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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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whenever i hit a wasp/hornet in mid air, even if i don't kill them there's a good chance they self destruct because of anti cheat B)

Another Reason to Nerf Fagnum  :lol:

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Why would they nerf magnum? It has a dps of 35 while thunder has 38. Thunder's splash damage is even stronger since the introduction of the "average radius" characteristic in July. Magnum's splash just reaches a bit furhter, ending at 15 meters instead of 12m like for thunder, but the intensity of thunder's splash near the impact is stronger than magnum's which has the same intensity as thunder had before the buff. But with the presence of serious resists in the enemy team magnum becomes only as effective as other good turrets. 

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dream on! :D

TBH id want to nerf Fagnum 

i was jking xd

 

 But with the presence of serious resists in the enemy team magnum becomes only as effective as other good turrets. 

Huh

Face 50% protections 

It will never be as effective as Thunder againsit its protection's

{unless the enemies are camping together }

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Why would they nerf magnum? It has a dps of 35 while thunder has 38.

 

Huh

Face 50% protections 

It will never be as effective as Thunder againsit its protection's

{unless the enemies are camping together }

Are you serious? You think you can quote the last sentence from my post while completely ignoring the first one where I say magnum has lower dps than thunder?

If you say magnum is OP then why would that change if an enemy has both thunder and magnum resists... dude

Edited by UItimateExterminator

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Why would they nerf magnum?

 

 

Let me stop you right there.

 

 

You see, we want magnum to be nerfed because magnum can lob shots off ledges down onto lower elevations where enemies are at which does the same result as using it as an actual artillery.

 

So it's short range capabilities needs a nerf.

 

I'm gonna be honest with you, I've seen people come up with nerfs for it that were lame like a damage or splash nerf. I've also seen people come up with a ridiculous nerf like making the damage depend on angles. I've also seen people that just straight up want to remove it.

 

So far only I have come up with the best solution (and maybe one other person, but I forgot who).

 

And that solution would be to make the damage depend on air time.

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Let me stop you right there.

 

 

You see, we want magnum to be nerfed because magnum can lob shots off ledges down onto lower elevations where enemies are at which does the same result as using it as an actual artillery.

 

So it's short range capabilities needs a nerf.

 

I'm gonna be honest with you, I've seen people come up with nerfs for it that were lame like a damage or splash nerf. I've also seen people come up with a ridiculous nerf like making the damage depend on angles. I've also seen people that just straight up want to remove it.

 

So far only I have come up with the best solution (and maybe one other person, but I forgot who).

 

And that solution would be to make the damage depend on air time.

No, let me stop you right there. The main dev will never allow any of those things to be implemented.

If magnum is OP on certain maps, then people will use it.  The more effective it is or the more people use it, the more resists will be used on the enemy team.

That is what resists are for - balancing turrets based on maps and situations..

Or do you want to balance all turrets on all maps in all situations? Why not start balancing turrets with high skill ceilings huh? Because highly-skilled players will achieve extraordinary results with those. What a joke.

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No, let me stop you right there. The main dev will never allow any of those things to be implemented.

If magnum is OP on certain maps, then people will use it.  The more effective it is or the more people use it, the more resists will be used on the enemy team.

That is what resists are for - balancing turrets based on maps and situations..

Or do you want to balance all turrets on all maps in all situations? Why not start balancing turrets with high skill ceilings huh? Because highly-skilled players will achieve extraordinary results with those. What a joke.

I acknowledge the fact that magnum used as an actual artillery takes practice to master. However that's not what I was talking about, I was talking about the fact that a zero percent power shot from magnum can deal the same amount of damage as using it like it was meant for.

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I acknowledge the fact that magnum used as an actual artillery takes practice to master. However that's not what I was talking about, I was talking about the fact that a zero percent power shot from magnum can deal the same amount of damage as using it like it was meant for.

No, I was not talking about the high skill ceiling of magnum or any turret in particular. It was a general example why trying to nerf turrets because it is annoying in some instances of the game is nonsense. Because there will always be imbalance in turret strength on different maps and in different modes. Resists are responsible for taking care of that imbalance.

 

And I am sure you talked to Orex, the main dev, and know how magnum was meant to be used..  I think the turret is balanced, but feel free to keep complaining about it. I am sure the developers will listen to you.

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 I was talking about the fact that a zero percent power shot from magnum can deal the same amount of damage as using it like it was meant for.

And even if the arguments from my previous post would fail (which I can't see why they would) , one can say that that ability to "spit" (lol) on players from above is a feature of magnum. Just as freeze has the freezing feature, firebird has the burning feature, striker has the salvo feature, hammer and smoky have the feature to knock off your aim etc. This is what makes the game diverse. Sorry if I sounded too harsh in my previous posts. I don't know if you have a legends account. But if you play there, you will see turret strength with different eyes when you are up against 4-5 50% resists in the enemy team. This is what I usually face on Silence as a magnum.

