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Magnum and why it should be nerfed


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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

Artillery is supposed to keep you from camping . . . I wonder what artillery does?

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Well mine's about to finish its 18th MU; the whole process was without speedups and 50% sales most of the time.

The cheap Magnum featuring cheap gameplay full of cheap shots. hmmehmm, sneaky little maggot maggot..

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Speaking of nerving Magnum.. The last re-balance I believe was sometime in October 2016? Surely one is due sometime soon right? As Magnum along with Twins, Firebird and Isida all need a nerf in my opinion where as turrets like Thunder, Smoky and Vulcan need a bit of a buff.

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Speaking of nerving Magnum.. The last re-balance I believe was sometime in October 2016? Surely one is due sometime soon right? As Magnum along with Twins, Firebird and Isida all need a nerf in my opinion where as turrets like Thunder, Smoky and Vulcan need a bit of a buff.

What kind of "nerf" were you thinking of for isida?  It needs more damage than fire & freeze since it has no afterburn and no slowing and no area effect.

 

I remember saying I won't ever buy magnum because I dislike it. Guess it's my 2nd used turret on Tanki.  :ph34r:

I'm fighting the good fight - no twins (+ brick) and no magnum.  And yes, I'm a stubborn one....

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What kind of "nerf" were you thinking of for isida?

A damn good one that's for sure. Its damage per second is so OP. It kills you so much quicker compared to the many other turrets on here in caught by an Isida latching onto you >.>

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A damn good one that's for sure. Its damage per second is so OP. It kills you so much quicker compared to the many other turrets on here in caught by an Isida latching onto you >.>

It should kill you quick  - it's short range and has 5 seconds of attack.  Slower re-load than fire or freeze.

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Just make Magnum harder to use. Seriously, all you need to do is pop up the power to 100% and set the turret axis to 0. I'd suggest making Magnum shells vulnerable to wind. That way the shells steer mid-air to whichever direction the wind points to. This will generally make the turret harder to use since it's hard to know where the shot will land due to the shot steering left or right mid-air, or generally make it go forward or backward based on the wind. When you equip the turret there will be a marker showing the wind direction, and how strong it is. The wind direction and power change constantly, therefore it's nearly impossible to make a shot land in the same place twice. Perhaps every map should have it's own wind direction and power. For example, Highways is known to have strong winds coming from the east. Or madness is known to have weak winds from the south. Of course it doesn't always point south or east based on the map. And to make things fun. Wind direction and power change for every map based on the time of the year. So there should be stronger winds in the winter celebrations and so on. 

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Just make Magnum harder to use. Seriously, all you need to do is pop up the power to 100% and set the turret axis to 0. I'd suggest making Magnum shells vulnerable to wind. That way the shells steer mid-air to whichever direction the wind points to. This will generally make the turret harder to use since it's hard to know where the shot will land due to the shot steering left or right mid-air, or generally make it go forward or backward based on the wind. When you equip the turret there will be a marker showing the wind direction, and how strong it is. The wind direction and power change constantly, therefore it's nearly impossible to make a shot land in the same place twice. Perhaps every map should have it's own wind direction and power. For example, Highways is known to have strong winds coming from the east. Or madness is known to have weak winds from the south. Of course it doesn't always point south or east based on the map. And to make things fun. Wind direction and power change for every map based on the time of the year. So there should be stronger winds in the winter celebrations and so on. 

Well then Smoky, Shaft and Striker (to a certain extent) will also suffer because they have projectiles. I highly doubt that would be good for game Balance.

The turret is balanced as it is. Now players can make their own modules, so if Magnum is too OP for you, just buy the protection module and use it as you want.

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Well then Smoky, Shaft and Striker (to a certain extent) will also suffer because they have projectiles. I highly doubt that would be good for game Balance.

The turret is balanced as it is. Now players can make their own modules, so if Magnum is too OP for you, just buy the protection module and use it as you want.

Turret is not balanced - does same damage up close as it does from across the map (where it can hide behind a house while attacking - unlike shaft, or any other turret in the game).

 

It needs some form of nerf to damage or reload or splash damage or splash area.

 

Or it needs a mechanic that makes it harder to use in direct-fire mode... something like damage is dependent on charge-up, or minimum angle of 10-degrees.

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Or it needs a mechanic that makes it harder to use in direct-fire mode... something like damage is dependent on charge-up, or minimum angle of 10-degrees.

