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Magnum and why it should be nerfed


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The reason why I purchased Magnum is because of its up and down rotation and its unique firepower.

 

If developers nerf Magnum, I will not use it anymore and tell other players on the forum to stop using Magnum, just to punish the developers for nerfing Magnum.

 

I personally think that nerfing Magnum will do serious harm to its damage output firepower. In my opinion, Magnum is fine. You have your opinions about Magnum, but I personally think that they are wrong.

 

If I was a moderator, I would decline this topic and close it because I find it unfair to nerf Magnum since its suppose to deal quite a significant amount of damage just like a cannon ship.

 

If you've watched V-Log Episode 128, in full, you would clearly understand why Magnum has been designed with damage parameters which is capable of destroying a medium hull when activating double damage or overdrive.

 

Please listen to V-Log Episode 128 thoroughly, so you can better understand the proper reason why Magnum has been made with an 1-kill ability turret when using double damage.

I actually object to this.

 

For one thing, this Vlog that you found was published before the April 2017 celebrations. Magnum was still very new and even the Developers themselves couldn’t predict how this weapon was going to change the game. It has been a long time since Magnum’s introduction, and clearly there is enough evidence to show that it has affected the game negatively during this time.

 

Why are we not allowed to discuss (I’ll actually use the word “discuss” here as no one was arguing) our opinions with you? Do you not understand that you are in the minority here? It is clear to every person that is in possession of an unbiased opinion in this topic that Magnum needs a nerf because it is far too overpowered.

The Riddler has no regard for any of the homo sapien species, he is completely and utterly self-centered and believes in things only for himself. The Riddler is also unable of listening to any constructive criticism, and dismisses any ideas that may be conflicting to his own.

 

It was thought that these Riddler species died out many millenia ago as evolution took its course, but one has emerged upon the internet, on the forum for the game "Tanki Online", under the mysterious pseudonym "RIDDLER_8". What could the 8 mean?

Riddler maybe deserves 8 million crystals because it would be good for him? 

 

Sounds like something normal that comes out of the Riddler's mouth on the daily (or should I say comes out of his fingers, since hes typing  :P )

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For the last time, just ignore him! The moment you quote Riddler's posts, whether to insult him or disprove his point, 

 

H e  a l r e a d y  w o n

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The reason why I purchased Magnum is because of its up and down rotation and its unique firepower.

 

If developers nerf Magnum, I will not use it anymore and tell other players on the forum to stop using Magnum, just to punish the developers for nerfing Magnum.

 

 

Go ahead and tell people that. An emptier threat has never been made.

 

------------

 

Just quit numerous games because I did not feel like padding yet another POS Magnum's k/d ratio.

 

Tanki Online ... do your job and fix this fiasco design.

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I definitely agree that Magnum needs a nerf. The fact that one can just charge it up and shoot straight ahead like Thunder makes it fairly easy to use, so the complicated aiming mechanism doesn't really get in the way all that much, while the enormous damage and splash makes it extremely powerful. I mean, the evidence is clear - of the two recently added turrets, Magnum and Striker, which one do you see the most of? And modules with protection from which of the two turrets are more popular? Obviously Magnum, and I think we all know the reason why that is.

 

So if Magnum is to get a nerf, I suggest the following:

  • The damage of each shot depends on the time the projectile was in the air.
  • Short range shots are easy to hit and don't require much skill in aiming, so they will deal less damage. I'd say around 20-30% less than now.
  • Long range shots are much harder to hit and require more skill and more practice. A shot with maximum flight duration (6 seconds, almost never used in real battles) should deal 10-15% more damage than now.
  • Therefore landing easy, short hits would result in a better direct hit rate, but would deal less damage overall. While landing long range shots would require more practice with greater chance of a miss, but would deal more damage.
  • This doesn't apply to parkour mode.

And in terms of logic, this could be explained with Magnum upgrading to special shells which energise while flying through the air, and longer exposure allows it to accumulate more energy :P

 

 

I do agree with you on that Magnum needs a nerf badly and that long-range shots need to be stronger than short-range shots, so that not every shot deals the same damage in average. However, I disagree on solving this with the projectile travel time. If this is implemented then I would still use Magnum most of the time as mid-range turret, but instead of shooting with an angle of 30-40°, I would go for 65-80°. The projectile would go straight in the air to gain some travel time, but it won't hit far away. It doesn't make it much harder to shoot. It wouldn't help much in Noise either.

