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Magnum and why it should be nerfed


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Magnum is too OP espescially at some maps ( noise ) . Talking about it with somebody in my clan we came up with the following idea .

Magnum is so OP , due to its amount of splash damage . Now this is a logical feat of a weapon of this kind , its artillary . So , how to keep its feature of heavy artillary but make it so that is doesnt OP anything else in game .

Artillary is supposed to be used at large distance , bombing down on defence or something like that . This requires a skill , where there is no such thing now . The splash is always the same , like is the damage .

The fix :

decrease damage /splash radius the shorter you get to tank . Meaning , bombing at other side of map , large distance , will do a lot of damage . Can be even more like now , depending on the distance . The shorter you get to your own tank , the less damage it does , so you wont be able to take out 3 tanks at once when you only 10m away ( or 1 lvl higher in map ) . This fix will benefit the people who got the skill to bomb at large distance , and take away the noobs killing by the dozens in noise ( or other maps ) .

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Simple Proof:

1. Everyone loved playing tanki before Magnum was introduced.*

2. Everyone hated playing tanki afterwards.

 

The only problem about magnum is how ridiculously ugly it looks

 

*debatable. everyone loved playing tanki at the time Rio was introduced as a map. before the double power hammers and vulcans and those rocket launcher things i dont know the name of. before semyon kirov left.

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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: 

Heck yea I agree with ya!!!

have u ever heard of something called game balance?

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This is a post I made in Ideas for Turrets but I figured I'd put it here too and maybe spark a discussion;

 

So this is less of a new turret and more of a proposed change for two existing turrets; Magnum and Striker. I think that they should be merged into a single turret that's a Mobile Rocket Launcher similar to the Katushya. As it stands now, Magnum has overshadowed Striker by a shocking degree. So, my proposed hybrid to replace the two; It has two firing modes like Striker and can rotate, but it's locked in a twenty degree angle. It can still fire over barriers and the like but it will have a much larger silhouette making it easier to take out with Shaft and way more easily targeted. 

 

If space is tapped, it will fire a single rocket out of a salvo of four at the lowest possible velocity, which is enough to catch the very tip of a Mammoth pressed straight up against it. On the other hand, if you hold down the spacebar it begins charging the remaining rockets like a Magnum shell and can launch them a surprising distance, but it requires a good sense of prediction or just plain skill to land the salvo since they are projectiles and travel slower. This will make it more like both turret's intended functions, combining the high risk high reward of locking on with Striker with the supposed skill of calculating Magnum's shells.

 

 

 

In return for the somewhat lowered damage for the individual rockets it reloads similar to Hammer, with the difference being it can begin firing without loading all four rockets. However, like Hammer, it CANNOT resume reloading until the salvo is emptied again. This will give it spamability, but not to an overpowered degree.

 

Thoughts?

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What if Magnum retains the large splash damage and maybe even make it larger, while at the same time cut damage and splash damage in half.

 

The projectile could become incendiary for the large splash damage and the weak damage to make sense, and the turret could turn, but it will have a fixed aim, meaning the turret will not go up and down.

 

It could be like this:

 

z = left

x = right

c = center

spacebar tap = shots at lowest pressure

spacebar hold and release = elevates the pressure and shots

 

It would be an effective turret at all distances but not overpowered. A good turret to target defenders, specially Isidas, and Isida chains.

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https://prnt.sc/hfo088

 

That is me playing an Island CTF with my boy Riddler. Can you see how I died? No. I was shot by a Magnum from the other side of the map, over the buildings. That is not a hard shot to make. Why do we allow a gun that can easily shoot anywhere on the map unobstructed? And, on a small map like Island, all one has to do is make sure their shell lands on the map to inflict damage.

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https://prnt.sc/hfo088

 

That is me playing an Island CTF with my boy Riddler. Can you see how I died? No. I was shot by a Magnum from the other side of the map, over the buildings. That is not a hard shot to make. Why do we allow a gun that can easily shoot anywhere on the map unobstructed? And, on a small map like Island, all one has to do is make sure their shell lands on the map to inflict damage.

On a small map , drive as fast as possible towards him , nose to nose when needed , he shoots you die , but he is prob dead also . On island , small map , my solution for fix is the solution again . Short distance , low splash so shots need to be spot on , not so easy anymore . longer distance , higher splash more casualties when fired correct , but not easy also because the larger distance . This requires the skill of the weapon to make lots of casualties , not random short distance shooting .

