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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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What are your thoughts on this turret? Share you opinion!

 


 

 

Garage description:

 

Artillery launcher with a long-range. Fires powerful explosive shells on a ballistic trajectory. Requires manual aiming.

A true magnum opus of artistic tank construction. The biggest caliber, which can fit onto a tank hull. The most destructive high-explosive shell we could find. The longest barrel with the biggest barrel brake. The strongest recoil, which can flip a light tank. Every piece in this turret screams “The Best”. Even its aiming system is the most… difficult. Heavy rounds fly to their target in an arc, making it fairly hard to aim. With enough skill, you can hit enemies behind any cover and at any distance. In the most intense cases, you can aim the barrel straight up, fire, and roll away, while the shot travels to and from the stratosphere to destroy anything it finds below when it lands. Another option is to just shoot at close range with all the ensuing consequences.

 

 

Statistics:

 

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Results of the previous poll:

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Related links:

 News topic for Magnum's release

 Magnum - Tanki Online Wiki EN

 What to buy? Which is better? - Tanki Online Forum

 Advantages and disadvantages of Hulls/Turrets - Tanki Online Forum

Edited by frederik123456
Poll: added armor-piercing core.
  • Like 12

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I was in a Massacre DM on my alt, some guy had Magnum M2 and quite a bit of supplies. He was one hitting my Viking with DP. However, he suffered at close range, as he should have.

 

Anyways, I believe Magnum is possibly one of the most, if not, satisfying turrets to use. Being able to kill enemies across map (via lucky guess) is just simply a good feeling. Not to mention its damage is HUGE. However, is it effective? No, at least for now.

 

Overall, along with Striker, I'd say Magnum is a turret that is just intended to be fun, and not entirely effective. However, there are times where Magnum is definitely effective, primarily large maps such as Stadium. 

  • Like 5

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It's pretty useful in a support role in large maps at my level, particularly the blue side of Brest and Kungur. You just have to find the "base/optimum angle" for each map. I don't like to expose my huge turret to a possible Shaft shot, so I find lower angles I can fire across at full power.

 

This is a camper's dream turret. You can shoot over walls without the need to leave cover.

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In my experience, this is a powerful weapon for use in CP battles. Once a user has a good position and the location of the control point locked down, they can fire away and obliterate opponents from cover, while giving their allies a chance to capture the point. Honestly, the sound the shell makes as it zooms towards you is the most terrifying thing in Tanki

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It's pretty useful in a support role in large maps at my level, particularly the blue side of Brest and Kungur. You just have to find the "base/optimum angle" for each map. I don't like to expose my huge turret to a possible Shaft shot, so I find lower angles I can fire across at full power.

 

This is a camper's dream turret. You can shoot over walls without the need to leave cover.

I had 2 magnums on my team in Brest CTF and I'll tell you what they do:

 

They don't try to take enemy flag.

They just sit on top of roof having fun shooting around.

They do not defend the flag. They just try to shoot random enemies, and mostly miss.

 

There are some maps like Noise CTF, or Rio CTF where they are okay, but only as supporters.

Edited by r_sg971
  • Like 4

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This thing rocks!

It's so satisfying to get those distant kills with the perfect angle.

 

I don't know, there's something about that sound aswell. Makes you feel powerfull especially when taking down multiple enemies.

  • Like 3

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I had 2 magnums on my team in Brest CTF and I'll tell you what they do:

 

They don't try to take enemy flag.

They just sit on top of roof having fun shooting around.

They do not defend the flag. They just try to shoot random enemies, and mostly miss.

 

There are some maps like Noise CTF, or Rio CTF where they are okay, but only as supporters.

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.

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My opinion:

  • Good for big maps, but it's more important to have different levels on the map and be able to shoot from above is the key
  • May be good for CP mode to shoot the point (fun in Polygon  :D), but I prefer it in CTF mode, because the front lines are more constant and people are not moving this much. If the enemy base is like a bunker then it's a perfect prey for Magnum.
  • Some good maps for it:
  1. Noise: plainly OP there, as it has no supporter role but is the most influential weapon in there)
  2. Silence: effective in both teams
  3. Rio: You can clean the enemy base in some seconds, when you are on the roof and you are not being attacked)
  4. If your team is playing at least halfway-decent, it is also good for small maps like Hill
  • It's quite difficult to use in maps with a bumpy surface like Massacre.
  • Playing with a supporter i.e. Isida, like a Vulcan + Isida combo, to heal and hold off nearby enemies makes it even deadlier
  • Aiming and shooting while you retreat with enemy flag is awesome  ^_^
  • Nearby mates should be very careful of not driving against a Magnum, because the aiming is so sensitive  <_>
  • I move around with it a lot, which makes me really want to get the Magnum module to prevent to take all the self-damage...
  • Like 4

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I was skeptical at first, but now that I have encountered players who are becoming adept at aiming and powering their shots I am a believer in the usefulness of magnum. 

 

This past weekend I played a lot on some larger maps. Playing on Lost Temple CTF, our team was perpetually blasted around our flag by two magnums.  It made defending flag highly challenging. It made the game much more competitive and fun for me as a shaft. No more sitting still sniping. I had to move constantly and that was fun!

 

I am already considering protection from this as it begins to increase in use and users increase in skill.

  • Like 3

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I think this turret (indirect fiure) is going to have a tremendous impact on the ways many maps are played. And I am not sure it will be more fun. But time is still needed to see. Right now though it strikes me as way way too powerful compared to the way it can hide completely out of to direct fire.

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I think this turret (indirect fiure) is going to have a tremendous impact on the ways many maps are played. And I am not sure it will be more fun. But time is still needed to see. Right now though it strikes me as way way too powerful compared to the way it can hide completely out of to direct fire.

Totally helpless against the close range in-fighting turrets. And it feels so noob not being able to turn this turret!  :lol:

But difficult to detect, approach and dig out once good cover is found. 

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They increased the load and angle timing. Wah habben???? I already acquired a "touch and timing" for certain tricky in-between shots. The new timing is slow and it is throwing me off. 

 

Why dey do dis?

  • Like 2

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The damage calculation for this turret needs to be overhauled IMO. Seems like most of my shots fall around the lower half of the damage range (1000-1300 hp on M1 10/10) even on direct hits. As a result, even slightly MU'ed M1 light hulls survive, which is ridiculous considering how this turret was marketed as a heavy hull destroyer.

 

Direct hits should reward the user, not shaft them with some seemingly arbitrary damage outputs.

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The damage calculation for this turret needs to be overhauled IMO. Seems like most of my shots fall around the lower half of the damage range (1000-1300 hp on M1 10/10) even on direct hits. As a result, even slightly MU'ed M1 light hulls survive, which is ridiculous considering how this turret was marketed as a heavy hull destroyer.

 

Direct hits should reward the user, not shaft them with some seemingly arbitrary damage outputs.

As you have M1 (10/10) = M2 Magnum, you have an average damage of 1379. In general you will inflict damage of around this number when you directly hit someone. This means that you will need 2.2 shots => 3 shots to kill a heavy M2 hull.

If you compare Magnum's average damage with the hull protection (all on 0/10 or 0/20), you can remember it this way:

light hulls: 2 shots

medium hulls: 2 shots

heavy hulls: 3 shots

Edited by Tani_S

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I love this thing. At long range, you just spam the hell out of the enemy. At close range, level the gun and use it as a field gun.

lol trash them like hell

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