 

What makes it harder to shoot, are shots with high power %. Though you can play Magnum with that alternative in a direct fire, Magnum would lose the benefit, which makes it so valuable, with shooting in a indirect fire mode. Shots with higher power% are in my opinion the most reliable indicator that one is shooting long-range shots. Very beneficial to Magnum is its vertical dominance, but if it has to shoot short and weak shots on enemies below it can't really take advantage of this. If the damage is depend on power% then it would equal things more out and make it more to a long-range turret, yet also more as a camper turret, but I think it was intended to be used rather in this way than it is used right now as a mid-range gun.

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How about both damage and splash radius grow with power %?  The worst part of magnum is the fact it can just dribble a shell out the muzzle and kill an attacker. The shell can miss by a country mile and the attacker still dies.

 

Whatever the fix is going to be ... fix it already!

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The balance needs to be reviewed again, looking at all tanks on large and small battlefields.  The magnum on a small battlefield  appears to significantly impact the outcome of a battle.  If you are going to adjust the magnum, review the twins as well as the other tanks.  Also please consider removing the double damage first before you adjust any of the tanks.

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  •  I haven't seen a single complaint about Striker being OP,

In fact, most people think it's overshadowed by Magnum. Striker was forgotten the minute it became available.

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In fact, most people think it's overshadowed by Magnum. Striker was forgotten the minute it became available.

True, but it's also just terribly weak and frustrating to use. Striker's main cool feature is the lock-on mechanism, but in my experience, only about 1 in 10 attempts to lock on end up in an effective attack, because always at least one of the following things happen:

  • You die before you finish locking on
  • The enemy you were aiming at dies before you lock on
  • Your aim gets knocked off and lock-on progress reset
  • The enemy sees your laser and hides
  • You launch the barrage and most of the rockets hit obstacles instead of the target
  • You kill your target with the first rocket of the barrage and realise that it would be faster to just shoot him normally

As you can see, ALL of those things need to NOT happen in order to have a successful barrage. So if you ignore it, Striker just turns into a mix between Twins and Thunder, with moving projectiles (i.e. not instant like smoky) and decent damage + splash. And that's pretty lame.

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True, but this is a problem for both solutions. If damage will be increased based on travel time, then it will be an advantage to campers, who shoot the enemy base throughout the whole game using the same angle and power settings. But if damage is increased based on power, then players shooting straight ahead with 100% power (basically using Magnum like Thunder and completely avoiding the aiming difficulty) will get an advantage from this.

 

But I think overall your version is better. It's not so often that you get an opportunity to charge up to 100% and shoot straight.

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 Supplies, drops and overdrives were off, only MU's and alterations were on.

Their team consisted of 4 Magnums, 4 Isidas and 2 others, look at the second guy on their team who was using M4 Magnum-Titan

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Hello everyone,

 

Since the introduction of the Magnum, which was originally supposed to be an artillery, many player have abused it as a close quarter combat weapon and since it has very high base damage and a huge explosion radius, it is quite effective at that, in fact it can really ruin the gameplay because you often get destroyed after one hit that does not require much skill to hit because of the splash damage.

 

Problem: The weapon should be a long range support weapon, but is currently abused as a close quarter combat weapon.

 

So here is my suggestion to the problem:

The projectile should get stronger, the longer it is in the air and has not hit any obstacle. The damage and the splash radius should increase over time and when used in close combat, the weapon would deal less damage and has a smaller radius of explosion. This would encourage the player to use the weapon for its true purpose: For longer ranges and as a support weapon and not in close combat as an instant nuke(For example: DM mode, a Goldbox is falling from the sky and all the players gathered in the same place and the Magnum player shoots in the mass and kills most tanks and has it very easy to catch the Goldbox)

 

PS: The Magnum projectile seems to deal damage when it flies really close to an enemy but misses him and does not even explode near him

 

Thank you for reading, please discuss and maybe post suggestion in the comments below

 

Topic merged

 

Funny how I suggested the exact same thing 10 hours earlier.

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Magnum defo needs a nerf

 

If you have 3 magnums in one team you've basically won the game.

It ruins the gameplay in most of the map, one example being cologne. Due to all of the passages and barely any cover a magnum can easially determine the output of the battle. 

