44 Magnum

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Sharpshooter
.44 Magnum
Statistics
Pricing: £450 (£337)
Weight: 2 blocks
Ammo: 6 21 (128)
Ammo cost: £13 – £277
Power:
Range:
Speed:
Sharpshooter
Dual .44 Magnums
Statistics
Pricing: £900 (£675)
Weight: 4 blocks
Ammo: 12 10 (128)
Ammo cost: £26 – £277
Power:
Range:
Speed:
Related achievements
Feeling Lucky?
We Have Ourselves a Cowboy


The .44 Magnum is a secondary weapon comparable to the Handcannon in terms of damage, recoil, and penetration; like the Handcannon, each shot can damage up to 5 targets. It fires more than half again as fast as the Handcannon, but its low magazine size and slower reload make it less effective for most purposes. Its lower price and weight make it a much less prohibitive weapon while remaining far powerful than the 9mm tactical pistol. 128 rounds can be held in reserve. Two Magnums are able to be dual-wielded to double the capacity per reload, but the ability to use irons sights is lost, and the ammo reserve remains at 128 rounds.

Unlike the handcannon and 9mm pistol, the .44 Magnum is never found as a random spawn on official maps.

Statistics[edit]

The Sharpshooter perk gets bonuses and discounts for the .44 Magnum.

Level  Discount Price Sale value Base damage Head damage Single reload time (s) Dual reload time (s)
Base 0% £450 £337 105 115 2.53 4.47
0 10% £405 £303 105 126 2.53 4.47
1 20% £360 £269 105 139 2.3 4.06
2 30% £315 £235 105 158 2.1 3.72
3 40% £270 £202 105 179 1.94 3.44
4 50% £225 £168 105 209 1.8 3.19
5 60% £180 £134 105 258 1.68 2.98
6 70% £135 £100 105 276 1.58 2.79

Price and ammunition[edit]

The base cost for a .44 Magnum is £450 each, placing it between the Bullpup and Handcannon in terms of price. Sharpshooters receive discounts to this price of £45 per level in the perk down to a current minimum of £135 each. At initial buy, Magnum comes with 6 shots loaded and a 58 bullets to spare to fill a little over 9 more cylinders. The ammunition costs £13 per cylinder of six shots and can be stocked up to 128 bullets; costing £277 total. Single bullet of magnum costs about £2.17 which is more costly than most rifle ammunition that deal varying amount of damage but don't pierce multiple targets. Players do not receive any bonuses to ammo cost, or ammo pool size, regardless of perk or the number of Magnums equipped. Due to the fact that the total ammo reserve of 128 isn't divisible by the capacity of the pistol, players will be left with either 2 or only 8 bullets when dual wielding for the final load if players only reload while empty.

Damage[edit]

The .44 Magnum has a higher rate of fire than the handcannon, although it deals slightly less damage per shot, has less ammo capacity and takes longer to reload. To compare, a single 44 cal Magnum has 400 rpm while Handcannon has 240 rpm which means a 60% faster fire rate compared to it. Magnum can empty the entire cylinder of six shots in 0.75 second, just a quarter shy and deals 630 damage while doing so. Wielding dual magnums drastically increases potential fire rate, amplifying it up to 800 rpm, making it empty both cylinders in 0.825 second, thus effectively near doubling the damage per second at the cost of increased reload delay.

Thanks to impressive fire rate, before reload damage output is 840 damage per second for a single magnum; when added reload delay of 2.525 seconds the figure goes down to 192 damage per second. Sharpshooter and Commando can reload Magnum 60% and 35% faster respectively which budges the after reload dps to 270.6 dps for Sharpshooter and 240 dps for Commando by single magnum bodyshots only. On double wield with bodyshots only, theoretical damage output figure ups to 1527.27 dps before reload and drops down 238 dps after reload. For level 6 Sharpshooters and Commandos, after reload values roughly round ups to 348.38 dps for Sharpshooter and 304.8 dps for Commando.

Like all other pistols, magnum shares the same headshot multiplier of 1.1x which can be improved by Sharpshooter perk. From the hands of a level 6 Sharpshooter, Magnum is capable of dealing 276 damage per headshot and reloads 60% faster, increasing the damage output figures to 2217.6 dps before reload and 711.30 dps for after reload for accurate headshots. For dual wield as a level 6 Sharpsooter, before reload numbers almost double to 4014 dps and after reload won't budge high up with 915.75 dps.


