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Magpie Manual v2

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As there is a new Magpie, thus shall there also be a new book.

(After numerous complaints from people that are too lazy to press a link to a google doc, I am writing this one in the forums, much to my discontent)


MAGPIE MANUAL v2
(now with purple flavor)

Written By Qrow
Accurate to 2026/10/05 (New Magpie rev. 1)


Forenote


While numbers that are cited in this guide are all accurate and techniques listed should be able to be performed by any given player, connection and other factors may make things more difficult or downright impossible under given circumstances. Similarly, some opinions regarding balance and matchups in this guide are mine, so take them with a grain of salt.



Introduction

Welcome to the Magpie Manual! This guide details every aspect of the Magpie unit from the planes factory in quite possibly way too much detail.

In recent history, magpie has seen a pretty substantial overhaul. This guide mostly focuses on how we are adapting to play new Magpie from old Magpie, at least in a very solo-unit viable sense.


Stats

Here are the relevant numerical details:

Stat Value Notes
Cost 250 metal
Health 900 Regenerates 5 HP/s after 60 s idle
Speed 252 Cruises at about 262 altitude, strafe dives go down to 80-235
Turn radius 10 (200 auto-strafe) 200 only after 2 s with no command; any click resets it
Weapon Disruption EMG 16 dmg x 2 projectiles x burst 2 = 64 per volley
Reload 0.8 s 24 frames
DPS 80 While firing continuously
Slow DPS 320 Slow x4, max 50%, 2 s overslow
Range 580 610 from 60 up, 658 from 175 up, 688 from cruise
Shell speed 820
Splash radius 12 areaOfEffect 24 is a diameter; edge damage 0.5
Spread 4.2 deg max Median 2.5 deg, rolled separately per shell
Ammo 30 volleys 120 shells, 23.3 s of fire, 1920 dmg / 7680 slow per sortie
Rearm 5 s 10 E/s, 50 E per rearm
Repair 13.5 HP/s Airpad or Plant; Reef 54 HP/s
Sight 760
Targets Ground and air acquires targets out to 780
Fire state Fire at Will Set Target works
Vs shields 37.3 per shell Slow does not pen sheilds

If you’re new here, Magpie is a “disruption fighter”, which really just means you can spam the hell out of it and get a lot of value in most scenarios. Compared to the previous magpie that people used for this purpose, the new value-generator-supreme Magpie has some important different strengths:

  • New Magpie has to spend longer in fights to get value, but has high potential damage out of a run than previous Magpie.

  • Blobs of new Magpie can take extended engagements against AA easier.

  • Fighting raiders is still a huge easy way to generate value, but takes longer.

  • You don't have to micro runs as carefully, but have less direct control over what's going on, and the time we previously spent on managing economy for runs has now been replaced with managing input/output of units in ongoing fights.

  • You gotta speak to your teammates now, because technically you're still playing a support unit. Sad, I know.

To summarize: Magpie is a unit with a variety of uses, covering almost any situation you can be put in, but usually excels in anti-raider and com hunting, as well as target spot removal for heavy units in the late game.

How the weapon works

New Magpie weapon is a little more complicated than it appears on the surface, so here's a rundown of how it works.

quote:
sprayAngle = 1050


converts to a deviation vector equal to 0.073. The weapon itself has no extra error, but the weapon adds a point out from a ball that it randomizes spread for. The maximum angle the shot can spread out is 4.18 degrees. The mean is about 2.47, from testing.

Every round in a total "shot" is rolled separately, so shots will all have some various offset between exactly on target and 4.18 degrees out. The shots then reaim 2 seconds later after the volley, but there is no carried over randomness, so everything just resets and rerolls on the next go around. This means that being close to the target is essentially, or at least having enough Magpie for the randomness to be evened out is.

However, leading is exact, meaning that a moving target will not suffer from additional aiming inaccuracy beyond what the target itself can cause with movement.

quote:
burnblow


makes the shots detonate on a fuse, randomized up to +/-1 frame. Interesting we benefit a small amount of net gain in performance from this against some tall targets (up to a range of +10%!)

At an averaged strafe shot,(179 up, 457 slant): half the shells land within 26 elmos, 90% land within 50. At the Loopback shot (207 up, 689 slant): we land approx. 39 and 79, on average.

