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New Maps in MM, Turret Balance, New XT


r_Nives5
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just tested the new magnum on my spanish account... THIS ISN'T A NERF! 

at close range it's buffed
at mid range it's the same
at far range it's buffed


so on overall it's a BUFF

spanish account had just 20% magnum protection and titan is just m2 so it's too slow for close range, gonna test it on this account with 45% magnum protection tomorrow


really can't wait to rush in and deal 2 allahu akbars in 3.5 seconds. If the first one is enough or I manage to survive the 2nd one i might even make it out with the flag

maybe even use a repair kit and overdrive for a 3rd allahu akbar

Edited by GuidoFawkes
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I closely looked into it. Reload times summed up are almost same, and magnum in short range is now insane and made for kamikazes.

 

Before:

 

So you are respawning around 20m away from enemy, you drive and simply fire. 5 seconds reload.

 

After:

 

While slowly going to enemy charge up to 100% and fire. 3.5 seconds reload. Enemy is dead 1.5 seconds earlier

 

 

Magnum is widely used for short range and now it is even more op for  short range  kamikazes and slightly weaker for campers because of being unprepared for people shooting back & relying on splash damage while kamikazes just shoot

 

 

Final conclusion: Magnum is buffed

In order to get off 2 quick shots - this is my understand from the stats provided...

 

Before:  0.15 (charge) = shot   then ... 5 second reload + 0.15 charge = 5.30 total seconds to shoot 2x

 

Now:  0.15 (charge) = shot   then... 3.5 second reload + 0.15 min charge + 2.85 penalty charge = 6.50 seconds to shoot 2x

 

So there is a slight nerf of 6.50 - 5.30 = 1.20 seconds.

 

Please advise if above not correct.

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In order to get off 2 quick shots - this is my understand from the stats provided...

 

Before:  0.15 (charge) = shot   then ... 5 second reload + 0.15 charge = 5.30 total seconds to shoot 2x

 

Now:  0.15 (charge) = shot   then... 3.5 second reload + 0.15 min charge + 2.85 penalty charge = 6.50 seconds to shoot 2x

 

So there is a slight nerf of 6.50 - 5.30 = 1.20 seconds.

 

Please advise if above not correct.

no.... on your way to the enemy you already start charging, so when you reach the enemy you already have 100%, and after releasing that shot you can release another one after just 3,5 seconds

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So there is a slight nerf of 6.50 - 5.30 = 1.20 seconds.

 

Please advise if above not correct.

There are no spawn-kills in DM... just hide behind a wall and you save 1.5 seconds with new magnum (100% charge)

While old magnum has same effect on 5-100%, 5 seconds reload. Find a wall and you are winner

 

 

Looks like only 2 people here understand...

Edited by CabbageRoll

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no.... on your way to the enemy you already start charging, so when you reach the enemy you already have 100%, and after releasing that shot you can release another one after just 3,5 seconds

Well are you assuming target doing nothing during that 3 second-charge-up?  <_<

 

Twins can get a lot of shots off before you are finished charging...

 

There are no spawn-kills in DM... just hide behind a wall and you save 1.5 seconds with new magnum (100% charge)

While old magnum has same effect on 5-100%, 5 seconds reload. Find a wall and you are winner

 

 

Looks like only 2 people here understand...

No spawn kills in DM?   :o   What? 

 

With 16 tanks of course there are spawn kills.  Not every DM battle is played on Brest.

 

Try spawning on Red Alert with 15 enemies without gettting spawn-killed a few times.

half the time you end up spawning with your back to the tank that just killed you.  :D

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Magnum update doesn't bother me that much I still think its pretty OP after playing a few battles with it  :wub: .

 

At least it still works like a king on my favorite map... (Bet you cant guess) :ph34r: 

 

Screenshot_92.png

 

 

*Changes to the reload mechanic for Magnum will appear in the game a day later, than the main release — with server restart 02:00 UTC September 26th.

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But it needed a nerf, it's short ranged capabilities made it able to beat any short ranged turret at their own range.

Hmm, I can distinctly recall getting beaten today by every short-range turret in the game.

 

just tested the new magnum on my spanish account... THIS ISN'T A NERF! 

 

at close range it's buffed

at mid range it's the same

at far range it's buffed

 

 

so on overall it's a BUFF

Um, magnum changes aren't released yet?

edit: Pedro pointed that out above

Edited by bozo88
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Well are you assuming target doing nothing during that 3 second-charge-up?  <_<

 

Twins can get a lot of shots off before you are finished charging...

