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New Maps in MM, Turret Balance, New XT


r_Nives5
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Honestly, Magnum is very helpless now. At close ranges, it should be able to do at least alright. I don't mean kill every enemy, but at least a 25% sucess rate. I cannot kill anyone and am defenseless as soon as I spawn. Also, Magnum by design is not meant to land direct hits. That is for Railgun and Shaft. 

 

The rest is great as usual!

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Honestly, Magnum is very helpless now. At close ranges, it should be able to do at least alright. I don't mean kill every enemy, but at least a 25% sucess rate. I cannot kill anyone and am defenseless as soon as I spawn. Also, Magnum by design is not meant to land direct hits. That is for Railgun and Shaft. 

 

The rest is great as usual!

Maybe at close range is not good but from medium and up is annoying. Maps like Brest in CP mode is like heaven for camping Magnums.

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Maybe at close range is not good but from medium and up is annoying. Maps like Brest in CP mode is like heaven for camping Magnums.

Not really. Longer ranges are much more difficult for the average Magnum user. The problem is, that with turrets such as Railgun or Shaft, you only have to worry about the horizontal component of your shot. With Magnum, the vertical component comes into play as well. That means that I have to make sure that my initial velocity and angle are at least roughly alright. The fact that the splash damage got nerfed means that it's very difficult for a Magnum user to land hits successfully because of the fact that 0:100 (angle to power) doesn't cut it as it falls down.

 

I'd say that maybe a buff of 200-300 damage points or something similar would make it balanced.

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RIP both Rico and magnum. Now if a tank is near the magnum, then magnum will go in trash. In short map magnum will not be used anymore because tanks are always near to each other. I think magnum will be effective in Highways only and all know in highways magnum are less effective because of poor precision.

Edited by ali-rock

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All you Mag users shouldn't seem too surprised about the nerf. We all knew it was coming, but didn't know what would be nerfed. I'm not a Mag user, but I was okay with splash damage, I could survive that. It was the direct hits that got me one shotted, even with protection.

 

That area on Parma needed to be increased. Get a Mammoth or Titan up there perpendicular to the pathway and you couldn't get around them without nudging. 

 

XT skins are great for those who care about paint and want to put out the money for it. I'm sure there are players who are trying to get the entire collection to show off their wealth. 

 

The energy nerf for Rico is logical. Energy decreases when it hits a solid object. I have Rico on another account. It seems fair to me. 

 

I don't understand why the battles had to be reduced to 9 minutes. No explanation was given. When the battles were reduced from 15 to 10 minutes, at least there was an explanation, even if it was a weak one. With the 10 minute battles, at times I had trouble getting into a battle with more than 2 minutes remaining. I check the time and score while I'm spawning and if the score gap is too much and time is short, I'll leave. Now there is 9 minutes left in battle. I wonder how many battles I'll have to leave before I get a decent one. 

Edited by u812ic

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Not really. Longer ranges are much more difficult for the average Magnum user. The problem is, that with turrets such as Railgun or Shaft, you only have to worry about the horizontal component of your shot. With Magnum, the vertical component comes into play as well. That means that I have to make sure that my initial velocity and angle are at least roughly alright. The fact that the splash damage got nerfed means that it's very difficult for a Magnum user to land hits successfully because of the fact that 0:100 (angle to power) doesn't cut it as it falls down.

 

I'd say that maybe a buff of 200-300 damage points or something similar would make it balanced.

Looks like we are both wrong. According to the information given the reload is faster today because only one part of that update was implemented today, tomorrow they'll implement the mechanism that adds remaining charge time to the reload time. So let's wait and see how that plays out.

 

What you're talking about close range is probably the changes to the splash percentages.

 

There are many good Magnum players that can shoot you from a distance. Could be because of the camera trick or maybe something else.

Edited by r_Issimo2

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Rico sucks even with this, without this its useless..

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Rico projectile speed feels like it's been reduced as well.  Even with MFS alt equipped the plasma balls seem to travel slower.

Played with M3 on my lower acc and it gives feeling of M0.

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Matchmaking battles are getting shorter and shorter. Why 9 minutes long? 10 minutes was fine.

 

M0 turrets and hulls now have 20 micro upgrade steps. What about M1 and M2 turrets and hulls. Do they still have 10 steps?

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agree with the one that say Magnum will be useless ......do more updates like that and no one will play Tanki anymore ...""

 

 

To mention that you've already done isda is useless, once we could use it and increase health, now Magnum is useless (and rico). The changes you make are so bad to some users ,that I stopped using isda after the update even though it was the most developed at the time. It is not okay that you do not give the option to return / get the cry back after large updates (eg in isda which is currently useless).We bought and upgraded before the update, if we knew about all these bad updates before we would stop playing this game at the start.

 

You shoot yourself on foot, and we will stop playing with updates that hurt our "investment" and intelligence.

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  • reduced the time of the «clean» reload:
    • М0: 7 → 5;
    • М1: 6,35 → 4,5;
    • М2: 5,8 → 4,1;
    • М3: 5,5 → 3,85;
    • М3+: 5 → 3,5.

 

what the heck so its actually buffed instead of nerf?

I just played on my Rico account.  They have turned Rico into Twins.  Twins and Rico are much closer turrets now. 

 

I just don't understand why they keep reducing the uniqueness of each turret and hull over tha last couple of years. 

Edited by ByeByeBye
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I think battle time is now 9 minutes due to decreasing player base.  It is now a bit easier to match battles between players.

 

I would recommend reducing battle formats though.  Get rid of Rugby, Assault and Control Point battles.

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let's take a look at this magnum "nerf" through the eyes of someone who uses it as either a single shot hammer...

 

reload decreased but extra unused charging time will be added to it...

so previously if i ram into an enemy and released 100% charge and survive, I'll take 5 seconds to fire another shot. usually I get killed before that.

now it's just 3.5 seconds :lol:

increased splashed radius by 33%, totally a nerf

added parametres to make splash damage less effective than direc hit... so basiclly ramming into the enemy will damage myself less leaving e with more health :D :D :D :D :D combined with the reduced reload  this means I'll have a much higher chance of doing a 2nd allahu akbar






now at far range it's definately a buff because you'll have less unused charge that will be added to the greatly reduced reload time.

Edited by CooperO
Kindly refrain from making religious references.
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