

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Actually because viking is lower so its better for magnum as the tip will be not visible so much as if its used on higher tanks which might help in taking covers and etc..

 

Ok, but there are some maps with taller walls, and the higher you have to raise, the longer it will take to lower it.

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I was in Noise once and there was an annoying Magnum on the Red team camping up there and shooting down at us, and he kept killing us. 

 

This is one advantage, I guess. 

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Then they don't realize the potential of Magnum. I may not steal the flag, but I do know a bit of how much power to use with the (optimum) angle I use. When I hear my teammate has stolen the enemy flag, I either aim for the Shaft/Striker that has the best angle on him (usually the one that is aiming diagonally across the map, or I try to hit the spot behind my teammate carrying the flag to slow/stop pursuit. Defense is a bit tough, but at 10 degrees at 15% power, just drop on the flag. They should at least practice with "touch shots" aiming on those sneaking across the bridge or trench their side.

 

I found an optimum angle to use in Brest - I can hit the other side without exposing my turret. Works well for both sides, but better on blue because it provides full frontal coverage. I practice on a private map to see where the shots go at certain angles and power. In that sense, I can get to know what the turret does without the distraction of actual battle. Some may find it a waste of time and prefer "live" practice, but in private practice you can make mistakes that won't cost you.

How to enter private map?

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Magnum is a junk weapon that ihas has a negative impact on tanki as a fun game. Tehre's tank about how it tanks so much skill. That's nonsense. I plated with it to test it out. With its massive splash radius you just need to be clsoe.

 

Ahh it's not owrth it to go on. Iti shere, Tanki wil not remove it, so let's just watch Tanki spiral arounfd and anround as it swirls down the drain. RIP.

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it will be nerfed soon

Most likely yeah. New turrets always seem to get introduced overpowered and then they'll state something like: we had to adjust the parameters of x to suit the game balance. It's weird, almost intentional in a way to gain profit. The way I see Magnum now makes me definitely want to get it to M3 and microupgrade it. It's such an overpowered turret if you know it's mechanics and they are easier to learn than one might think.

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Most likely yeah. New turrets always seem to get introduced overpowered and then they'll state something like: we had to adjust the parameters of x to suit the game balance. It's weird, almost intentional in a way to gain profit. The way I see Magnum now makes me definitely want to get it to M3 and microupgrade it. It's such an overpowered turret if you know it's mechanics and they are easier to learn than one might think.

The trouble is Magnum can sit where no one can hit it. Then it fires constantly. Yes a slow rate of fire but one rarely unterupted by enemy fire and respawnings.So now one team has random acts of damage occurring in their area. They either live with this and Magnum ends the game with a k/d over 10. Or, they set up to kill Magnum. Now the team is out to kill Magnum instead of capping flags and CPS. This is so because Magnum can locate in poositions where theycan be defended like a flag. But unlike flags Magnums can hids in extremely defendable locations.

 

Bottome line is: thse maps were designed for line of sight combat not shells lobbed ovcer obstructions. So exploit locatoipns for Magnum are EVERYWHERE.

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The trouble is Magnum can sit where no one can hit it. Then it fires constantly. Yes a slow rate of fire but one rarely unterupted by enemy fire and respawnings.So now one team has random acts of damage occurring in their area. They either live with this and Magnum ends the game with a k/d over 10. Or, they set up to kill Magnum. Now the team is out to kill Magnum instead of capping flags and CPS. This is so because Magnum can locate in poositions where theycan be defended like a flag. But unlike flags Magnums can hids in extremely defendable locations.

 

Bottome line is: thse maps were designed for line of sight combat not shells lobbed ovcer obstructions. So exploit locatoipns for Magnum are EVERYWHERE.

They don't even hide anymore. Slap on a DA on a medium hull - they use it basically as a direct-fire weapon instead of artillery.

Seen them fire point-blank at Flag defenders, destroy two or three, survive the splash and make off with the flag while popping an RK.

 

It's so ridiculous it's funny.

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Bottome line is: thse maps were designed for line of sight combat not shells lobbed ovcer obstructions. So exploit locatoipns for Magnum are EVERYWHERE.

This. And this is why it is actually a better camping weapon.

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The trouble is Magnum can sit where no one can hit it. Then it fires constantly. Yes a slow rate of fire but one rarely unterupted by enemy fire and respawnings.So now one team has random acts of damage occurring in their area. They either live with this and Magnum ends the game with a k/d over 10. Or, they set up to kill Magnum. Now the team is out to kill Magnum instead of capping flags and CPS. This is so because Magnum can locate in poositions where theycan be defended like a flag. But unlike flags Magnums can hids in extremely defendable locations.

 

Bottome line is: thse maps were designed for line of sight combat not shells lobbed ovcer obstructions. So exploit locatoipns for Magnum are EVERYWHERE.

Well said, they added a totally new turret that doesn't fit the game. It's like importing an invasive exotic species into a well sustained biotope of native species. It happens in native forests aswell, a specie brought by humans from the other side of the world destroys everything that was originally there. Happens with plants, insects, fish and whatnot.

 

Magnum doesn't belong here. Every turret in the game fires straight with or without additional splash damage; not parabolic.

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Well said, they added a totally new turret that doesn't fit the game. It's like importing an invasive exotic species into a well sustained biotope of native species. It happens in native forests aswell, a specie brought by humans from the other side of the world destroys everything that was originally there. Happens with plants, insects, fish and whatnot.

 

Magnum doesn't belong here. Every turret in the game fires straight with or without additional splash damage; not parabolic.

Exactly, well said. All you need to do is hide behind a wall, figure out at which angle and projectile speed you are able to hit the enemy base, activate double damage and you're good to go. The whole gameplay became unbalanced - tell me how is being able to shoot at enemies with massive damage / splash damage from the safety of your team base considered as a good addition to the game.

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