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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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In the light of the recent update, it seems that Magnum was nerfed. The update called for Magnum's reload time to incorporate with the time needed for it to continue charging up to 100%. So if I shot it at 45%, I would have the reload time + the time it takes for a charge to start from 0% to 55%. 

 

The developers also sped up the base reload time by about 2 seconds. Considering how Magnum's launch charge up time goes by pretty quickly, it doesn't reload much slower than it does now. Also, most importantly, please bear in mind that you can still be a close combat player even with 100% charge. Just set your magnum to 0 degrees and precharge it to 100 the moment you fully reload. It's basically a stronger railgun that way. 

 

The other Magnum nerf was a poor nerf. Most Magnums these day do hit their target perfectly, so there would be little change. 

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So, below 50% charge it was nerfed, and above it was buffed? Interesting...

Except - Magnum can't do consecutive "quick" (low power) shots.

 

If it does a quick direct fire shot and does not kill target - it has a long wait for next shot.

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          Why do you think dev designed and created this gun magnum looking, moving, sounding, firing and everything so ugly? Don't tell me is not, is a total failure, a kit(s)ch. 

          Do you think, the same as I think, that's all they can do, at their very best? 

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          Why do you think dev designed and created this gun magnum looking, moving, sounding, firing and everything so ugly? Don't tell me is not, is a total failure, a kit(s)ch. 

          Do you think, the same as I think, that's all they can do, at their very best? 

 

          I like beautiful, shape, distinct, fine, artistic, so yes, the huge lack of taste that generated magnum bothers me tons.

 

It was designed for ugly people like me who just want to cause misery watch the world burn.

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Ok, now I'm practically new here. I've read many forums before but I haven't actually replied or contributed to the conversations about game balance. Im basically a lurker. But I guess it's finally time for me to come out of the shadows. 

 

I...would consider myself a magnum pro, maybe not a legend, but I am able to do flick shots ( arched shots where I press Spacebar and the z button at the same time and I release Spacebar at just the right time to get a direct hit from over a wall, to a faraway enemy etc.) constantly and accurately. Sometimes without even looking at the angle and power, I can just feel that it will hit the target. 

 

I've had no big issue with magnum. I've experienced the troubled of being the only medic in a team while enemies are coming in from left and right and 2 enemy magnums sitting afar blasting shots into our cramped base. The only thing I don't admire is the amount of "unlucky" shot damage the RNG sometimes give me for a direct hit. There were times when It gave me three 1100-1200 damage direct hits in a row when the max cap is 2000+.

 

Seeing it get "nerfed" was a bit demotivating for me but I went on before the server update to play with the pre-nerf magnum one last time.

 

After the update now. In terms of my play style which is mostly strictly 'direct hits only', I love the new magnum. I like the fact that I get a penalty for pissing out a shot at almost point blank range. With my playstyle for magnum, this change makes me be more alert so I can pick off Lone Wolves or a small group fast using the premeditated 100% charged shot. I have seen success with it so far and I would love to hear what feedback other magnum users and/or haters have to say about the change. :)

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WHY?!! you have a turret with slow reload (its fine), that cannot turn around and see the enemies approaching (its fine to be blind), and that can self damage the tank if you defend yourself, but why, why do have to do less damage???

 

Considering i have the turret with 1948 attack, why is there a max damage that is never gonna reach???? I have done direct hits to tanks at only gets to 1700 damage. so why is there a max?? if it doesnt work!! im wasting all those upgrades!!

 

shaft is a long range turret with defense issues too, but it do 100% of the damage to other tanks. but no, magnum is just artillery who doesnt to splash damage, what is wrong with this game??

 

how can striker to more splash than magnum? im fine with striker, i like the buffs, but the nerf to magnum is absurd. is fine the new slower reload time, with whcih is fair, all shots reload. but decrease the splash damage to artillery??' magnums are getting no kills now. NO kills, because even light tanks survive a normal shot, remember that that i have seen 1400 to 1700 direct hit damage, but my turret is 1948!! but is ok to be onshoted by shafts, no cries about that....

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WHY?!! you have a turret with slow reload (its fine), that cannot turn around and see the enemies approaching (its fine to be blind), and that can self damage the tank if you defend yourself, but why, why do have to do less damage???

 

Considering i have the turret with 1948 attack, why is there a max damage that is never gonna reach???? I have done direct hits to tanks at only gets to 1700 damage. so why is there a max?? if it doesnt work!! im wasting all those upgrades!!

 

shaft is a long range turret with defense issues too, but it do 100% of the damage to other tanks. but no, magnum is just artillery who doesnt to splash damage, what is wrong with this game??

 

how can striker to more splash than magnum? im fine with striker, i like the buffs, but the nerf to magnum is absurd. is fine the new slower reload time, with whcih is fair, all shots reload. but decrease the splash damage to artillery??' magnums are getting no kills now. NO kills, because even light tanks survive a normal shot, remember that that i have seen 1400 to 1700 direct hit damage, but my turret is 1948!! but is ok to be onshoted by shafts, no cries about that....

You can't turn your turret, but you can adjust map view to see things you should not be able to see.

 

In order for shaft to hit a target it has to expose itself to return fire.  Magnum does not.

 

Does any turret besides Shaft do 100% damage?  Thunder never does (chance is probably 0.01%).

Light hulls with protection or MUs can survive avg magnum damage.

 

They actually decreased the re-load time.  So unless you are trying to do a close-up 0-charge shot, it does not take you any longer to fire.

Edited by wolverine848

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I find Magnum's damage to be pretty weird.

 

I have the M1 with no upgrades ( which is the M0 but fully micro-upgraded ), and the direct hit damage sometimes ranges from the 700s, which considering the bell curve mechanic has a VERY low chance of happening.... to a damage of (1494-1512) or something like that without double damage... which should also occur once in a blue moon, but I do see these numbers appearing casually at times... or I'm just sure I've at least seen them before.

 

I still have no idea how the damage is calculated, and if it's possible to approach the damage limits by varying the air time the shots get, or by hitting a target exactly on its' head and not on its' side.

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Does any turret besides Shaft do 100% damage?  Thunder never does (chance is probably 0.01%).

Isida, Fire (direct damage), Freeze, Isida, Vulcan and Hammer (with all pellets). Shaft's arcade shots don't.

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