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Magnum and why it should be nerfed


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hi everyone 

 

all of you already know how powerful magnum is , so a nerf must be coming

i suggest that you add a laser to the road that the shot is going to take in order to give players a headstart to start moving away . but the laser must not be visible to the magnum user because it will help them A LOT ..

the should be different than the shaft/striker laser . you can make it look like dotted lines so that we can tell the difference . or make it normal like other kind ot lasers and we can still tell the difference because it will be curved (naturally)

so if the suggestion is accepted , magnum can be like shaft , takes 6 seconds to reload then 2 more to load the shot (like when you aim with the shaft) and in these 2 seconds laser shows up and people start running away :) 

you can adjust the idea however you like , feel free to give me your opinions in the replies . thanks

 

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Let me make a statement about what tidesbyu said on his first post about hating Magnum. Its not because you hate Magnum that your suggestions says that Magnum should be nerfed. NO. Magnum should not be nerfed. It should stay as it is now.

 

The new community Manager, Nives, mentioned in one of his live streams that he hates Magnum because of its up and down barrel movement. That does not mean that Magnum should be nerfed. Magnum must remain as it is, and players who like it, then, they can purchase it, and other who hate Magnum should not bother thinking on buying it.

 

I hope that this time I make myself clear and everyone on this forum agrees with me.

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Let me make a statement about what tidesbyu said on his first post about hating Magnum. Its not because you hate Magnum that your suggestions says that Magnum should be nerfed. NO. Magnum should not be nerfed. It should stay as it is now.

 

The new community Manager, Nives, mentioned in one of his live streams that he hates Magnum because of its up and down barrel movement. That does not mean that Magnum should be nerfed. Magnum must remain as it is, and players who like it, then, they can purchase it, and other who hate Magnum should not bother thinking on buying it.

 

I hope that this time I make myself clear and everyone on this forum agrees with me.

They don't hate using it, they hate playing against it.

 

Just came out of a Highland.  There were two druggers on the enemy team.  One was a Thunder and one was a Magnum.

 

Both were getting about the same amount of score.  The only difference was that the Thunder had to get close to us and so we could actually kill him.

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They don't hate using it, they hate playing against it.

 

Just came out of a Highland.  There were two druggers on the enemy team.  One was a Thunder and one was a Magnum.

 

Both were getting about the same amount of score.  The only difference was that the Thunder had to get close to us and so we could actually kill him.

Got a magnum muzzle shot this morning with Shaft. That is always satisfying. But most players aren't as noob as this guy. He gave me time t aim. (I am not one all that good with Shaft.)

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Got a magnum muzzle shot this morning with Shaft. That is always satisfying. But most players aren't as noob as this guy. He gave me time t aim. (I am not one all that good with Shaft.)

:P Do you, by any chance, happen to know which turret I've had the most experience with (by far) and honed to near-perfection?

 

Hint: You've never seen me play with it.  I used it before I created this account.

 

 

 

At heart I am a Shaft player, and I'll always carry that little bit with me.   

 

 

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:P Do you, by any chance, happen to know which turret I've had the most experience with (by far) and honed to near-perfection?

 

Hint: You've never seen me play with it.  I used it before I created this account.

 

 

 

At heart I am a Shaft player, and I'll always carry that little bit with me.   

 

 

I know you have a passion for shaft. ;)

 

I recall seeing you only with freeze though, and that was nearly a year ago on the Christmas map.

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all of you already know how powerful magnum is , so a nerf must be coming

i suggest that you add a laser to the road that the shot is going to take in order to give players a headstart to start moving away . but the laser must not be visible to the magnum user because it will help them A LOT ..

the should be different than the shaft/striker laser . you can make it look like dotted lines so that we can tell the difference . or make it normal like other kind ot lasers and we can still tell the difference because it will be curved (naturally)

so if the suggestion is accepted , magnum can be like shaft , takes 6 seconds to reload then 2 more to load the shot (like when you aim with the shaft) and in these 2 seconds laser shows up and people start running away :)

you can adjust the idea however you like , feel free to give me your opinions in the replies . thanks

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hi everyone 

 

all of you already know how powerful magnum is , so a nerf must be coming

i suggest that you add a laser to the road that the shot is going to take in order to give players a headstart to start moving away . but the laser must not be visible to the magnum user because it will help them A LOT ..

the should be different than the shaft/striker laser . you can make it look like dotted lines so that we can tell the difference . or make it normal like other kind ot lasers and we can still tell the difference because it will be curved (naturally)

so if the suggestion is accepted , magnum can be like shaft , takes 6 seconds to reload then 2 more to load the shot (like when you aim with the shaft) and in these 2 seconds laser shows up and people start running away :)

you can adjust the idea however you like , feel free to give me your opinions in the replies . thanks

 

Interesting idea that.