 

No spawn kills in DM?   :o   What? 

 

With 16 tanks of course there are spawn kills.  Not every DM battle is played on Brest.

 

Try spawning on Red Alert with 15 enemies without gettting spawn-killed a few times.

half the time you end up spawning with your back to the tank that just killed you.  :D

I said just run away behind a wall you cant really die in 3 seconds

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I said just run away behind a wall you cant really die in 3 seconds

Isida - 3 seconds x 1000 = dead medium hull.

Freeze - you won't make it to the wall.

Twins can do it in 4 seconds - I assume it can follow the magnum toward the wall...

hammer can do it in ~ 4 seconds - see above

Firebird - more OP than all of the above...

 

Unless you are fighting static noobs who can't turn their turret Magnum will suffer big time in DMs.

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"Other changes

  • The length of Matchmaking battles was reduced to 9 minutes"

Just what I was waiting for - the opportunity to spend EVEN LESS TIME in battle. Good thing those waiting times have been fixed... :wacko:

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Actually i love 9 minute battles. Since I am being put in battles with 5-3 minutes left instead of range of 9-3 my mult ratio increased to MINIMUM 80%! Awesome!

it's even more fun when you use the group feature and make a whole platoon of mult friends to "help" your team

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“We remind you, that Ricochet is supposed to be short range.”

 

 

Um, Rico is supposed to be medium range. At close range, Rico is useless against the close range turrets Fire, Freeze, and Isida.

 

Does anyone actually agree that Rico is competitive at short range against those three?

 

 

Rico always was medium range.

 

“We remind you, that Ricochet is supposed to be short range.”

 

Why devs talk to us like that? They think we are stupid?

 

While I always classified Rico as midranger in my mind as well, the wiki told me something different when I looked it up right now: They have 4 range classes, and Rico is truly listed as "Close Range Turret" (short range is close enough by meaning). The main thing, is Fire, Freeze and Isida are "Melee Range"

 

 

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<p>

 

While I always classified Rico as midranger in my mind as well, the wiki told me something different when I looked it up right now: They have 4 range classes, and Rico is truly listed as "Close Range Turret" (short range is close enough by meaning). The main thing, is Fire, Freeze and Isida are "Melee Range"

 

 

Thank you for finding that. I’d always thought of turrets as short, medium, and long. Now, I’m looking at Rico as an equal to Twins and Hammer. I’ll need to play with the new Rico a bit to be sure but for light and medium hulls, Rico feels inferior to both. Heavy hulls might last long enough for Rico to get the kill. Will have to test.

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Thank you for finding that. I’d always thought of turrets as short, medium, and long. Now, I’m looking at Rico as an equal to Twins and Hammer. I’ll need to play with the new Rico a bit to be sure but for light and medium hulls, Rico feels inferior to both. Heavy hulls might last long enough for Rico to get the kill. Will have to test.

What I got from comparing the range stats from Twins and Rico, I assume that Rico has an edge over Hammer and Twins when you use the range of Rico as good as you can.

Twins looses a lot of it's damage over range (stable initial damage from 0m to 20m, then the damage of each shot declines linear to [25% of it's initial power @80m].

Rico on the other hand has a damage output that is not heavily effected by range (stable initial damage from 0m to 60m, then the damage of the shot declines linear to [25% of it's initial power @70m].

 

So yes, a Rico shot has 10m less range then Twins, but it is capable of delivering way more damage at ranges short before 60m. At 60m a Rico delivers about 2x as much damage/time unit then a Twins.. at 25m they are about equal.

Of course only until the Rico suffers from exhausted energy.. but the new specs give you 27..28 shots per magazine in M4.

 

If you need to know what 60m are -> a typical prop on the map (a floor tile) is 5m long. A wasp has about the same length.

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While I always classified Rico as midranger in my mind as well, the wiki told me something different when I looked it up right now: They have 4 range classes, and Rico is truly listed as "Close Range Turret" (short range is close enough by meaning). The main thing, is Fire, Freeze and Isida are "Melee Range"

 

Good to know. But seriously. Ricochet and Hammer in the same range? In Brest, I could kill a tank on the bridge while I was on the top of the building in the base. Good luck doing that with Hammer, or even Twins.

 

I think Rico was unique, in between close and medium range.

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