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https://prnt.sc/hfo088

 

That is me playing an Island CTF with my boy Riddler. Can you see how I died? No. I was shot by a Magnum from the other side of the map, over the buildings. That is not a hard shot to make. Why do we allow a gun that can easily shoot anywhere on the map unobstructed? And, on a small map like Island, all one has to do is make sure their shell lands on the map to inflict damage.

m2 versus m4? major general versus legend 14?

 

and they say i always use extreme stiuations...

 

those who said that about me, you are biased ;)

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m2 versus m4? major general versus legend 14?

 

and they say i always use extreme stiuations...

 

those who said that about me, you are biased ;)

Actually I was winning at the time. He was using hammer and I was beating him. Then he switched to Magnum and started to come back. The point is not that he was better than me. The point was Magnum can shoot over these buildings, making them pointless.

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magnum needs a huge damage nerf, or slower reload. I would say slower reload would be perfect just so you dont get rekt by magnum wasp kids running around 1 shooting your whole team in 10 seconds.

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It is a Public Service...and players should get an extra crystal or two for killing any Magnum...especially in DM and maps like Esplanade.  The roach-moles (Mags) get on top and just rain down on the poor shooters below.  You can try to take them out but you have to get all the way to the top, up to the middle, up the ramp, and then actually kill them...and everyone else is trying to kill you along the way.  

 

They wreak havoc on the game and ruin any normal outcome.  Public Service should be promoted and rewarded and killing Magnums is a benefit to all.

 

This is obviously tounge in cheek, BUT, there really is a problem with Magnums.  They are too overpowered or their splash radius it too wide, or their recovery time is too short....something.. The turret also seems to attract the very most inconsiderate players...many are just oblivious to anything around them, especially on their own team.

 

It also is the only real Kamakaze turret.  It is just not fair, so many times you are about to end a Magnum and they blow themselves up....you may live through it, but your kill is gone and you have lots of damage.  Other turrets have self damage, but none tend to use it as strategy like Mags do..."this guy is going to kill me so I will give it a suicide shot and hope I take him with me"

 

In all sincerity, please Tanki, do something about this awful and completely annoying turret. NERF NERF NERF (or retire it completely would be better, but not much chance I guess)

 

...and please don't stick this post in oblivion under "Let's Talk About Magnum"

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magnum needs a huge damage nerf, or slower reload. I would say slower reload would be perfect just so you dont get rekt by magnum wasp kids running around 1 shooting your whole team in 10 seconds.

Reload won't do it. Damage and slapsh are both too high so both should be reduced. Splash by at least a factor of 2. At least.

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He difintely has a point, magnum is far too broken to remain in its current state.

 

Perhaps, if the devs spent less time making animated paints, and more actually fixing the game, this might not happen :x

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He difintely has a point, magnum is far too broken to remain in its current state.

 

Perhaps, if the devs spent less time making animated paints, and more actually fixing the game, this might not happen :x

Paints are easy to make, and the Deves that design the paints (artists) don't normally decide on things like game balance. 

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Paints are easy to make, and the Deves that design the paints (artists) don't normally decide on things like game balance. 

Less money spent on artists -> more on devs for balancing. Simple.

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Less money spent on artists -> more on devs for balancing. Simple.

Then all the players complain about not getting new paints and developers being 'lazy' for re-using last year's designs. Not as simple as you think.

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Wish granted, you're welcome. 

 

Topic Merged. 

Wow....Thanks ever so much.

I'm not sure why I even bother to write anything.

 

When you merge topics like this (which you did against my wishes (yeah, a different dead pile) you relegate the post/topic to a section that only has like posts and therefore makes the post irrelevant and lost in oblivion.  

 

One can see how relevant this topic is since the last three or four posts are about PAINT....why not move them to "Let's Discuss Paint"

 

I would like to have a discussion about Magnum somewhere other than the Magnum thread where only people immediately concerned about magnum look. 

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Then all the players complain about not getting new paints and developers being 'lazy' for re-using last year's designs. Not as simple as you think.

They already do. 

Phoenix = Fire of Valour

Aero = Secret of the Aliens

Flow = Swash

Snowflake was a holiday paint

Sky was a holiday paint

Not to mention countless other re-used holiday paints.

 

If you're going to pay people to design paints, then they should actually design paints :x

Also, ​you don't need a new animated paint every few weeks.​ They only do it because they can flog an otherwise worthless bundle for an outrageous sum of moneys...

 

Artists are not probably not game designers.

Hire less artists. Use money saved on hiring more game designers.

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Quantity ≠ quality.

Stop nit-picking! Spend less money on artists. Spend more money on more/better game designers. The point is very obvious...

 

Anyway, techinically, quantity is a quality.

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