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Magnum Blind-Zone


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Magnum is extremely OP and is very effective even at short ranges. Magnum was intended to be a mortar-like turret, something that could lob shells over walls far away. But it, for some reason, has the ability to shoot tanks at short ranges, thus making it OP. As long as the magnum is fully-loaded, you are dead. Magnum can be used well on Island, Sandbox, and I've seen it used even in Ping-Pong extremely well.  

 

Magnum should be set so that there is a decent amount of space right in front of the magnum it cannot shoot at. I feel like this distance should be approximately half the length of the bridge on Serpuhov (but it's really up to the devs). We should force magnum to only be used in long range battles. 

 

Even after this change, Magnum will still be OP in specific maps where it can camp and wipe out the entire enemy base. This change is just to limit it's effectivenes in most maps. 

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Valid    Invalid

Magnum is not so powerful as of its previous version, with many people equipping magnum protection and different magnum augments performing different function, large blind zone would reduce magnum's performing capacity to a huge extent.

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Yeah, I suggest limiting Magnums minimum gun depression to at least 15 or 20 degrees. That way it will struggle against shorter range turrets as the shells will simply fly over the tanks right in front of them.

 

It's probably the least complicated way of nerfing Magnum.

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and remove shaft's arcade shot ability. same logic.

Yes, because the arcade shot totally does the same damage as a fully loaded sniper shot. 

c_Th-MRzRvWFIdh6alp3Gw.png

 

Anyway, we are talking about Magnum here, go back to the Shaft topic if you want to rant about that instead.

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yes. . .like in edinburgh and theres a magnum shooting just over the wall into your base its just torture  :( lol. . .    spawn kill spawn kill spawn kill

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If you play War Robots, that game already has this system implemented with its artillery-class weapons.

Used to play, it died after the Dashbots got introduced.

 

I like it. The idea would kind of work, but not really big enough of a nerf.

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Yes, because the arcade shot totally does the same damage as a fully loaded sniper shot. 

c_Th-MRzRvWFIdh6alp3Gw.png

 

Anyway, we are talking about Magnum here, go back to the Shaft topic if you want to rant about that instead.

no but with assault emmiters it becomes thunder without splash...

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And what does that have to do with magnum?

nothing i just say whatever i want anywhere i want. i believe that mods who like to talk off topic themselves have no right to tell me where to discuss what.

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While I see your point and like this aspect of balancing (instead of just changing damage or alike) I think it's not so good to leave Magnum complete defenseless on short ranges.

 

Maybe we could just limit the efficiency of Magnum on short ranges, instead of making it incapable of harming something at all.

 

  • I think of making a Magnum suffer 2x the self damage on short range (while keeping the normal damage to it's enemies)
  • Or changing the magnum damage potential depending on the flight time (the longer it flies, the harder it hits).
  • We could also make a magnum shell bounce off it's target if the target is within a range less then x meters (while bouncing from a tanks hitbox is maybe very hard to code), which leads to shells going crazy

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While I see your point and like this aspect of balancing (instead of just changing damage or alike) I think it's not so good to leave Magnum complete defenseless on short ranges.

 

Maybe we could just limit the efficiency of Magnum on short ranges, instead of making it incapable of harming something at all.

 

1. I think of making a Magnum suffer 2x the self damage on short range (while keeping the normal damage to it's enemies)

2. Or changing the magnum damage potential depending on the flight time (the longer it flies, the harder it hits).

3. We could also make a magnum shell bounce off it's target if the target is within a range less then x meters (while bouncing from a tanks hitbox is maybe very hard to code), which leads to shells going crazy

 

1. This could work. The only thing bad about this is that we will never get any EXP for charging up at a magnum because the magnum will just kill themselves. 

2. It's gonna be crazy OP firing cross-map but I see where u r going with this. If the maximum damage right now can be applied to the cross-map firing of, let's say, Rio and the damage will be then toned down a bit I will like this. But please do not buff the maximum damage at all. 

3. Interesting... but I don't see how much of a nerf this will be. 

 

Magnum is already mainly used at camping in the back of someone's base and shooting projectile over walls to hit the enemy base... I personally feel like we must kill magnum's ability to also be able to hit close range objects so it cannot have multiple OP roles. 

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Funny how this is coming from someone who threatened to report posting bugs about Shaft in a Shaft discussion topic.

as i said, i say whatever the flic i want

 

and the guy i threatened did take me seriously, didn't he.. ;)

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One problem with this is that Magnums don't take self-damage if they shoot over you at short range. Perhaps give it a depression limit AND a charge limit.

Good point

 

So many good Ideas and solutions to fix the magnum problem but alas, the devs wont do a thing :(

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yes. . .like in edinburgh and theres a magnum shooting just over the wall into your base its just torture  :( lol. . .    spawn kill spawn kill spawn kill

Edinburgh is nothing..... #RIPNOISE

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I like this idea and have seen it in many other games as well. You could basically limit it to 25-90 degrees, it can't go further down than 25. However, this game works on real life physics so the inverse angle (from 90 degrees) of the shot will also land in the same area. For example, a 30 degree and 60 degree shot will land in the same provided that the power is kept constant with a maximum difference of 3-5m*. So people could just make the angle higher and try to land shots that way in Noise etc.

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