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Quit complaining, it got me 5k in a day and i played for only an hour. Also, its great for parkour, i got to the top of the map in rio and skyscrapers by myself with magnum

magnum parkour is basically impossible now. Unless you have prot since repair kit cancels the second you get damaged by one of the shells. 

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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

I'd say polygon when you're in CP I hate those magnums that are either on top of red base (CTF) or other side in corner and they just attack str8 in d middle!

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I'm so surprised  :o that SO MANY people hate magnum. I just recently started using it and I already [almost] mastered it. B) I honestly think the turret should stay because it's pretty fun to play with, but maybe we should reduce the splash damage effect a little cuz I nearly self-destruct myself with that! But I guess I gotta say this, my main reason to keep magnum is because it is the only unique weapon (well, I guess all the turrets are unique in their own way <_<), but it's unique in a 'unique' way. You can shoot over walls by moving it up/down instead of side to side. Yes, it's pretty annoying when you get hit by one, so you gotta stay hiding, and there you go! No one will notice that they got shot!

 

 

 

-_- And yes, I have to agree, I make it SOUND so easy and persuading... <_< 

 

:rolleyes:                 :rolleyes: 


Magnum does not affect the game in any negative way. If you remove splash damage from Magnum, then Magnum will behave like Smoky. By the way, if you nerf Magnum in any other way, it will become too weak to damage or destroy tanks. The objective of Magnum was to be able to deal 50% of damage to a medium hull, and to destroy a medium hull with one shot by using double damage. Magnum must keep its strength, so that it can destroy a light and medium hull using one shot on double damage.

 

Magnum has already been nerfed a little sometime after its release. The nerfing was to add an extra second to its reload time. That nerfing is just enough. There is no need for more nerfing.

 

Magnum is a turret that behaves like a dropping bomb or grenade, so it is suitable for dealing splash damage on a large enough radius. I really like the way Magnum has been engineered by the way the barrel functions by going up and down and its large output radius so that it can damage multiple tanks at once.

 

For player who like to perform combo kills, Magnum is perfect for that.

 

I also want to mention that Magnum must be strong enough for parkourists who are great enthusiasts of Magnum.

 

Please can you ask (tidesbyu), who started this topic that he is wrong because Magnum's parameters are fine, and Magnum is not at all overpowered.

 

Sometimes, I face strong M4 Mammoths that are very hard to kill with 3 to 4 Magnum shells equipped with double damage. This is true, there are some players who are very tough and Magnum resistant. I have witnessed that most players prefer to play without Magnum modules. Instead, most players protect themselves against Hammer, Ricochet, Railgun and Twins. I admit it! This is all true.

 

Please make sure that the developers do not change Magnum or any other turret in any way. All the turrets have perfect balance and does not need any change ever again.

 

KEEP MAGNUM AS IT IS!!!

Heck yea I agree with ya!!!

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Look, I was a Vulcan gunner back when it was the Magnum of the game. I still am, it's a fun supportive turret to play. I have no doubt that no matter what they decide to do with Magnum, I can still use it to the same degree I can now.

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Recently in a Highland CTF an enemy Magnum/Wasp managed to get himself onto the hill above where the “C” CP zone usually is. Basically no one could kill him and he just rained down Double Damage-infused shells for the entire game.

 

I mean, there is no skill involved to do something like that. The guy finished 1st on their team by a distance, simply because he killed the flag bearers every time one tried to escape with the flag.

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I'm so surprised  :o that SO MANY people hate magnum. 

That's what happens when you are on the receiving end.  Nobody "hates" Magnum from the perspective of being in the driver's seat.

If "SO MANY" hate Magnum, 'haps there's something there?

I just recently started using it and I already [almost] mastered it. B)

If you "recently started" and you are still WO4 and you think you "mastered" it, you are either giving yourself or the developers a slap in the face.

It goes to show how easy Magnum is to use and how non-existent the "skill curve"  :rolleyes: is.  You already have the impression that you've mastered it since it is that easy to use and be an official PITA with.  

In addition, you really and truly did not "master" it, you cannot "master" any turret in a few ranks.  Think- how OP will somebody be that has really mastered it? I've seen Magnums move, take 2 seconds to aim, and land a shot squarely on a Shaft-hornet across the map.  

\I honestly think the turret should stay because it's pretty fun to play with, but maybe we should reduce the splash damage effect a little cuz I nearly self-destruct myself with that!

