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Will Magnum Ever Get Nerfed?


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Striker is GREAT at long ranges because it does FULL damage at any range-just like Magnum, Railgun and Shaft. For comparison, Shaft arcade shots make half damage and Smoky, Thunder and also Vulcan (?) do only 1/10 damage at long ranges.

True but he's talking about the slow projectile speeds hindering it's ability to hit long range targets. Even if they're immobile like a permascoped Shaft, a salvo is way more satisfying and more often ensures the target's annihilation.

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Striker is GREAT at long ranges because it does FULL damage at any range-just like Magnum, Railgun and Shaft. For comparison, Shaft arcade shots make half damage and Smoky, Thunder and also Vulcan (?) do only 1/10 damage at long ranges.

High damage does not mean much if you can't hit the target.  3000x0 = 0.

 

You may want to revisit WIKI, as your "weak" damage is not correct.

 

Thunder = 50%

Vulcan = 50%

Smoky = 10%

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High damage does not mean much if you can't hit the target. 3000x0 = 0.

 

You may want to revisit WIKI, as your "weak" damage is not correct.

 

Thunder = 50%

Vulcan = 50%

Smoky = 10%

50% is too much. Nerf Thunder immediately! (I was very confused why more players play Thunder than Smoky-why would they do that???)

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50% of it's damage is reasonable for the reload, compared to Smoky's 10% for a shorter reload. The tradeoff here is that Smoky can engage at more or less any range and peck at the enemy while Thunder has to be more conservative and focus on targets in it's effective range. Also Smoky's critical hits don't have falloff, so if you can get one of those it's stronger than an average Thunder shot.

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50% of it's damage is reasonable for the reload, compared to Smoky's 10% for a shorter reload. The tradeoff here is that Smoky can engage at more or less any range and peck at the enemy while Thunder has to be more conservative and focus on targets in it's effective range. Also Smoky's critical hits don't have falloff, so if you can get one of those it's stronger than an average Thunder shot.

Thunder has still bigger (more than Shaft) DPS at long ranges. Does this 50% also work for splash?

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Thunder has still bigger (more than Shaft) DPS at long ranges. Does this 50% also work for splash?

I dunno, I'm a Magnum/Railgun main. Check the Wiki.

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Thunder has still bigger (more than Shaft) DPS at long ranges. Does this 50% also work for splash?

if shaft has assault emmiters, the average dph would be slightly higher than thunder, but the reload would be slightly longer. overall dps thunder would be slightly higher... but shaft's damage is alot more constant.

 

so if we just take damage into account,  shaft advantages over thunder with just arcade shots... higher DPH (higher chance for each shot to kill, expose itself less often) more constant damage

 

thunder advantages over shaft only using arcade... higher dps

Edited by GuidoFawkes

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50% of it's damage is reasonable for the reload, compared to Smoky's 10% for a shorter reload. The tradeoff here is that Smoky can engage at more or less any range and peck at the enemy while Thunder has to be more conservative and focus on targets in it's effective range. Also Smoky's critical hits don't have falloff, so if you can get one of those it's stronger than an average Thunder shot.

At normal (optimal) battle ranges Thunder and Smoky deal similar damage over time.  One fires faster, weaker shots the other slower but stronger. Not a lot of difference, and if fighting mostly in these ranges buying both would be a waste of crystals.

 

However, if engaging at the longer ranges, Thunder would smoke a smokey like a Cuban cigar.  Smokey's weak damage of 10% makes it really ineffective at long range, even accounting for the critical (which suffers no distance penalty).  The "peck" you mention really is that - it's like a mosquito trying to sting an elephant.

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At normal (optimal) battle ranges Thunder and Smoky deal similar damage over time.  One fires faster, weaker shots the other slower but stronger. Not a lot of difference, and if fighting mostly in these ranges buying both would be a waste of crystals.

 

However, if engaging at the longer ranges, Thunder would smoke a smokey like a Cuban cigar.  Smokey's weak damage of 10% makes it really ineffective at long range, even accounting for the critical (which suffers no distance penalty).  The "peck" you mention really is that - it's like a mosquito trying to sting an elephant.