NO way bro ... angle and the charge both are used to control the direction of shell. If I want to hit a tank at some distance from me (on same ground level) then I have two options , either keep it flat and shoot with full power and other is keep it at angle and shoot with right power. Which is easy? the flat one. Which gives less damage ? The angle one. BAD IDEA.

 

And 10 degress is minimum? you won't find any change because it is used by pros in exceptional cases only , only noobs use 0 degree magnums.

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NO way bro ... angle and the charge both are used to control the direction of shell. If I want to hit a tank at some distance from me (on same ground level) then I have two options , either keep it flat and shoot with full power and other is keep it at angle and shoot with right power. Which is easy? the flat one. Which gives less damage ? The angle one. BAD IDEA.

 

And 10 degress is minimum? you won't find any change because it is used by pros in exceptional cases only , only noobs use 0 degree magnums.

So... damage/reload/splash-are nerf it is. Thanks for the feedback.

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I'd like to see an increase in difficulty,

 

Make the charge up time 3x as fast and decrease the reload accordingly so Magnums will have a hard time finding the correct charge rate. That way I can train myself to master the new charge rate and keep on using Magnum as I do now.

 

Striker is a perfect example of extremely hard controls. However, I have used the thing as my main turret for a while now and I can get nice results with it.. I do believe the main reason for that would be the absence of protection paints on the battlefield though.

 

I am sure developers have flexible parameters in their game code for Magnum. Lots of changes are possible with the shell trajectory and its speed aswell.

 

The problem with Magnum will be the parabolic trajectory. That is Magnum... That's what it's all about. It simply doesn't belong in this game and getting rid of it entirely would be the best nerf.

 

But I do know that developers won't do that. Whatever nerf you throw at me; I will find a way to get around it because the core controls are the cancer itself.

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Magnum is fantastic, and I've used it since the nerf of smoky (the most recent). In that time, magnum has already been "nerfed". Its range of damage was widened, allowing it to do mediocre damage at times, and rarely does it do anywhere close to max damage. And though it's nice not to die *every* time i shoot someone point blank (I use wasp), I think it should be returned to it's former glory and have a fair deal of the luck removed, and consistency reapplied. On another note, it also balances the game in that now there is a way to combat shaft and railgun snipers that use double damage consistently (though shaft can still murder magnum by just shooting the tip of the turret [super cheap, in my opinion]). I personally believe that with the incredible price of batteries and the incredible ease of using powerups in battle, the game is dying. Being able to use double damage/armor and *immediately* using a repair kit is incredibly difficult to deal with. I personally have not spent a dime on the game. Not because I'm cheap, but because I'm broke. Having constant reign of a battle with k/d of 50+ shouldn't be a thing... It doesn't matter what turret you're using, it's the extreme use of powerups by those who spend. It is obvious that it is not sustainable to use 40+ repair kits and double damage during a game, and with the price of batteries being 300 cry A MINUTE, it makes it incredibly difficult for someone to play a fair game without spending money.

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Just make Magnum harder to use. Seriously, all you need to do is pop up the power to 100% and set the turret axis to 0. I'd suggest making Magnum shells vulnerable to wind. That way the shells steer mid-air to whichever direction the wind points to. This will generally make the turret harder to use since it's hard to know where the shot will land due to the shot steering left or right mid-air, or generally make it go forward or backward based on the wind. When you equip the turret there will be a marker showing the wind direction, and how strong it is. The wind direction and power change constantly, therefore it's nearly impossible to make a shot land in the same place twice. Perhaps every map should have it's own wind direction and power. For example, Highways is known to have strong winds coming from the east. Or madness is known to have weak winds from the south. Of course it doesn't always point south or east based on the map. And to make things fun. Wind direction and power change for every map based on the time of the year. So there should be stronger winds in the winter celebrations and so on. 

Magnum is already very difficult to use, and though (with practice) can be used effectively, it would require A LOT of practice without the alteration of its range/power ratio (again), and it still might take a couple of shots from long range to effectively hit a target.

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Just make Magnum harder to use.

  1. Increasing skill curve does not make a turret more balanced. That was the reasoning when first designing Magnum, and it failed. Players will eventually be able to master a turret no matter how difficult the mechanics are, it's only a matter of time.
  2. Introducing this much RNG into the game is not a good idea.
  3. The whole wind concept seems overly complex - not worth spending time developing it.

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Magnum is a monster at mid rank battles, magnums and thunders are always on TOP no matter which battle mode it is. with the use of massive drugs they are TOO OP.

once last week a magnum with a Titan manage to cap flag in Industrial zone with help of a isida, he just DD and shoot backward, all who follow him will die.

