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Magnum and why it should be nerfed


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well, it's the only turret without automatic vertical aiming...

combined with no turret rotation and

no alteration to remove self damage you're often forced to blow yourself up.

it doesn't matter in ctf or cp but in tdm you cause your team to lose points; most magnum noobs who might as well be mults aren't bothered by this but it's still not good to kill yourself so often.

1) With the enormous splash radius, does it really matter?

2) Would have no impact on ~ 1/3 players I encounter :P   - but to be a bit serious not sure that feature is really needed in artillery.

3) Magnum players are usually first to buy protection. They seem to gladly make the trade-off of a direct enemy hit + some self-damage

4) TDM?  They can sit in back of their base protected by mines.  All turrets can be "noob mults" - not special to magnums. If they are using the magnum on an improper map that goes to equipment selection issues.

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1) With the enormous splash radius, does it really matter?

2) Would have no impact on ~ 1/3 players I encounter :P   - but to be a bit serious not sure that feature is really needed in artillery.

3) Magnum players are usually first to buy protection. They seem to gladly make the trade-off of a direct enemy hit + some self-damage

4) TDM?  They can sit in back of their base protected by mines.  All turrets can be "noob mults" - not special to magnums. If they are using the magnum on an improper map that goes to equipment selection issues.

1) with low projectile speed it does matter, especially if you want to hit a wasp on nitro running up, down, left and right. like, one moment he's somewhere i can hit him at 55% pressure at 35°, by the time i reach 55% he comes closer so i have to adjust to 70° and release at 75% because there's no way to reverse the pressure... but arrrgh he moves further back, now I'm already at 100%, now i'll have to adjust to 45° i fire but before my projectile hits him he goes behind a wall which protects him from the splash... with rail its just shoot and make sure turret is in his direction when it goes off

2) in real life or other games it doesn't, but in tanki enemies can cross the map and reach you in 1 second.

3) right now if they have protection from magnum it means that they have no protection against railgun, firebird, vulcan, smoky and thunder. plus you can use magnum protection too.

4) shaft is better at that. usually when a shaft does it the only way to take him out is an enemy shaft. magnum works like this too; except magnum is less efficient than shaft when it camps like this.

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1) with low projectile speed it does matter, especially if you want to hit a wasp on nitro running up, down, left and right. like, one moment he's somewhere i can hit him at 55% pressure at 35°, by the time i reach 55% he comes closer so i have to adjust to 70° and release at 75% because there's no way to reverse the pressure... but arrrgh he moves further back, now I'm already at 100%, now i'll have to adjust to 45° i fire but before my projectile hits him he goes behind a wall which protects him from the splash... with rail its just shoot and make sure turret is in his direction when it goes off

2) in real life or other games it doesn't, but in tanki enemies can cross the map and reach you in 1 second.

3) right now if they have protection from magnum it means that they have no protection against railgun, firebird, vulcan, smoky and thunder. plus you can use magnum protection too.

4) shaft is better at that. usually when a shaft does it the only way to take him out is an enemy shaft. magnum works like this too; except magnum is less efficient than shaft when it camps like this.

I guess we'll have to agree to disagree.

 

Especially on number 2 - obviously the Magnum is being used incorrectly - as in small map - where all it's advantages disappear.

That be like saying a Firebird not working so well in Monte Carlo.

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It has a steep learning curve, but once you get over that it's not so hard. Simply sit behind a wall far from the action and press the spacebar. Most Magnums play CTF anyway.

that is for noobs who only join the winning team and leave when their team is losing. Have you used shaft before? its the same thing, slightly less relaxing but a lot more efficient. Have you heard of the [est] clan? they have k/d over 5++ because every single member is a shaft who only joins the winning side and leaves the moment the fight gets to their side or when the shafts on the enemy team are stronger.

 

i really think everything you peolle are saying about magnum applies to shaft as well bt to an even greater extent. shaft is even easier to use, with magnum if the enemy campers have enough protection and isidas all you'd be doing is helping those isidas charge their overdrives which they'd share with their team to smash you. with shaft its just double damage and heavy capacitors and wham, its your overdrive that gets charged.

 

magnum is easier than smoky, hammer and isida but not as easy as freeze, shaft or twins.

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well, it's the only turret without automatic vertical aiming... combined with no turret rotation and no alteration to remove self damage you're often forced to blow yourself up. it doesn't matter in ctf or cp but in tdm you cause your team to lose points; most magnum noobs who might as well be mults aren't bothered by this but it's still not good to kill yourself so often.

fire and freeze don't have verticle aiming...

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fire and freeze don't have verticle aiming...