Exactly, and only the critical hit can actually pose a threat. At a distance, Thunder wins. Unless RNGsus really likes you.

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I will tell you one thing - striker is the best turret there is if you really know how to use it.

 

BUT, I have only seen one guy who mastered striker.

 

He could kill you so quick and from ANYWHERE on the map. A master of that turret and lots of protection modules and drugs too.

 

But very few have mastered it and most just get killed.

That makes sense when you look at its stats. It reloads almost as fast as smoky, and does damage almost equal to thunder ( its minimum damage is actually higher) at infinite range. The difficulty lies in hitting something at that range, which is why it is unpopular..

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maybe the 36 kills my friend got in that battle was all with mines...

Your friend got 36 kills? Should we give him a medal?

 

i think i saw you talking about how vulcan is the weakest turret... how come i see it so much in esports? because protection. vulcan against 0% protection is still better than magnum against 50% protection. same goes for striker.

Thank you for proving my point. People use it not because it is powerful but because there are few protections against it. And for the nth time, eSports are a completely separate realm from normal battles. Very rarely are changes applied based on performance in eSports.

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Your friend got 36 kills? Should we give him a medal?

no it's showsthe 36 people he killed were all fools like you thinking they'd never have to learn to counter a striker because they'll never get hit by one; and that was the main reason they lost.

 

 

 

Thank you for proving my point. People use it not because it is powerful but because there are few protections against it. And for the nth time, eSports are a completely separate realm from normal battles. Very rarely are changes applied based on performance in eSports.

which is why i said lack of strikers is a good thing.

 

 

it is not a completely seperate realm, esports is just normal battles with slightly more rules. and none of those rules affect the performance of striker.

 

 

...

 

 

 

 

 

and why did you leave out that part?? I really wanna see how you will never get hit by striker when playing against one of my striker friends...

 

 

 

BQTA2KEX3fk.jpg

 

 

 

 

if this guy kills you you'll piss off, understand?

Edited by GuidoFawkes

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no it's showsthe 36 people he killed were all fools like you thinking they'd never have to learn to counter a striker because they'll never get hit by one; and that was the main reason they lost.

 

which is why i said lack of strikers is a good thing.

 

 

it is not a completely seperate realm, esports is just normal battles with slightly more rules. and none of those rules affect the performance of striker.

 

and why did you leave out that part?? I really wanna see how you will never get hit by striker when playing against one of my striker friends...

 

if this guy kills you you'll piss off, understand?

Moves up to M2 Firebird and does not use it - I smell buyer.

 

 

Why do you think these snapshots of end of battles means anything to us.  Tells us nothing about what unfolded in an obvious one-sided battle.

 

I know it's your schtick - but still  <_<

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Moves up to M2 Firebird and does not use it - I smell buyer.

 

 

Why do you think these snapshots of end of battles means anything to us.  Tells us nothing about what unfolded in an obvious one-sided battle.

 

I know it's your schtick - but still  <_<

i don't understand how his firebird means he's a buyer....

 

 

they were one sided because of the striker. clearly shown when the striker topped the battle.

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i don't understand how his firebird means he's a buyer....

 

 

they were one sided because of the striker. clearly shown when the striker topped the battle.

People don't upgrade to an M2 and not use it unless they have more crystals than they can spend.

 

Not "clearly" shown - at all.

It is a screen-grab at end of battle that shows the player had 36 kills while on the dominant team.

 

Did the team win because the striker had 36 kills?  Possibly.

Did the striker have 36 kills because it was playing on the dominant team? Possibly.

 

In using striker I find the latter more prevalent than the former.

Striker can thrive when playing on a good team - the enemy too busy to disrupt the strikers lock-ons - so it gets lots of kills.

 

On a bad team striker can struggle - much more-so than many turrets.

Edited by wolverine848
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i don't understand how his firebird means he's a buyer....

 

 

they were one sided because of the striker. clearly shown when the striker topped the battle.

It doesn't mean he's a buyer. If he spent that money on something he didn't use, he's a bit financially irresponsible. I think he was implying he has so much money that it doesn't set him back, so he must be a buyer to have that much.

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Moves up to M2 Firebird and does not use it - I smell buyer.