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Are you serious? You think you can quote the last sentence from my post while completely ignoring the first one where I say magnum has lower dps than thunder?

If you say magnum is OP then why would that change if an enemy has both thunder and magnum resists... dude

You should have read my first post just above the one you now quoted 

I quoted only the last part cause i agree with the rest of it 

 

I never said Fagnum was OP { as long as there are not 3+ of them in single team :ph34r: } 

When they team up they become OP but as a Single player in battle they need Hard skills 

and those skills are easily vaporisable also { just try taking a break and come back to fagnum , it will be challenging } 

Edited by gokuMI6

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Speaking of Magnum nerf, I too think Magnum shouldn't be good at short range. Can defend itself, like Shaft, but barely and with skill, again like Shaft. Not that I mean another firing mode, though. How about decreasing damage dealt if it lands too close to the Magnum? Maybe nullify damage decrease when the Magnum also receives significant self damage.

 

And then there's he upcoming Wasp and Hunter overdrives. The bane of a Magnum, once released. If used by a good player, of course. A buff to those overdrives, maybe passive effects, and we may as well be begging for Magnum buffs. :lol:

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Magnum is fine.. DPS-wise it doesn't come close to the real short range weapons. I believe the controls need to be adjusted. Right now it's so easy to lob shells over a simple wall.

 

So lets make it extremely hard; the real potential nearly impossible to achieve.. so I can master a niche turret just like Striker (which I forgot already by the way) make the charge rate 6x faster so Magnums will need 6x faster reflexes or something. I am sure this game has parameters for gravity sensitivity for the shell aswell; it's parabolic trajectory can be customized.. whatever.

 

Simple damage nerf is the cheap way out. I understand that this is a point and shoot game but seriously look at Twins; overpowered but boring gameplay, protection modules are everywhere to compensate the use of the obvious simple choices players make to get an edge over someone.

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Magnum is fine.. DPS-wise it doesn't come close to the real short range weapons. I believe the controls need to be adjusted. Right now it's so easy to lob shells over a simple wall.

 

So lets make it extremely hard; the real potential nearly impossible to achieve.. so I can master a niche turret just like Striker (which I forgot already by the way) make the charge rate 6x faster so Magnums will need 6x faster reflexes or something. I am sure this game has parameters for gravity sensitivity for the shell aswell; it's parabolic trajectory can be customized.. whatever.

 

Simple damage nerf is the cheap way out. I understand that this is a point and shoot game but seriously look at Twins; overpowered but boring gameplay, protection modules are everywhere to compensate the use of the obvious simple choices players make to get an edge over someone.

Long-range weapons should never be equal to short-range turrets for DPS... Their range makes up for that.

 

Possibly your suggestion might work - but - then it becomes a turret only use-able by 5%-10% of the players?

Anyone who already bought the turret - and can't handle it going forward - would certainly be livid.

Reducing a turret's power certainly makes players unhappy.  Making it almost un-usable - well - there would be backlash.

 

And this is coming from someone who thinks the turret should not be in the game...

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Long-range weapons should never be equal to short-range turrets for DPS... Their range makes up for that.

 

Possibly your suggestion might work - but - then it becomes a turret only use-able by 5%-10% of the players?

Anyone who already bought the turret - and can't handle it going forward - would certainly be livid.

Reducing a turret's power certainly makes players unhappy.  Making it almost un-usable - well - there would be backlash.

 

And this is coming from someone who thinks the turret should not be in the game...

Yeah well something along those lines, I believe the controls are the core problem; Magnum's main feature.. I don't really know how to tackle the problem while keeping everyone happy but a damage nerf is too straight forward because like you said, long range weapons are compensated in DPS for their extra range.

 

Lol actually the best nerf would be to remove it from the game but I am a Magnum fanboy at the same time so I have mixed feelings about it.

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Magnum is so much easier to play than Striker  -_-

It depends, if you have a feeling for timing you're half way there. Following enemy movement becomes harder by distance.. either way you'll develop a feel for it. I believe some players learn it faster than others.

 

Right now with the current controls, if you mastered long range shots without even looking at the charge bar, you have so much advantage over everyone. It allows you to focus on the enemy and lead your target while calculating your own movement (driving) If the team is full of noobs I'll just sit back behind a wall and spam mines but if they get closer you need to be on the move constantly. This is why I stopped using Shaft; the thing sucks now with just sniping as capable attack.

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Yeah well something along those lines, I believe the controls are the core problem; Magnum's main feature.. I don't really know how to tackle the problem while keeping everyone happy but a damage nerf is too straight forward because like you said, long range weapons are compensated in DPS for their extra range.

Lol actually the best nerf would be to remove it from the game but I am a Magnum fanboy at the same time so I have mixed feelings about it.

That's why I'm saying that making magnums damage depend on air time is the best solution.

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