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Magnum and why it should be nerfed


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

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.

Just deal with it. Bravo. Bravo.

 

Let's ALL buy a Magnum.  Change the name of game from Tanki Online to MAGNUM ONLINE.  All Magnum All The Time.

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Just deal with it. Bravo. Bravo.

 

Let's ALL buy a Magnum.  Change the name of game from Tanki Online to MAGNUM ONLINE.  All Magnum All The Time.

To be honest, every turret has its weakness and it is your job to find a way to exploit that weakness. There may be times when the defence of the opposition is so strong that you cannot kill the magnum that is destroying your team. I know how to exploit magnum but no one listens and that is why I will always be the greatest player Tanki Online has ever had.

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

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.

A half answer.

 

 For example TO could double Isida's damage output and give it back the ol' 50% self-heal

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A half answer.

 

 For example TO could double Isida's damage output and give it back the ol' 50% self-heal

That is an example, I am talking reality. I only play Tanki Online once a week compared to the past when I played a lot. The game has lost players who could actually play as a team. The current players on Tanki now are just so inexperienced and do not know how to play. Funny how I am one of those best players in the past to still play in the game today.

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That is an example, I am talking reality. I only play Tanki Online once a week compared to the past when I played a lot. The game has lost players who could actually play as a team. The current players on Tanki now are just so inexperienced and do not know how to play. Funny how I am one of those best players in the past to still play in the game today.

Well I was just trying to make a point with an example that used to exist in the game. Isida needed to be toned down. Now it is Magnum that needs it.

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Sure it is possible to kill the magnum , thats why you dont see them often in DM ,there are a few but much less and much less OP then in other battles . That is because if they are around , everybodies attention is at the magnum and kill it fast . In a teamplay , the magnum is protected by the rest of the team , rarely fights frontline . So in order to kill the magnum , you need to kill the turrets which are in front . Thats the difference with the isida , while they are very powerfull , their range is very short , and they not got the whole team standing in front of them . And its not a single magnum which is the annoying thing , its the pairs or triples which are hammering down the base or certain areas which now cannot be reached / broken / surviveable . The damage done is just to much and from anywhere on the map , they can work together and hit the same spot . This is the difference with other weapons . A double or triple shaft will getting past a point difficult , but the difference is all the splash over the large area and the shaft is always seen and reachable . Basically , if you not have protection for magnum some maps are unplayable .

It is not normal to see 80-5 KD numbers on regular basis . You can say , yes but i'm that good ... you'll never ( or nearly never ) will see this nr's by any other gun . With the magnum these nr's are not rare and by many different players . They cant be that good .

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This post on Magnum was first declined, so please decline it because I don't want to see players cry about Magnum being too strong. I said many times over and over again that Magnum is NOT OVERPOWERED. How many times to I have to shout at you folks that Magnum is not overpowered? Magnum is perfectly balanced out against all other turrets and hulls.

 

I never have problems when facing enemy Magnums in battles, so you should experience that as well. There are Magnum protection modules that you can use if you want or you can use double armor. You can also protect yourself from Magnum when hiding behind a tall building. That is the best way to take cover from Magnum.

 

Please close and decline this topic because I do not want to see it open again.

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Camp is one of the maps ruined by Magnum. It's no longer possible to peacefully camp behind a wall with Railgun and get huge kill streaks while enjoying a morning coffee. -_-

Serves you right

Awww, what a shame :(

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First off, the near entirety of mid- to high-ranked tankers absolutely abhors Magnum. Most rue the day that this curse was ever introduced into the game. Aside from that, Magnum is, almost undeniably, the most overpowered turret in the game right now. No, screw that. Magnum is definitely the most overpowered turret that the Tanki Community has ever seen. Since we all want our beloved game to be the best it can be, it follows that we would want to have a balanced turret system. Let's go through what makes this turret so good, and then base our propositions off of that.



 

Imbalances

Magnum deals an obscene amount of damage; it's able to destroy light hulls in one hit the majority of the time. Besides that, it has a splash radius 50% larger than Striker's. This means that you could fit one and a half Vikings between the point of impact and the target, yet still take out roughly 20-30% of the unfortunate tanker's health. Then what of Thunder, you ask? Thunder has a weak damage that drops the massive amount of damage it does down to 50%, which is nowhere close to what Magnum can do. All while hiding behind a building; which brings us to our next point.
 
