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Magnums have stopping power and the head shots they deal are strong. Shotguns get worse at range due to spread. Also you can easily find parts for them on the whights corpses for future reference.
I see a very flawed test that forgets to take too much into account. Leaving you with a skewed view of how effective the magnum actually is.
The positive thing about not having a Magnum, no kick when shooting the damned thing! Not sure if that's a problem anymore, but it was for me in the past with certain patches..
Normal shotgun for house clears, hunting rifle for everything else.
Never made a magnum, and honestly dont see the point.
Might give a X-bow with exploding arrows a blitz now it doesnt make holes everywhere lol.
Maybe a concreate kill pit I can just toss loads of explosives into on horde night :D
That said, imo it suffers from being a pistol. I don't see the point in spending points on outlaw when I'm absolutely going to be buying better lead than dead and possibly boomstick. With the tightening of skill points since A16...yeah, I just can't see prioritizing pistols.
Well if you find a 9mm early game and as a result have a higher pistol skill. Then a magnum makes sense. Now if you are aiming for shotguns, well then it makes less sense. In our PVE games we usually have a a rifle man a shotgun man and a pistol man. Before doubeling up on any. That way there is more parts to go around for each as well as ammo.
i used a sawed off shotgun at exactly the same range as the magnum (roughly) and the shotgun seemed to fire much farther than the magnum, i tested the long barrelled too, it shoots just as far, from what i can tell. either the magnum is underpowered in terms of range or the shotgun is overpowered in terms of range, i get that a single pellet can hit a zombie with luck from far ranges, but not knock them the f over and take one of their limbs away (head, arm) from a range that the magnum cannot even reach, i wasnt exactly point blank, i tested it at point blank first, duh it's gonna do more damage, but farther ranges are a bit wonky.
yeah i used a ton of console commands to get literally all the skills, and i made the guns 600 q, so the comparison between them is: magnum is a pieca sh*t, if you look at the gun itself compared to other weapons, too hard to get, and expensive to shoot with, not only in terms of ammo, but repairs as well, since if you repair something you take a bunch of its quality away (unless you upgrade The Fixer)
by the time you are able to craft and fully assemble the magnum, all other weapons you have should be MUCH stronger, unless you got really high quality parts (like if you upgrade Quality Joe) so stick with them, magnum aint worth it, yet* :P
it doesnt really have that much of a kick, i only got the game recently so idk how it was like on earlier versions, but the recoil is almost nothing, i just tested it, it's exactly the same as the pistol.
Also here is some copy pasts to digest form wikipedia re magnums
The limiting factor is the bullet's trajectory; the best hunting bullets are heavy, so relatively slow, meaning a significant drop-out of trajectory at ranges beyond 100 yards (91 m); with a 50 yd (46 m) zero, the point of which the "line of sight" and the "bullet trajectory" meet, drop-out at 100 yd (91 m) is about 2 inches (5.1 centimetres), and drop-out at 150 yards (140 m) is more than 8 inches (20 centimetres); with a 100 yd (91 m) zero, drop-out at 150 yd (140 m) is more than 6 inches (15 centimetres).[27] Experts recommend limiting hunting ranges to 100 yards (91 m) when shooting .44 Magnum cartridges, less if practical accuracy requires it.
By the time you are able to assemble (even a low-quality) magnum, your pistol skill should be at least mediocre. They are more accurate at the same range as a sawn-off shotgun, and are meant to be aimed for longer ranges (up to 50m). Keep in mind they were not intended to be hand-held sniper rifles.
The knockdown capability easily surpasses the base threshold of most zombies, and a solid headshot (x4 dmg) will knock down the radiated ones, for another followup (or 2) to the head for a kill.
(it's either [{x4 headshot} * {x3 prone}] = x12 dmg, or [{x4 headshot} + {x3 prone}] = x7 dmg)