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Well, I'm not afraid of confronting an enemy M4 Magnum with double damage, because when Magnum takes 3 seconds to reload, you have the opportunity to kill him. Using Freeze from behind an enemy Magnum means that you'll get no return damage. Any turret can beat Magnum to death.

 

There's an English proverb that says, "there's more than one way to skin a cat". Yeah, you know that I mean!

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Well, I'm not afraid of confronting an enemy M4 Magnum with double damage, because when Magnum takes 3 seconds to reload, you have the opportunity to kill him. Using Freeze from behind an enemy Magnum means that you'll get no return damage. Any turret can beat Magnum to death.

 

There's an English proverb that says, "there's more than one way to skin a cat". Yeah, you know that I mean!

Of course you can kill Magnums.

 

After you've fought your way through the whole enemy team.

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I do not understand why players think that Magnum is too strong. Magnum is fine, so it is a piece of cake, so you can defeat them with ease when Magnums reload their shells.

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I suggest a new hull called Pillbox. It has a movement of 0 and 10,000 HP.  Any turret mounted on it points straight ahead; it cannot rotate.

 

But this hull can be used only on a new map called Bowling Alley which will have a maximum of 2 players. This is a perfectly flat and empty map, 20 m long by 2 m wide. Pillboxes spawn on opposite sides pointing at one another. 

 

This will eliminate the pesky need to use more than the space bar to play. TO needs these things.

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The bowling alley sounds interesting.  Sounds like Highways.  I would like some buildings or other fixtures in a row at the way back, though, since it sounds like a straight narrow track with no place to hide.

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Rebalance Magnum or people will start leaving battles in droves.

 

When the winning teams in 7-0 blow-outs all have multiple Magnums it is silly to think those turrets are not unbalanced.

 

The game is getting unplayable.

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I could say the same thing for railgun spoiling Highland as all you do is camp. Another map is Noise, people used thunder to do splash damage on the red team so you cannot really say magnum has spoiled those maps. I love magnum and sometimes find it irritating when I face a team full of them but the solutions to these problems are either get magnum protection, kill the magnums or buy a magnum and use it against them.

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I could say the same thing for railgun spoiling Highland as all you do is camp. Another map is Noise, people used thunder to do splash damage on the red team so you cannot really say magnum has spoiled those maps. I love magnum and sometimes find it irritating when I face a team full of them but the solutions to these problems are either get magnum protection, kill the magnums or buy a magnum and use it against them.

Red is on top in Noise.  How is Thunder doing splash on Red? It's shooting upward.  Misses mostly go off into the air.

 

"...kill the magnums..."?  You make it sound so simple.

Magnums can damage anyone on map while hidden in base surrounded by isidas and mines.

Capping flags is difficult enough without making killing an enemy turret the primary objective.

 

Protection?

Many complain isidas are OP now.  Yet I battled them up to Legend without any protection.

But I HAD to buy magnum protection to even try to play on same map - let alone confront them.

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Came out of a deathmatch where a barely-drugging Magnum-Hunter was in first place.  His only 7 deaths were all from my Striker.

 

The problem with Magnum is not its design.  If Magnums operated according to how they were conceived then it would be fine.  They are conceived as an artillery/support turret, never a frontline or urban fighter.

 

But when you see a Magnum user who is actually skilled, who can run through obstacles, over bridges and under tunnels, while still hitting you, it becomes unbalanced.  With most turrets, even splash turrets, gameplay is strategic because every time you fire they have an opportunity to hit you.  You can play dodge, hide-and-seek, whatever you want to call it, with every turret except Magnum.  They can keep running around the house while hitting you.

 

The problem is that they do not play according to how they were conceived.  They play offensively, and something needs to be done about it.

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Came out of a deathmatch where a barely-drugging Magnum-Hunter was in first place.  His only 7 deaths were all from my Striker.

 

The problem with Magnum is not its design.  If Magnums operated according to how they were conceived then it would be fine.  They are conceived as an artillery/support turret, never a frontline or urban fighter.

 

But when you see a Magnum user who is actually skilled, who can run through obstacles, over bridges and under tunnels, while still hitting you, it becomes unbalanced.  With most turrets, even splash turrets, gameplay is strategic because every time you fire they have an opportunity to hit you.  You can play dodge, hide-and-seek, whatever you want to call it, with every turret except Magnum.  They can keep running around the house while hitting you.

 

The problem is that they do not play according to how they were conceived.  They play offensively, and something needs to be done about it.

A Shaft can't use it's scope while on the move.  Maybe Magnum needs a similar restraint.

 

An older RTS game - StarCraft had a unit called Siege Tank.  In normal mode, where it could move around, it could fire a normal moderate shot.