So...you want to remove splash, which of all turrets belongs to a turret that fires high-explosive howitzers shells, in order to cover the ONLY weakness so that you are essentially invincible?

 

Illuminati said:

 

"Recently in a Highland CTF an enemy Magnum/Wasp managed to get himself onto the hill above where the “C” CP zone usually is. Basically no one could kill him and he just rained down Double Damage-infused shells for the entire game. 

I mean, there is no skill involved to do something like that. The guy finished 1st on their team by a distance, simply because he killed the flag bearers every time one tried to escape with the flag. "
 
A Shaft could have handled him.

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I've seen Magnums move, take 2 seconds to aim, and land a shot squarely on a Shaft-hornet across the map. 

It's the fault of that hornet, not the magnum. The whole point of hornet is that it is small and fast, so if you use it you run around so people can't hit you. magnum has slow projectile speed so if you run around in a hornet it'd be impossible to get aimed and hit hit by a magnum from accross the map unless he got really lucky. who the hell uses hornet with a turret that can't move when aiming? what's the point of speed if you're not gonna move.

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Recently in a Highland CTF an enemy Magnum/Wasp managed to get himself onto the hill above where the “C” CP zone usually is. Basically no one could kill him and he just rained down Double Damage-infused shells for the entire game.

 

I mean, there is no skill involved to do something like that. The guy finished 1st on their team by a distance, simply because he killed the flag bearers every time one tried to escape with the flag.

I saw a similar thng except the Magnum had got behind a wall up on that raised area. And no, no Shaft could handle him.

 

It's the fault of that hornet, not the magnum. The whole point of hornet is that it is small and fast, so if you use it you run around so people can't hit you. magnum has slow projectile speed so if you run around in a hornet it'd be impossible to get aimed and hit hit by a magnum from accross the map unless he got really lucky. who the hell uses hornet with a turret that can't move when aiming? what's the point of speed if you're not gonna move.

What convoluted nonsense.  OK. Put a hornet / smoky up in the same spot. Can it dominate the map from there? No? It can't?  

 

Well then, that is because the problem is with Magnum. That problem being, it is a poorly conceived out poorly designed POS.

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It's the fault of that hornet, not the magnum. The whole point of hornet is that it is small and fast, so if you use it you run around so people can't hit you. magnum has slow projectile speed so if you run around in a hornet it'd be impossible to get aimed and hit hit by a magnum from accross the map unless he got really lucky. who the hell uses hornet with a turret that can't move when aiming? what's the point of speed if you're not gonna move.

Back before I had to settle with Titan, I used it on larger maps where you'd need to get around quicker and help a coordinated push with multiple team members. It's speed makes it great for close-ranged shelling.

 

Recently in a Highland CTF an enemy Magnum/Wasp managed to get himself onto the hill above where the “C” CP zone usually is. Basically no one could kill him and he just rained down Double Damage-infused shells for the entire game.

 

I mean, there is no skill involved to do something like that. The guy finished 1st on their team by a distance, simply because he killed the flag bearers every time one tried to escape with the flag.

This is, unfortunately, the problem with Magnum; It has zero consequences. You could slap it on any hull at any range and have it come out on top because of how easy it is to learn. The only advice I can give you is try and make suicide rushes while they're occupied with someone else, but if the enemy team is full of jerks they'll protect their easy win above the objective. Just like Vulcan was...

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I saw a similar thng except the Magnum had got behind a wall up on that raised area. And no, no Shaft could handle him.

If there is one or more Shafts looking for Magnums, Magnum can move away a little from the wall, lower the barrel to a level just below the top of that wall then shoot with higher pressure. No Shaft that is at the same or lower level can hit that Magnum.

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>

. And if you see this "idea" after it's been merged with another topic, please like if you agree with me and if you disagree tell me why you like the gun so I can rant about it again.

You got me <3 

tbh magnum is surely overpowered no doubt but it's kinda fair as there are many such turrets in garage which can make magnum look useless!

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I basically think that magnum should be adjusted too. Sure a Math teacher or nerd would certainly "Love" and easily master this turret...but were not geniuses (well...at least I'm not), so maybe make it more easier to use by adding an auto aim...and decrease the damage..a lot..it should only be used as a strategy weapon, not a overpowered drugging machine  :huh:

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