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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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MM version of Industrial zone has soo many prime camping spots that are great for magnum, that I lost count, plus it should be renamed to "The Magnum Zone" :ph34r:

:lol:

The Blue base ?

but Still Silence is the best one for Fagnum  :ph34r:

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Can't stand seeing mags in noise. I love playing the blue team, but blue magnum simply can't be as effective as a red one; you need to charge to fire, the visibility is much more limited and the red team usually has better space control, which means the team isn't packed in bunches.

Tbh I have no idea how to solve this since it's a part of the map geometry, just had to vent it out, since it has nulled my liking for what used to be 1 of my favorite maps.

Edited by babyofRosemarysbaby

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Industrial zone, wolfenstein, highland.

xd

forgot them

 

also Desert , no high ground still a magnum who can shoot makes the job easy  :ph34r:

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It needs a nerf. I agree, it's fun, but it brakes a lot of the maps - most noticeably Noise. The turret sucks the fun out of the entire battle for everyone else, especially if they're just staying in one place.  I hate it, it needs to die. 

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It needs a nerf. I agree, it's fun, but it brakes a lot of the maps - most noticeably Noise. The turret sucks the fun out of the entire battle for everyone else, especially if they're just staying in one place.  I hate it, it needs to die.

 

We already know.

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This weapon can be a monster in the right maps. Thunder's splash damage is put to shame when compared to it.

 

I used to hate this weapon before and found no purpose of it... but trying the M1 on an alt account I realized it's actually really good and pretty versatile, and very enjoyable as well:

 

It can easily get double and even triple kills.

It is effective at stopping druggers since even without DD it still takes a huge portion of their health off.

 

But it could also be extremely annoying when fighting against them in certain maps like noise, where all they have to do is just sit down and keep firing downward, filling the lower base with a barrage of nonstop explosions. Maybe it needs a small nerf to its damage...

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This weapon can be a monster in the right maps. Thunder's splash damage is put to shame when compared to it.

 

I used to hate this weapon before and found no purpose of it... but trying the M1 on an alt account I realized it's actually really good and pretty versatile, and very enjoyable as well:

 

It can easily get double and even triple kills.

It is effective at stopping druggers since even without DD it still takes a huge portion of their health off.

 

But it could also be extremely annoying when fighting against them in certain maps like noise, where all they have to do is just sit down and keep firing downward, filling the lower base with a barrage of nonstop explosions. Maybe it needs a small nerf to its damage...

A small nerf ain't gonna change a thing.

 

It's damage needs to rely on air time. This way, it would encourage other players to use it as an actual artillery.

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A small nerf ain't gonna change a thing.

 

It's damage needs to rely on air time. This way, it would encourage other players to use it as an actual artillery.

Might help in some situations - like point-blank shots.

 

Won't help in Noise where they can power up to 100% and shoot up at 89-degree angle.  Only travels a short horizontal difference but air time might be long because shot goes very high before coming straight down on target area.

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I like it a lot but it is not as overwhelmingly OP like I thought it would be. For example, when wallet warriors (e.g. username: Cry) have 50% protection and double armor my magnum does just ~ 350 damage.

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I like it a lot but it is not as overwhelmingly OP like I thought it would be. For example, when wallet warriors (e.g. username: Cry) have 50% protection and double armor my magnum does just ~ 350 damage.

All turrets suffer when you apply 2 forms of damage reduction.

350 x 2 = 700 x 2 = 1400 damage.  That's almost minimum damage for M4.

 

Does Magnum do a range of damage like Rail?  So a case of unlucky shot, and other times might be a lot higher?

 

Also keep in mind most MM maps provide little/no overhead cover so targets have no way to hide from shots.

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Might help in some situations - like point-blank shots.

 

Won't help in Noise where they can power up to 100% and shoot up at 89-degree angle.  Only travels a short horizontal difference but air time might be long because shot goes very high before coming straight down on target area.

Noise is a very broken map. Should be removed IMO. But it won't so the best thing to do is to give it a lot of adjustments.

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Noise is a very broken map. Should be removed IMO. But it won't so the best thing to do is to give it a lot of adjustments.

I think that'll come down to designing a completely new map. The extreme height difference is the main feature of Noise.

 

Noise was a great map up until Magnum got introduced. The whole flow in Noise changed completely. Magnum protection is a must have. Protection modules are strong though.. Magnums are not so dangerous to the attacker if they use protection.

 

But there's only space for 3 protections so a compromise has to be made. Thunder users can use splash damage, Smoky can knock enemies over in mid air and Ricochet is great in the tunnels. And then there are Firebird, Freeze and Isida.. Isida's are so overpowered when they are accompanied by other short range weapons. The magnum cannot hold down these players especially if they have Magnum protection.

 

I still find this map rigged. You can't get around gravity.. once players get the flag on the high base they can basically jump off straight onto their base flag and capture it without facing obstacles. That sort of makes up for the limited view that they have in their base I guess.

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I think that'll come down to designing a completely new map. The extreme height difference is the main feature of Noise.

 

Noise was a great map up until Magnum got introduced. The whole flow in Noise changed completely. Magnum protection is a must have. Protection modules are strong though.. Magnums are not so dangerous to the attacker if they use protection.

 

But there's only space for 3 protections so a compromise has to be made. Thunder users can use splash damage, Smoky can knock enemies over in mid air and Ricochet is great in the tunnels. And then there are Firebird, Freeze and Isida.. Isida's are so overpowered when they are accompanied by other short range weapons. The magnum cannot hold down these players especially if they have Magnum protection.

 

I still find this map rigged. You can't get around gravity.. once players get the flag on the high base they can basically jump off straight onto their base flag and capture it without facing obstacles. That sort of makes up for the limited view that they have in their base I guess.

In a properly defended red base, blue will never make it up that far.

 

The map is rigged in favor of red, even before Magnum came along.

 

Advantages red...

1) Many missed shots will hit floor. If they bounce or splash, they will still do damage.

2) Red has multiple ways to access middle level, including dropping.  Blue has to go up 3 ramps which can easily be blocked.

Once you control mid-level you control 2/3 of map.  Pretty much game over, all-else-being-equal.

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