I think we can all agree that a turret that can completely shelter itself from taking damage AND deal massive amounts of damage AND never come out of hiding AND never have the opponent know where you are should never have existed. However, the developers decided to combine all of those things into a single, nearly indestructible, turret. And, of course, they refrained from rebalancing the said turret for more than half a year. One of Magnum's main advantages is that it can fire from behind a wall. This type of play was never meant for Tanki's gameplay, which should be dynamic and fast-paced. 

 
Magnum can fire one shot in the time it takes to Thunder to fire two. HOWEVER. Magnum can deal - maximum - about 2600 damage in one shot, Thunder is capable of dishing out 1000 per shot. That means that in the time that Magnum deals 5200 damage, Thunder can only deal 4000 in the same time. Again, Magnum has no damage penalty on distance, yet Thunder does. Magnum clearly outclasses Thunder in every way except in short range combat; which will never happen if you know how to avoid it, which most seasoned veterans know how to do.

 


Propositions

Since we've now established Magnum's dominance, I will propose a few ideas to lessen the damage that Magnum has done to Tanki's usually dynamic gameplay.
 
Adding a longer reload time could potentially work out if you could find a way to add to Magnum so that it would not feel like a boring and slow turret. A way to do this is to increase the time it takes to charge up a shot, since shots often need to be charged to 40% or more. Damage would be 85% of what it currently is. All other parameters would remain the same.
 
Another option that I thought of was to reduce Magnum's splash radius in an interesting way. As taken from Thunder's description, the reason that splash damage exists is because shrapnel flies out from the point of impact, damaging surrounding tanks. If Developers could cause Magnum's shell to not have the same splash mechanic as Thunder or Striker, but instead have literal shrapnel fly out directly horizontal from the point of contact (Think Hammer, but a full circle of smaller shrapnel bits), this would significantly lower Magnum's effectiveness, while still rendering it a very useful turret. This would also influence hull choices; Dictator would be a less useful hull because if a tall hull is hit, it would take a lot of shrapnel. However, Viking would be less vulnerable if a taller hull was hit, since it would just slip under the flying bits of shell. But, of course, if the shell hit the ground, it would spread out and just hit the base of each hull, height making no difference whatsoever. The damage would be 90% of what it is now. 

These are only a few ways of rebalancing the turret that's traumatized Tanki's Community for so long. There are a multitude of other ways to balance the game. Leave your comments below, and thanks for reading. 

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(Long post that can be seen by scrolling up.)

I like the shrapnel idea! That would be more unique than what we have now. But of course, knowing Tanki it'll probably be an alteration or something.

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First off it is important to know the difference between a howitzer and a gun. A guns fires a high-velocity shell on a flat trajectory. Smoky is an example of a gun. Guns can fire a variety of shells but the basic anti-tank round is a simple kinetic penetrator. It does its damage just like an old-fashioned cannonball. A heeavy object travelling at great speed causes a lot of damage to whatever it hits.

 

A howitzer fires a relatively low-velocity shell on a high arcing trajectory. They do not rely on kinetic energy to do damage. Instead they lob explosive shells. The explosive energy does the damage.

 

Artillery shells with large blast radii are the HE (high explosive) shells. These release their energy in all directions. People and unarmored vehicles caught in the blast radius take major damage form concussion and shrapnel. But armored vehicles are essentially unaffected by shrapnel. Concussion form near misses can damage tracks and drive wheels or other external components. Crews inside tanks can be stunned. But unless a large howitzer shell scores a direct hit (or extremely close) on a tank that tank itself is not likely to be destroyed.

 

Both guns and modern howitzers can fire HEAT (high explosive ant-tank) rounds. There rounds are designed to release most of that explosive energy directly forward. This focused blast does defeat armor and destroy tanks. Once again direct hits are required. There shess do not have large blast radii because of that forward-directed blast.

 

21st Century artillery shells come in even greater varieties and capabilities, But the above info is enough to look at Tanki's Magnum turret.

 

====

 

Magnum is clearly a howitzer-type weapon. It fires a slow shell on a high arc.  The shell it fires is obviously a HE shell, not a HEAT shell. The huge blast radius is found only in HE shells. 

 

Magnum fails as a design because it is lethal to enemy tanks even when the shell misses by wide margin. That is both unrealistic and bad game design. Realism, to be honest, doesn't matter too terribly much so long as it leads to good game design. Realism fdoes help give players a sense of immersion; a feeling they are "in" the battle. So it is good to keep a sense of realism as part of the design process leading to a good game.

