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Magnum and why it should be nerfed


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4-5 seconds , I hate this idea. Comeon - In a match a magnum is guarding flag alone , how is he gonna stop a firebird-hornet for example?

 

  • He will shoot at point where hornet is standing . The hornet will go away and attack me , take flag (meanwhile shot explodes) and escape
  • I will shoot a bit forward so that the shot explodes when that tank reaches that point , but alas the tank would immediately reverse and the shot will go waste , the long reload will start and the tank would kill me and escape
  • Somehow the hornet has just reached where I am , I will fire a 90 degree shot and the hornet will back away. Once exploded the hornet would do same thing.

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4-5 seconds , I hate this idea. Comeon - In a match a magnum is guarding flag alone , how is he gonna stop a firebird-hornet for example?

So you think that you should be able to outplay a short range turret at short range while using a long range turret?

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you realize the devs are only making magnum powerful for their own corporate reasons, right?

 

even if they did use your idea it'll only be so that they'll be able to sell back the old stats as some alteration/drone...

 

you rather making the powerful magnun buyer exclusive?

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If I use it for long range , it can happen that my shell explodes in mid air 

So you think that you should be able to outplay a short range turret at short range while using a long range turret

 

 

And in close range , I HAVE NO CHANCE to kill someone. And it is my wish how I wanna use the turret. The reload is quite big and inability to turn left or right is another problem and if you have those skills you can escape magnum shots with least possible damage.

 

And saying is easy than doing , you want Magnums to play long range , but it takes a lot of amount to practice long range - and with the MMS mastering every map is hard. 

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If I use it for long range , it can happen that my shell explodes in mid air 

That's why the fuse is 4-5 seconds.

 

And in close range , I HAVE NO CHANCE to kill someone. And it is my wish how I wanna use the turret.

You can use a turret however you wish, but turrets have to be balanced. I may wish that Smoky would have infinite range so I could stay in base and snipe like a coward, but that would be problematic for game balance. Currently, Magnum is too strong a short range. In some situations, it is better than it is at long range. You will still be able to kill players at short ranges with some skill and some luck.

 

And saying is easy than doing , you want Magnums to play long range

Yes, I want Magnum to play long range, because that is what it was designed to do and does quite well. 

 

but it takes a lot of amount to practice long range - and with the MMS mastering every map is hard. 

Shocker - turrets have learning curves! The devs better make it so that every turret is extremely easy to use and practically aims for you, right?

 

Besides, judging by your profile, you are inexperienced with Magnum. Players who have spent some time using it can consistently hit shots at long range.

 

you realize the devs are only making magnum powerful for their own corporate reasons, right?

even if they did use your idea it'll only be so that they'll be able to sell back the old stats as some alteration/drone...

you rather making the powerful magnun buyer exclusive?

There are a lot "ifs." It's out of my control. Actually when I first thought of this idea, I wanted to increase Magnum's min damage to compensate for the fuse. I wouldn't mind too much if an alteration cam out that completely removed Magnum's splash, the fuse, and decreased the damage.

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That's why the fuse is 4-5 seconds.

 

You can use a turret however you wish, but turrets have to be balanced. I may wish that Smoky would have infinite range so I could stay in base and snipe like a coward, but that would be problematic for game balance. Currently, Magnum is too strong a short range. In some situations, it is better than it is at long range. You will still be able to kill players at short ranges with some skill and some luck.

 

Yes, I want Magnum to play long range, because that is what it was designed to do and does quite well. 

 

Shocker - turrets have learning curves! The devs better make it so that every turret is extremely easy to use and practically aims for you, right?

 

Besides, judging by your profile, you are inexperienced with Magnum. Players who have spent some time using it can consistently hit shots at long range.

 

There are a lot "ifs." It's out of my control. Actually when I first thought of this idea, I wanted to increase Magnum's min damage to compensate for the fuse. I wouldn't mind too much if an alteration cam out that completely removed Magnum's splash, the fuse, and decreased the damage.

I have several other account like an account of colonel rank , a first lieutenant and some small accounts. I used Magnum on all those accounts and my aim is pretty good till mid range.

 

Magnum is currently balanced with the amount of self damage it does, the longer reload , inability to turn your turret horizontally and it already takes time for shots to land in long range making it challenging to hit moving tanks

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Magnum is in a way overpowered, but now the developers were awesome enough to create custom protection modules. Just get yourself the Magnum protection (Griffin I think it is) and merge with whatever you want. Once you have protection, it won't be nearly as powerful.

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With this idea, Magnum in space mode = USELESS.

We can just leave Magnum in Space Mode and remove it everywhere else then.

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Reason magnum is OP is it can one shot many people with single double damage and at very long range.. but

 

"Its Area ability and the long range/off sight fighting is the specialty of magnum"

 

then where is the problem, i see the problem is its close range damage. it can even do it in closest range and it will still one shot all except him. 

which means its self damage is not high as we expected, think like

 

Firebird+wasp try to kill Magnum+hunter, even firebird manage to approach him, still magnum will kill him and survive, magnum wins.

Firebird+viking try to kill Magnum+hunter, firebird will die even before he come close to magnum,  magnum wins.

 

I say, Magnum's Self damage should be increased somehow, it should be like, for closest range attack it should be 100% death.

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Magnum is a very fun turret to use, and given your argument I can see what you mean. I definitely think a small reduction in its splash radius would make it more balanced on maps such as noise and gravity. However, I wouldn't touch the damage or reload. 