 

Magnum protection modules cant help it, magnum always take down groups of players,that way that all need to have magnum modules which is not fair cause "all need to equip magnum modules cause there is only one magnum in opposite team? then the others will nuke the team simply".

the point that is, we use the modules against most strongest in enemy team, we can't exclude one module slot to magnum all the time. giving us only 2 module choices.

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Turret is not balanced - does same damage up close as it does from across the map (where it can hide behind a house while attacking - unlike shaft, or any other turret in the game).

 

It needs some form of nerf to damage or reload or splash damage or splash area.

 

Or it needs a mechanic that makes it harder to use in direct-fire mode... something like damage is dependent on charge-up, or minimum angle of 10-degrees.

The same can be said about Railgun, Shaft and Striker. I get what you mean, but Magnums are not that much of a problem now, except for the hiding part. In regards to hiding, I have tried the tactic and trust me when I tell you that killing enemies you cannot see is quite difficult. Sure there are players with insane skills, but generally people will miss or if they get very lucky, land a hit.

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Magnum is a monster at mid rank battles, magnums and thunders are always on TOP no matter which battle mode it is. with the use of massive drugs they are TOO OP.

once last week a magnum with a Titan manage to cap flag in Industrial zone with help of a isida, he just DD and shoot backward, all who follow him will die.

 

Magnum protection modules cant help it, magnum always take down groups of players,that way that all need to have magnum modules which is not fair cause "all need to equip magnum modules cause there is only one magnum in opposite team? then the others will nuke the team simply".

the point that is, we use the modules against most strongest in enemy team, we can't exclude one module slot to magnum all the time. giving us only 2 module choices.

Just a suggestion: Buy the Magnum protection module. I notice that you don't have it, and the easies way to make Magjum weaker is to just use protection. I understand your argument, but if Magnum is that annoying for you then I don'tthink that simply not usjng Magnum protection will help.

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Just a suggestion: Buy the Magnum protection module. I notice that you don't have it, and the easies way to make Magjum weaker is to just use protection. I understand your argument, but if Magnum is that annoying for you then I don'tthink that simply not usjng Magnum protection will help.

Totally agree. 

 

People who complains about magnums are the same people that are happy being one-shoted by shafts with no double damage, or killed by thunders and splash damage, usually light hulls with no protection modules... 

 

Now that individual protection modules can be bought and combined, you have more flexibility inside battle.

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Make magnum burn when it has been at 100 load for a while

Interesting idea, although I doubt it will be an effective nerf. This feature doesn't deter the occasional Vulcan from annihilating me. And I say occasional because Vulcan is under powered, everyone knows that.

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Just a suggestion: Buy the Magnum protection module. I notice that you don't have it, and the easies way to make Magjum weaker is to just use protection. I understand your argument, but if Magnum is that annoying for you then I don'tthink that simply not usjng Magnum protection will help.

one, i can buy module but it will not balance the game, as i argue there,

2nd for my rank i should not spend 100k crystals on a module, cause there are lot of stuff to spend money on,

 

again its about the whole game not just one person happy or sad.

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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

I'm not saying magnum's damage should be nerf, it should get some other penalty.

 

 

Totally agree. 

 

People who complains about magnums are the same people that are happy being one-shoted by shafts with no double damage, or killed by thunders and splash damage, usually light hulls with no protection modules... 

 

Now that individual protection modules can be bought and combined, you have more flexibility inside battle.

can agree with him but not u, no one being happy about get one shot by thunder and shaft.  but the case is different there.

 

Thunder is too OP and OP than magnum at lower ranks, but people says its too much nerfed at higher ranks. there is another topic about nerfing the thunder, smoky also able to one shot people with crit hits  with Double damage at low ranks.

 

Shaft is refer to snipers and shaft suppose to one shot other tanks just like sniper human can one shot a human, shaft already have lots of nerfs, more importantly shaft cannot one hot 8 or 9 players. 

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one, i can buy module but it will not balance the game, as i argue there,

2nd for my rank i should not spend 100k crystals on a module, cause there are lot of stuff to spend money on,

 

again its about the whole game not just one person happy or sad.

Did you mean 30,000? an M1 protection against Magnum will cost you 30,000 crystals at Warrant Officer 3. Nevertheless, it's like saying that you have an illness which is causing you pain, but not treating it because you are saving your money for a car.

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