Tactics[edit]

  • A single Magnum weighs just 2 blocks, an attribute shared by all pistols. Compared to other counter parts, magnum has small mag size, lacks damage and has a lengthy reload. However, the price tag of £450 and pierce effficiency of 50% up to 4 targets (same as handcannon) makes this weapon an excellent choice as an off-perk sidearm, not its damage or mag capacity. In very narrow hallways, Magnum can compliment any weapon with low magazine capacity to bridge up reloads and give you breathing space. Pierce ability can keep you alive at kite sceneries but when you get pinned down the reload delay becomes a nuisance.
  • Pierce can easily be utilized to level up Sharpshooter perk faster by lining up similar height enemies to headshot them. As long as you can keep distance or have a weapon to sweep up any close quarter specimen effectively, Magnum can be a nice addition to practice hipfire as it's pinpoint accurate and kickback has to be controlled to perform well.
  • When dual wielded, rate of fire increases even further and potential damage output per magazine reaches its very high peak. However, reload speed decreases dramatically and there is a severe loss of accuracy, making this a risky endeavor. When dual wielded, magnums fire rate doubles and onperk use allows you to mop up trash with ease, dispatch ranged threats with only 2 shots and kill Scrakes with ease at level 6.
  • On perk used dual 44 cals can easily decapitate a Scrake by walking up to it and unloading up to 11 successful headshots, flinch locking him in place until it drops dead. Its required to be a level 6 Sharpshooter before you can walk up to a Scrake without any pre-damage in a 6 player Hell on Earth game. At level 5 and lower, seeking to pull up a chain flinch combo to a Scrake might require some pre damage to its head before hand without enraging him to unleash a fanfire at its face to kill it.
  • For a resistant enemy like Fleshpound even dual magnums lose its effectiveness quickly. It takes about 22-24 headshots to put down one Fleshpound at 6 player Hell on Earth and it takes another pair of heavy pistols such as Handcannon for a quick switch up to follow a fanfire from dual 44 cals. Trick requires perfect tracking and any wrong footing or failure to control kickback may end with dual pistol bearer getting hit so some pre-damage to its head beforehand is advised. It's usually suggested that one has to be sure their both pistol pairs are loaded up and have enough space to move backwards before attempting to pre-damage Fleshpound slightly to keep aggro and reload once before dumping 4 mag worth of pistol ammo up its face.
  • Another resistant enemy, Patriarch won't really be fazed from piercing shots when he made a minigun stance to neglect your headshot bonuses coming from perk progress. While damage output maybe impressive, lengthy reload will only make this weapon worth of having onperk as a Sharpshooter at the boss wave. Even so, the impressive damage output is only limited to its cylinder capacity of 6-12 which is not amazing on practical measures to make Patriarch kneeldown on short notice.

Advantages & Disadvantages[edit]

Advantages[edit]

  • High single-magazine DPS
  • High reserve ammunition
  • Fast rate of fire
  • Can penetrate its target
  • Lower recoil than the handcannon
  • Higher stopping power than the MK23

Disadvantages[edit]

  • Slow reload, especially dual-wielded
  • Low magazine capacity
  • Less firepower and penetration than the handcannon
  • Lower ammo capacity and reload speed per bullet than the MK23


Bugs[edit]

  • When dual .44 Magnums are directly bought from the trader, the player will only receive 64 rounds of ammunition. However, when two .44 Magnums are bought separately for the exact same price, the player will receive 128 rounds of ammunition instead.
  • When a player sells one of his dual .44 Magnums to the trader, he will receive an additional 64 rounds of ammunition. However, he will only receive half of the listed selling price.
  • A player wielding a single .44 Magnum cannot buy an additional .44 Magnum unless he has at least 4 free weight blocks.
  • When dual .44 Magnums are selected, the speedloader used to reload the .44 Magnum appears and rapidly disappears near the middle of both the .44 Magnums.
  • When dual .44 Magnums are bought from the trader, only 6 rounds will be loaded, instead of the full 12.
  • The recoil reduction bonus for the sharpshooter perk does not seem to be applied when only a single .44 Magnum is used but seems to be applied when dual wielded.

Origin[edit]

The Smith & Wesson Model 29 was introduced in 1955, and it won great fame as 'The Most Powerful Handgun in the World' in the 1971 Clint Eastwood film Dirty Harry, despite the fact that the Ruger Redhawk had already been on the market for several years.

Gallery[edit]

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Language: English