 

 

Why do you think these snapshots of end of battles means anything to us. Tells us nothing about what unfolded in an obvious one-sided battle.

 

I know it's your schtick - but still <_<

Firebird M2 not used? I smell bacon...

 

Genius discovered Freeze and Isida O-O

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It doesn't mean he's a buyer. If he spent that money on something he didn't use, he's a bit financially irresponsible. I think he was implying he has so much money that it doesn't set him back, so he must be a buyer to have that much.

^ This.  "Smells like buyer". 

 

I obviously don't know it's a buyer, but evidence suggests this - plus - Guidos friends are pretty much all buyers.

 

Personally I love the example of players that have 0 hrs on Hunter M0 and 0 hrs on Smoky m0.

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^ This.  "Smells like buyer". 

 

I obviously don't know it's a buyer, but evidence suggests this - plus - Guidos friends are pretty much all buyers.

 

Personally I love the example of players that have 0 hrs on Hunter M0 and 0 hrs on Smoky m0.

my friends are not all buyers... -_-

 

if they have smoky+hunter M0 with 0 hours it just means they created the account long long ago.

 

 

and anyway, does it matter if he is a buyer? his viking is m1 and striker is m2, even if they're both fully MUed ( i don't think so) that's mean he's be using m3 striker and m2 viking... versus MrOnionMan's MUed m2 viking and MUed m2 railgun/smoky it's still be fair.

 

 

as for the profile of my other friend.. he only has 2 modules, both are legacy and he only uses rustle even though he's a legend; i smell free player

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my friends are not all buyers... -_-

 

if they have smoky+hunter M0 with 0 hours it just means they created the account long long ago.

 

 

and anyway, does it matter if he is a buyer? his viking is m1 and striker is m2, even if they're both fully MUed ( i don't think so) that's mean he's be using m3 striker and m2 viking... versus MrOnionMan's MUed m2 viking and MUed m2 railgun/smoky it's still be fair.

 

 

as for the profile of my other friend.. he only has 2 modules, both are legacy and he only uses rustle even though he's a legend; i smell free player

So how long ago was smoky not the default turret?  And if not default, why is it in the garage with zero hrs used?

Something does not add up with your accounts of these accounts.

 

But my main point is your screen-shots only tell us a tiny little bit of the story...

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and anyway, does it matter if he is a buyer? his viking is m1 and striker is m2, even if they're both fully MUed ( i don't think so) that's mean he's be using m3 striker and m2 viking... versus MrOnionMan's MUed m2 viking and MUed m2 railgun/smoky it's still be fair.

OnionMan's Viking is the only M3 equipment he has.

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So how long ago was smoky not the default turret?  And if not default, why is it in the garage with zero hrs used?

Something does not add up with your accounts of these accounts.

 

But my main point is your screen-shots only tell us a tiny little bit of the story...

i think they only started counting time and experience used from individual turrets/hulls/paints/modules a few years ago. he probably has used his smoky hunter, but just before they started counting

 

 

OnionMan's Viking is the only M3 equipment he has.

well then a battle with MUs turned off would be to your advantage then? your M2 combo versus his M2 turret but m1 hull

Edited by GuidoFawkes

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maybe the 36 kills my friend got in that battle was all with mines...

Your "point" is this: Out of millions of TO games played you know of one is which a striker got over 30 kills in one game.  Therefore Striker is very powerful.

 

SMH. 

 

This comment is utterly meaningless. No one has tried to claim it is impossible to kill enemy tanks with Striker. That is the only thing your comment refutes.

 

I've gotten 30+ and 40+ kills with striker before. I've gotten that many kills with all five turrets I use regularly. If  I used all 13 regularly I could make that claim about all 13.

 

 

Exactly, and only the critical hit can actually pose a threat. At a distance, Thunder wins. Unless RNGsus really likes you.

RNGsus! Brilliant! LOL and I am stealing this one.  hahaha

 

People don't upgrade to an M2 and not use it unless they have more crystals than they can spend.

 

Not "clearly" shown - at all.

It is a screen-grab at end of battle that shows the player had 36 kills while on the dominant team.

 

Did the team win because the striker had 36 kills?  Possibly.