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I think Magnum has balance issues. But rather than nerfing outright, I suggest a change to its mechanics: implementing a fuse on its shells.

 

Shells will not explode as they do now, upon hitting an obstacle. Instead, the shell will explode ~4-5 seconds after firing, regardless of whether it hits the ground, a wall, a tank, or if it is still in the air. This mechanic has three consequences which I think will improve balance and make Magnum less frustrating to play against overall:

  • Players will have more time to react. Yes, Magnum is not a hit-scan weapon and it is possible to dodge shells, but most of the time it is not enough to get away, even with light hulls, because of the massive splash damage radius. With a detonation mechanic, the shell will be embedded in the ground / wall and will explode after a short time, providing a better chance of escape.
  • Raising the skill ceiling. With such changes, prediction for Magnums would be even more important than it is now, and smart players would try to maximize "air time" so as to minimize the time the shell spends on the ground unexploded. Furthermore, when running away as a Magnum, it would be possible to lay an impromptu mine by firing a shot at minimum charge in the path of the enemy.
  • Decrease Magnum's effectiveness at close range. Currently, Magnum can derp tanks easily at short range, which is a problem. With a timed fuse, doing so would be much more difficult and encourage Magnum to be played as a long range support turret, which was its original purpose.

 

Cool idea, but it would definitely ruin the idea of an "artillery turret", this would make it more like a video game style grenade launcher.

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Cool idea, but it would definitely ruin the idea of an "artillery turret", this would make it more like a video game style grenade launcher.

True, so perhaps the shell should "arm" after a few seconds, and if at that point it's on the ground - it explodes, or if it's still in the air - it explodes upon impact.

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We can just leave Magnum in Space Mode and remove it everywhere else then.

:lol:

In other words: Shoot Magnum to the moon!

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Tanki, ENOUGH. One magnum singlehandedly ruined Polygon CP. It was a perfectly balanced (as all things should be) game until this magnum arrived. He would lob one shot into the point and kill all of my teammates. 

 

Enough.

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Tanki, ENOUGH. One magnum singlehandedly ruined Polygon CP. It was a perfectly balanced (as all things should be) game until this magnum arrived. He would lob one shot into the point and kill all of my teammates. 

 

Enough.

That's why Polygon CP was rebalanced to include three points in the non-PRO version  :rolleyes:

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That's why Polygon CP was rebalanced to include three points in the non-PRO version  :rolleyes:

Yes, but you can't choose to play in that map because that new system that everyone loves that picks the map for you  :ph34r:

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maybe introducing a self damage when firing , each shot take 10% of the tank hp :D :D :D :D

 

my idea is that magnum suppose to do lot of splash damage on its hits, its what its made for,

So either give them very long reload time OR

give a huge penalty enough to make them week

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maybe introducing a self damage when firing , each shot take 10% of the tank hp :D :D :D :D

 

my idea is that magnum suppose to do lot of splash damage on its hits, its what its made for,

So either give them very long reload time OR

give a huge penalty enough to make them week

Self damage when firing? This reminds me of 800mm German railway cannons Gustav and Dora from WW2. They were so powerful that their barrel needed to be exchanged after few shots because the previous barrel was damaged by the extreme heat and pressure.

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Before I begin this rant, I will acknowledge the fact that it will not be accepted.

 

Magnum. While many like it, many do not. I hate it. One of many problems with this gun is that the maps are not designed for a shot that does not move parallel to the ground. Every other turret in the game shoots in a straight line and cannot go over buildings, walls, and other in-game features. These obstacles are nothing to a somewhat experienced magnum user.

 

The implement of this gun threw off a significant amount of maps. For example, I just came from a Highland CTF. I used to love this map. It's a great compact little map, but with Magnum, it is no longer fun to play. The players with this turret simply shoot right over the short little walls that, up until a few months ago, protected you from every turret. Add two or three of these Magnums and you create a game that goes from maneuvering your tank to shooting over walls.

 

I understand that Magum is said to be "difficult to master," but quite honestly, once you figure out the angle and percentage, you can camp all you want. I've used Magnum before, and even on the other end, I realize it's simply not fair. 

 

Back to the Highland example. The max amount of skill required to kill the other team with Magnum is rotating your tank and pressing the spacebar once. No need to get anything more than a 5% to make it over those center walls. So you get your noobs in Highland, but then in other maps such as Noise and Gravity that just throw off the entire game. 

 

So not to be insulting here, but Magnum seems like a gun that some kid said, "Hey, let's make a gun that launches exploding projectiles at a trajectory so we can make these walls useless!"

 

So in case you haven't guessed, I'm saying we get rid of this terrible gun. It was fun (not really) while it lasted, but it's definitely time for it to go. 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.

Its and artillery piece its supposed to keep you from camping (#campers=meanplayers). Its a balanced weapon nerfing it would make it useless

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Its and artillery piece its supposed to keep you from camping (#campers=meanplayers). Its a balanced weapon nerfing it would make it useless

I like how you avoided any comment on any particulars of the post - generally that the game was not designed for indirect fire weapon...

 

Nerfing it would not make it useless - unless you only like to play with OP turrets.  Then I suppose for you then it would be useless.

 

 

"artillery piece supposed to keep you from camping". 

Maybe. But then again up close, artillery pieces should be a pushover versus tanks.  Rock-paper-scissors.

Funny how it does not work that way in TO.

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