In order to deliver a devastating salvo that did a lot of damage (including splash) it had to go into Siege Mode. This involved stopping and deploying spades for stability (kind of what a lot of indirect fire weapons do).  It takes a few seconds to deploy - AND - the tank can't move during this time.  If it wants to move again, it must take a few seconds to pull up the spades and get out of siege mode.

 

That would make Magnum more of what it is supposed to be. It wants to run around capping and firing?  Much less power in it's attack.

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A Shaft can't use it's scope while on the move.  Maybe Magnum needs a similar restraint.

 

An older RTS game - StarCraft had a unit called Siege Tank.  In normal mode, where it could move around, it could fire a normal moderate shot.

In order to deliver a devastating salvo that did a lot of damage (including splash) it had to go into Siege Mode. This involved stopping and deploying spades for stability (kind of what a lot of indirect fire weapons do).  It takes a few seconds to deploy - AND - the tank can't move during this time.  If it wants to move again, it must take a few seconds to pull up the spades and get out of siege mode.

 

That would make Magnum more of what it is supposed to be. It wants to run around capping and firing?  Much less power in it's attack.

I like the idea of drawing from real-life scenarios.

 

Remember the wobble/shake of Shaft?

 

Perhaps we bring that to Magnum.  When it is moving, the parameters (for power and angle) are constantly wobbling up and down (although not crazily, just like the Shaft scope only shook a little around the target area).  The damage stays the same.

 

It's also realistic- artillery wants to stand still for a stable and accurate shot.

 

P.S. Magnum is actually not too bad in terms of balance effect- it provides easy kills for Freeze, a weak turret, and targets the OP heavy hulls.

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I could say the same thing for railgun spoiling Highland as all you do is camp. Another map is Noise, people used thunder to do splash damage on the red team so you cannot really say magnum has spoiled those maps. I love magnum and sometimes find it irritating when I face a team full of them but the solutions to these problems are either get magnum protection, kill the magnums or buy a magnum and use it against them.

So from this a reader might conclude you feel there is no such thing ass a bad OP design. For example TO could double Isida's damage output and give it back the ol' 50% self-heal and you'd be OK with that? After all, everyone ch just buy their own Isida.

 

A Shaft can't use it's scope while on the move.  Maybe Magnum needs a similar restraint.

 

An older RTS game - StarCraft had a unit called Siege Tank.  In normal mode, where it could move around, it could fire a normal moderate shot.

In order to deliver a devastating salvo that did a lot of damage (including splash) it had to go into Siege Mode. This involved stopping and deploying spades for stability (kind of what a lot of indirect fire weapons do).  It takes a few seconds to deploy - AND - the tank can't move during this time.  If it wants to move again, it must take a few seconds to pull up the spades and get out of siege mode.

 

That would make Magnum more of what it is supposed to be. It wants to run around capping and firing?  Much less power in it's attack.

Pretty much every self-propelled artillery piece has to dig in the spades. You might be on to something here.

 

-----

 

A new idea passed my mind last night. How about reducing the splash radius damage by about 2/3rds. But keep the same large radius for impact effects .. maybe even boost that impact effect. That would ass a little skill to using the thing. It would better mimic the way HE rounds actually affect heavily armored tanks. HE rounds rarely destroy a tank but they can disable them and hinder their maneuverability.

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So from this a reader might conclude you feel there is no such thing ass a bad OP design. For example TO could double Isida's damage output and give it back the ol' 50% self-heal and you'd be OK with that? After all, everyone ch just buy their own Isida.

 

Pretty much every self-propelled artillery piece has to dig in the spades. You might be on to something here.

 

-----

 

A new idea passed my mind last night. How about reducing the splash radius damage by about 2/3rds. But keep the same large radius for impact effects .. maybe even boost that impact effect. That would ass a little skill to using the thing. It would better mimic the way HE rounds actually affect heavily armored tanks. HE rounds rarely destroy a tank but they can disable them and hinder their maneuverability.

Yes, I'd be okay with the old isida effect.

Red is on top in Noise.  How is Thunder doing splash on Red? It's shooting upward.  Misses mostly go off into the air.

 

"...kill the magnums..."?  You make it sound so simple.

Magnums can damage anyone on map while hidden in base surrounded by isidas and mines.

Capping flags is difficult enough without making killing an enemy turret the primary objective.

 

Protection?

Many complain isidas are OP now.  Yet I battled them up to Legend without any protection.

But I HAD to buy magnum protection to even try to play on same map - let alone confront them.

Just deal with it. It is easy to take out the magnum if people go all out attack. Just get magnum yourself and kill them which is what I do. Also, you can use thunder to shoot downwards and cause splash damage.

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