 

Magnum is not good game design. This has been pointed out over and over. The vast majority of Tanki players understand this. The game owners want an indirect fire turret (lobbed shots) in the game. So how to do this in a manner that is somewhat realistic but more importantly is balanced against the other turret types?

 

The indirect fire requirement means the agility to hide behind walls and lobs shots is a given. The game owners want this aspect so we have to assume Magnum will have these advantages in whatever form it takes.

 

======

 

I suggest one of the following avenues:

 

1] Keep Magnum a slow-fire /  powerful shell weapon

 

    1a] Magnum fires HEAT shells. Keep the damage as is but require a direct hit and I mean direct hit to do damage and impact. Splash is removed.

 

    1b] Magnum continues to fire HE rounds. Reduce damage TO about 80%. Reduce splash radium BY about 75%. Splash damage falls off exponentially with distance, not linearly. However, impact effect remains with the same huge radius it has today. impact falls of linearly not exponentially.

 

2] Concert magnum to a "lower caliber" which can fire much more quickly but also does much less damage per shot. 

 

2a and 2b]  As in section 1 the decision needs be made between a HE effect and a HEAT effect.

 

2c] Perhaps give it a magazine effect like Hammer.  Firing once causes three rapid shots be taken automatically, blam blam blam, Due to recoil, these three would impact all near one another but not on the same exact spot. 

 

======

 

The devs have to fix this thing. There are any number of options. There is no excuse to leave this unattended any more.

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Magnum is just too OP... Players are suggesting to improve one aspect of magnum and nerf the other..... JUST NO!!!

Magnum needs a big nerf and that too in all aspects. It has rendered props such as buildings and walls useless requires very less skill after you have mastered its aiming degree. Its reload time is too fast for such a high damage weapon, its splash radius is too big and base damage is HUGE! All 3 of these parameters must be nerfed by quite a bit to make the game balance better. 

 

Additional Details: Magnum has the highest DPS (when attack a swarm of players) in game, why should this be even possible? Its thunder which should excel in the aspect but no, its far behind. Magnum also has the largest splash damage radius in game even excelling that of striker. What use of defending a point/flag with someone can kill u and u cant to anything about it? No tactics can be used against a skilled magnum unlike any other turret in game. Its even more easy to use that twins in some situations... perfect for noobs

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As it stands now that I've mastered getting meatshots over obstacles the only nerf I can think of is the splash damage and the reload time. I've gotten so many cheap kills with the splash damage it isn't even funny, and the reload speed is a joke. I get that Magnum is supposed to be a shelling weapon for softening up the defense, but it can be in any position that doesn't have any flank routes and operate just fine. Turrets in this game need nichè roles. Every combo has it's nichè. Magnum is the same whether it's on a Wasp or a Mammoth. 

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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

Here is how: use a Magnum! And buy Shaft protection, for goodnes's sake!

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Here is how: use a Magnum! And buy Shaft protection, for goodnes's sake!

 

What a noob. With magnum theres no automatic vertical aiming so you have to adjust turret angel, and you also have to hold on to build up pressure... and then theres the time the projecule takes ti fly accross the map via a longer trajectory due to its path over a parabolic ar in which it's velocity has to decelerate to upon reaching maximum height and then start accelerating again due to gravitation. You telling me all this can happen before that shaft releases his space bar????

 

and shafts with heavy capacitors can punch through 30% protection. Why dont you just get magnum proection?

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i have been looking for this thread.

 

yes, Magnum should be nerfed, no wapon should be able to destroy a M4 viking with one shot.

 

Agreed. Shaft should be removed from this game. Magnum needs double damage as well as luck to do that because damage is random... Shaft doesnt even need double damage and can deal maxamum damage every time. M0 shaft can one shot m4 dictator in one shot with double armour... REMOVE!

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With Shaft you are punished for making poor choices. Like driving out into the open despite seeing lasers there. With Magnum it doesn't matter what you do.

Lasers only appear after 8 seconds if they have heavy capacitors... that is 1.85 seconds more than how long they have to hold to one shot a medium hull.

 

No way you'll be hiding that trail with magnum.

 

On top of that magnum isnt that powerful and has longer reload, so you shoot them they continue approaching you and kill you before you reload to shoot again. Shaft is just bam and they die, they see you but theu cant do anything because they're already dead.

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