Did the striker have 36 kills because it was playing on the dominant team? Possibly.

 

In using striker I find the latter more prevalent than the former.

Striker can thrive when playing on a good team - the enemy too busy to disrupt the strikers lock-ons - so it gets lots of kills.

 

On a bad team striker can struggle - much more-so than many turrets.

There is something to this comment. I'd guess good-team synergy aids Strikers a bit more than it aids most other turrets.

 

----

 

I play Striker every day and false modesty aside I am pretty good at it. I have many games where I am a great burden to the enemy team. But there is no getting around the facts.

 

The striker turret has the least amount of computerized 'gunner assistance' in aiming, Both horizontal and vertical aiming must be precisely controlled by eye. It has two attack modes to learn. Choose wisely or suffer. 

 

The fact this turret is in the same game as, say. Twins is quite remarkable.  Striker takes hundreds or hours to master. Twins takes a brick. Yet they are really the same weapon with different projectile speeds, firing rates, and visual effects. One is easy to use well. The other not so much.

 

Since Striker has so little automated assistance as compared to the other 13 turrets most players gravitate to the easier 13 to use accurately. Sure, striker players can improve their manual aiming. But the same player could spend that time to learn a different turret. Their manual aim improves and they still get the automated advantages.

 

Strikers lack of aiming assistance nver goes away entirely no matter how good the striker player gets. 

Edited by LittleWillie
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----

 

I play Striker every day and false modesty aside I am pretty good at it. I have many games where I am a great burden to the enemy team. But there is no getting around the facts.

 

The striker turret has the least amount of computerized 'gunner assistance' in aiming, Both horizontal and vertical aiming must be precisely controlled by eye. It has two attack modes to learn. Choose wisely or suffer. 

 

The fact this turret is in the same game as, say. Twins is quite remarkable.  Striker takes hundreds or hours to master. Twins takes a brick. Yet they are really the same weapon with different projectile speeds, firing rates, and visual effects. One is easy to use well. The other not so much.

 

Since Striker has so little automated assistance as compared to the other 13 turrets most players gravitate to the easier 13 to use accurately. Sure, striker players can improve their manual aiming. But the same player could spend that time to learn a different turret. Their manual aim improves and they still get the automated advantages.

 

Strikers lack of aiming assistance nver goes away entirely no matter how good the striker player gets. 

I've always felt the single shot missiles could use a light tracking ability for this reason. It's a bit hard to pick up after being used to other turrets, and truthfully I tend to rely on the lock-on unless I'm fighting at point blank or medium range. Striker feels the most balanced, but also like it takes the most user effort out of all the turrets.

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All my accounts except my lowest ranked have at least one module choice against every turrets. I agree with you on that.

 

LW the account has two anti-Twins modules at or almost 45%. I got the 2nd when I added my 6th 3x module; I needed Vulcan protection. I was happy to get one w/Twins also. You see Twins on the enemy side almost every battle. They aren't that common because they are UP.

 

The longer-range alteration for Twins and Rico should come at a cost of dramatically lower impact force. Then those two would come back into the group of 'mostly balanced' turrets.

 

 

I've always felt the single shot missiles could use a light tracking ability for this reason. It's a bit hard to pick up after being used to other turrets, and truthfully I tend to rely on the lock-on unless I'm fighting at point blank or medium range. Striker feels the most balanced, but also like it takes the most user effort out of all the turrets.

 

 

There are a few problems with tracking solo shots.  #1 is, you might know what tank you are looking at on your screen but how does the game software know which one to home in on?  But more importantly is you use unguided shots to hit terrain as often as you aim for enemy tanks themselves.  Tracking spoils aiming for terrain.

 

Force yoyourself to shoot a long range.  I was hitting from one end of Osa to the other (RGB goal to goal) and hitting 80%-90%. The enemies were milling around their goal mostly, but they were not stock still. It takes a lot or repetition but you start learning tricks.

 

In short use your hull to help land shots. e.g. you do not have to turn your turret for long range to account for the alternating sides. Fire right, back up some, fire left. return to original spot, fire right.  The missiles land on the same spot. Try it out.

Edited by LittleWillie

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