:mellow: they have a freaking cone angle that damages everything within it, horizontally or vertically

 

if you don't have anythinguseful to say then don't say anything

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Yes, some of what was said applies to Shaft. But the big difference is that Shaft requires line of sight, while Magnum does not. Enemy turrets are often simply powerless against Magnums, because they sit deep in enemy base and to kill them means getting through all of the defenses. At least against Shafts you can snipe them when they aren't looking at you, a Magnum behind cover you can't hit.

you can only snipe a noob shaft just like how you can snipe a noob magnum's barrel sticking out. shaft can hide most of the time and only come out to shoot.

magnum has slow projectile speed and it makes a sound each time it fires, so you can run out of your base in time.

how are you supposed to kill a shaft from accross the map who already has his scope fully charged pointed at you even before you become tangible? name one turret that isn't powerless against shaft like this

 

 

i know they're 2 different turrets okay, im just saying that shaft is even more capable of the stuff magnum does that makes it op, if it even is

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:mellow: they have a freaking cone angle that damages everything within it, horizontally or vertically

 

yea but it's not aiming when it's always at that angle...

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you can only snipe a noob shaft just like how you can snipe a noob magnum's barrel sticking out. shaft can hide most of the time and only come out to shoot.

magnum has slow projectile speed and it makes a sound each time it fires, so you can run out of your base in time.

how are you supposed to kill a shaft from accross the map who already has his scope fully charged pointed at you even before you become tangible? name one turret that isn't powerless against shaft like this

 

 

i know they're 2 different turrets okay, im just saying that shaft is even more capable of the stuff magnum does that makes it op, if it even is

I hate to do this to you but you give me no choice... :P

 

RIDDLER_8

I have completed this whole weekend giveaway by using M3 Magnum. The Magnum turret is king on the battlefield when equipped with double damage. Magnum is the best turret for completing giveaways. From now on, I shall always use Magnum for completing weekend giveaways whenever they are available.

 

GuidoFawkes

this is good proof, sadly

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I hate to do this to you but you give me no choice... :P

 

RIDDLER_8

I have completed this whole weekend giveaway by using M3 Magnum. The Magnum turret is king on the battlefield when equipped with double damage. Magnum is the best turret for completing giveaways. From now on, I shall always use Magnum for completing weekend giveaways whenever they are available.

 

GuidoFawkes

this is good proof, sadly

this just shows im not afraid to accept good points that happen to be unfavorable against me. I'm pretty he played in TDM throughout the giveaway and i don't know how many times he blew himself up but I'm guessing a lot, and that's not good in TDM.

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The biggest problem with Magnum is when the team it is in is dominating, they just spawn kill easily. Who cares if they can't turn turret then.

 

I hate to do this to you but you give me no choice... :P

RIDDLER_8
I have completed this whole weekend giveaway by using M3 Magnum. The Magnum turret is king on the battlefield when equipped with double damage. Magnum is the best turret for completing giveaways. From now on, I shall always use Magnum for completing weekend giveaways whenever they are available.

GuidoFawkes
this is good proof, sadly

Edited.

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I think it's ridiculous how people can say magnum ruined maps like fort knox, cologne, wolfstein and edinburg. weren't castles designed for artillery!??! when magnum came and dominated these maps i didn't see them as ruining these maps, they were merely claiming their rightful title  "king of castles" which was always meant to be theirs. If you lose because the enemy has too many magnums then so be it, it's your own fault for using anything other than artillery in a map like that.

I do agree that noise is unfair tho, but that's because of the poor team placement design, not magnum.

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A simple solution to this is to make the module system change.... People currently dont have enough protection against magnum or striker as compared to the other turrets hence people perceive it as OP. But alas, the devs wont to anything about it.... Made a huge rant about it in the complains section but the only reply I got was that "We have forwarded your problems to the developers". And as usual there was no action taken. Letting players buy a module and have them add the turrets we want protection from is the best way to tackle this problem. A lot of people buy get protection against this turret and its OP nature will subside by then....

 

My Original Post (to which I received no satisfactory reply):

 

 

I've been a long time player of this game and currently, there are a lot of things which are wrong with this game.... The Devs should work on fixing the existing issues and then try to implement something new... I hope nives would relay this message to the dev team ASAP! I would also love to hear the views of the mods (blackwasp, hexxed, hate etc.) on the problems given below:

 

1) Module system: Magnum and Striker have the least protection in the game and these turrets deal devastating damage! The lack of modules and useless existing ones don't even come close to solving these problems. The only way to solve this would be to let players decide what protection they would want out of their modules (make a standard module cost 250k crys). It would be easier to manage for the players and it would help bring down the popularity of these OP turrets (Twins, fire, magnum). [Temp Solution: nerf striker and magnum]   <------ Read this 

 

2) Battle System: Players still don't have the ability to chose the battle they want to play in... I get it that most in-game maps currently are dynamic and accommodate a vast diversity of players but this isn't always true. These maps give preference to mid ranged turrets, have slower overall gameplay and are unsuitable for short ranged turrets. Players should be able to select the map the should play on! My garage was mostly centred around short ranged turrets before the update but to keep myself in the game I had to go for Rico... this should not be the case at all!

