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Magnum Blind-Zone


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And it also nullify's magnum's greatest disadvantage (self-damage) to a good extent making it on the same level as before and changing nothing in the long-ranged maps. Looks like we need a overall damage and splash radius nerf it seems

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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

What about the short range turrets that are completely defenseless at long range?

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This is a dumb idea.  It's just a way for short-range turrets to be immune when attacking Magnum.

 

Magnum has a big advantage in that it is the most powerful gun.

 

That advantage is offset by low rate-of-fire and the requirement that the user compute distances for most shots.

 

In close-quarters, Magnum is already at a serious disadvantage because of the splash damage it absorbs from its own shots.  

 

Magnum is one of the few things Tanki has gotten right in recent changes.  Don't eff it up now.

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This is a dumb idea.  It's just a way for short-range turrets to be immune when attacking Magnum.

 

Magnum has a big advantage in that it is the most powerful gun.

 

That advantage is offset by low rate-of-fire and the requirement that the user compute distances for most shots.

 

In close-quarters, Magnum is already at a serious disadvantage because of the splash damage it absorbs from its own shots.  

 

Magnum is one of the few things Tanki has gotten right in recent changes.  Don't eff it up now.

hope. you. are. joking.        my sarcasm detector not working :wacko:

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What about the short range turrets that are completely defenseless at long range?

That's the point.  They're at long range - which is a bit of defense all by itself - certainly, it makes hitting them with Magnum much more difficult.

 

Nerfing Magnum at close ranges just means that all the close-range turrets ONLY have to get close to Magnum to win.  If that's what you're looking for, how about a new turret that destroys all enemies within 15 units without even shooting?  Just sends out "radio waves" and all the nearby enemy turrets explode?   Then Tanki becomes a game of "bumper cars".

 

Nerfing Magnum is a dumb idea - but I understand why the short turrets want it.  They can hide behind things at range, sneak up and once they're close, attack Magnum without any fear of Magnum fighting back.

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That's the point.  They're at long range - which is a bit of defense all by itself - certainly, it makes hitting them with Magnum much more difficult.

 

Nerfing Magnum at close ranges just means that all the close-range turrets ONLY have to get close to Magnum to win.  If that's what you're looking for, how about a new turret that destroys all enemies within 15 units without even shooting?  Just sends out "radio waves" and all the nearby enemy turrets explode?   Then Tanki becomes a game of "bumper cars".

 

Nerfing Magnum is a dumb idea - but I understand why the short turrets want it.  They can hide behind things at range, sneak up and once they're close, attack Magnum without any fear of Magnum fighting back.

Not nerfing magnum is a dumb idea - but I understand why Magnums don't want it...

 

1) Can kill/damage targets out of sight (without fear of return fire)

2) Basically has infinite range - only limitation is how far it's shot lands away from target

3) Very large splash damage radius - does not need to hit anything to do significant damage

4) Can lob shots over a close-range target and take no self-damage

5) Does same damage up close - so suffers no real penalty on ANY range

 

If you have not figured out #4 yet then... go practice some more.

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