 

3) Overpowered Premium account: Whenever I rant about this subject all answers I get is that " The game has to make money!", "If the game cant make money even you wouldn't be able to play" and what not.... I get it!! But it doesn't make sense to me that premium gives 2x crystals + more than 600 drugs to a player/month [thats about 80k crys worth]... You guys have already transferred most of the things to the shop and even still u dont nerf premiums.... At least downgrade the rewards a little !!

 

4)Very inefficient ban system: Banning players for sabotage, hacking etc. requires way too much evidence, not everyone want to keep their recorder running 24/7 ! The battle mods too are not around most of the time... I've seen tons of people hacking the game, it is a challenge in itself to convince people to report the offender(most people don't even speak English/know how to vote offender) and when this step is painstakingly completed you realise there aren't any mods around! The "Your report has been sent" gives it away easily and most hackers leave immediately.

 

5) OP Twins, Firebird: After the update twins has become the most OP'est turret ever... Even though my rico is 16/20 I still manage to earn more xp through my 9/20 Twins. Wasp/Fire with drugs swarm dm's and burn everyone to death so damn easily.... Even though I have both turrets in my garage I think they are very much OP and I would like to see them nerfed a bit.

 

6) Why cant u buy kits with striker/magnum from the garage? Are they a buyer-only item!? Is this the real reason they havent got many modules against them yet? I would really like an answer to this

 

ITS BIG! BUT PLS TAKE TIME TO READ AND REPLY TO IT

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I think it's ridiculous how people can say magnum ruined maps like fort knox, cologne, wolfstein and edinburg. weren't castles designed for artillery!??! when magnum came and dominated these maps i didn't see them as ruining these maps, they were merely claiming their rightful title  "king of castles" which was always meant to be theirs. If you lose because the enemy has too many magnums then so be it, it's your own fault for using anything other than artillery in a map like that.

 

I do agree that noise is unfair tho, but that's because of the poor team placement design, not magnum.

Pretty sure maps like Fort Knox, Cologne, etc were not designed with Magnum in mind.  So it's just possible Magnum is exploiting a design weakness that was not apparent with previously only direct fire weapons.

 

So sure, every non-magnum user can boycott those maps. I sure it will be fun when...

- As a Magnum player you are playing against... only other magnums. Yay.

- Eventually we won't get to pre-select our maps. Will be awesome - placed in Cologne... hmmm... 3 magnums.  Asta-la-vista.  Click battle again.

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Pretty sure maps like Fort Knox, Cologne, etc were not designed with Magnum in mind. So it's just possible Magnum is exploiting a design weakness that was not apparent with previously only direct fire weapons.

 

So sure, every non-magnum user can boycott those maps. I sure it will be fun when...

- As a Magnum player you are playing against... only other magnums. Yay.

- Eventually we won't get to pre-select our maps. Will be awesome - placed in Cologne... hmmm... 3 magnums. Asta-la-vista. Click battle again.

for now, the developers could make more turrets like magnum. like suicide drones or iron domes or battlefield surface to surface ballistic missiles(like striker but instead of crusie missles the missiles have a high trajectory and travel at a long distance from the ground)

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for now, the developers could make more turrets like magnum. like suicide drones or iron domes or battlefield surface to surface ballistic missiles(like striker but instead of crusie missles the missiles have a high trajectory and travel at a long distance from the ground)

We do not need more turrets like magnum...

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Molotov. And others. 

 

The one thing I find super annoying about magnum is ditches. 

 

It's nice, it's clever. It's disgusting. 

 

I would do the same thing... I like the application of the theory.

 

But magnums will dash themselves into ditches in tdm's. From within that ditch they will fire away at people. Some turrets just can't retaliate unless they go in that ditch themselves. If it is ignored, that magnum will rack up kills. 

 

Some turrets can handle it, and with the right angle accessed and hopefully quickly shoot them down.

 

But it's a pain to h ave a magnum get set up in a ditch in tom and blast your team away. Killing many who try to shoot it down with appropriate guns before they even have a shot. 

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Let's start a list of maps completely ruined by Magnum:

  1. Highland
  2. Noise
  3. Gravity
  4. Year 2042
  5. Highways

Please add maps that are now RUINED because of this turret

 

Hill

Atra

Arena

Sandbox

Industrial Zone

Why do people forget Silence?? :blink:

 

You can add Polygon CP, Aleksandrovsk CP, Rift and Wave as well.

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I use Magnum with double damage to complete weekend giveaways of 2000+ kills. I cannot complete such giveaways with any other turret, so please do not nerf Magnum. Magnum has the correct level of power according to its reload time. If Magnum becomes weaker, then it would be almost impossible to destroy enemy tanks with 1 shot, even when using double damage. Please keep the power of Magnum as it is.

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