Performance and Hit Rates

As expected, we see a higher ratio of bullets hit proportional to size, and strafe mode generally greatly benefits DPS at the cost of keeping the Magpie closer to danger. See the below table for averages on stationary targets:


Target Shell hit % Dmg / volley Slow / volley Dmg / Strafe run (~3 volleys) Strafe sustained DPS Loopback sustained DPS Dmg / run (sortie)
Chainsaw 93 61.1 245 183 32.4 17.3 1834
Artemis 92 61.5 246 184 32.6 17.2 1846
Guardian Commander 76 54.5 218 164 28.9 12.7 1634
Razor 73 51.9 207 156 27.5 10.6 1556
Thresher 71 51.2 205 154 27.2 11.9 1537
Hacksaw 70 51.1 204 153 27.1 11.2 1532
Stinger 69 49.4 198 148 26.2 10.4 1482
Strike Commander 65 49.0 196 147 26.0 11.0 1469
Minotaur 68 48.2 193 145 25.6 9.0 1447
Faraday 61 46.2 185 139 24.5 10.0 1385
Gauss 62 46.1 184 138 24.4 9.8 1383
Knight 62 45.9 183 138 24.3 9.3 1376
Lotus 58 44.2 177 133 23.4 9.1 1326
Stardust 58 43.7 175 131 23.2 8.3 1312
Reaver 47 36.8 147 110 19.5 5.7 1103
Picket 46 35.7 143 107 18.9 6.6 1071
Scorcher 43 34.6 138 104 18.3 4.9 1038
Bandit 41 32.8 131 98 17.4 4.4 985
Dagger 32 29.7 119 89 15.8 3.9 892
Glaive 30 25.9 104 78 13.7 3.3 777


Optimizing DPS

How do you get more DPS out of Magpie? The single biggest player is strafe mode.

In testing, strafe mode saw higher damage and an overall 2-5 to 4x sustained DPS improvement versus loopback. However, you have to fly inside Hacksaw (490), Gauss (560), Picket (610) and Stinger (620) ranges, so the improved DPS will cost some Magpies unless you can pass the DPS check.

Additionally, in testing, some other obvious ways to optimize uptime:

  • Picking large, easier to hit or stationary targets is a way to get easy value and raise your consistent damage output by 60-85% or so, compared to mobile targets.

  • One Strafe Magpie holds the slow uptime on targets up to about 3250 HP, but loopback only guarantees up to about 1800~ in testing

  • Otherwise, don't fly into stupid targets, avoid shields (although mass magpie murders shields now), etc


Understanding Slow

Slow is Magpie's new main mechanic, and what lets it take some otherwise disadvantageous fights against AA that it would otherwise lose. Understanding how it works is key to playing the unit optimally.

  • Slow is 4x the actual DPS of the unit. However, it's still damage, and can be affected by anything that would reduce damage, etc.

  • Slow % is current stored slow value divided by current HP, meaning a damaged unit suffers more from slow than one at full health will.

  • Slow is capped at 50% HP plus some (2s of overslow)

  • Slow only slows the following: reload and burst rate (reloads in progress are modified), movement, turning, build, and hp regen. It does affect turrets for Razor, Thresher, Lotus, Stinger, Stardust and Gauss, because they have scripts that actually see and read current slow %. It does not touch range, damage, projectile speed or missiles that were already in the air and locked onto something, or just flying (i.e, it does not touch independent non-child projectiles)

  • Shields don't care about slow.

Heres some specific info for volleys to 50% slow while fighting AA and other statics:

Strafe:
Turret HP Volleys to 50% (all shells hit) Volleys to 50% (realistic hits) Closed armoured (all hit)
Picket 375 1 2 -
Hacksaw 580 2 2 -
Lotus 785 2 3 -
Stardust 1500 3 5 -
Faraday 1600 4 5 10
Stinger 2250 5 6 -
Chainsaw 2500 5 6 -
Razor 3000 6 8 18
Thresher 3000 6 8 -
Gauss 3000 6 9 18
Artemis 3200 7 7 -
Lucifer 6000 12 14* 36
Desolator 10000 20 22* 59

Loopback:
Turret HP Dmg factor Slow / volley Volleys to 50% (realistic hits) Closed armoured
Picket 375 0.32 81 3 -
Lotus 785 0.44 113 4 -
Hacksaw 580 0.54 138 3 -
Stardust 1500 0.40 102 8 -
Faraday 1600 0.48 124 7 20
Stinger 2250 0.50 129 9 -
Chainsaw 2500 0.84 214 6 -
Razor 3000 0.51 131 12 35
Thresher 3000 0.58 147 11 -
Gauss 3000 0.47 122 13 38
Artemis 3200 0.83 213 8 -
Lucifer 6000 0.83* 212 15 43
Desolator 10000 0.83* 212 24 71

(Assuming a perfect hitrate, divide by average hit rates for better estimates, but safely assume 1 or 2 more volleys than stated)


How much slow cuts incoming damage versus statics, averages based on attempts (strafe):

Turret N=1 N=2 N=3 N=4 N=6 N=8 N=12
Razor -45% -47% -47% -46% -44% -41% -40%
Thresher -42% -44% -44% -42% -40% -37% -35%
Chainsaw -41% -40% -37% -38% -33% -25% -25%
Artemis -38% -39% -36% -33% -25% -27% -12%
Hacksaw -50% 0% 0% 0% 0% 0% 0%
Picket 0% 0% -50% -50% 0% 0% 0%
Stinger -46% -43% -40% -50% -50% -50% 0%
Gauss -36% -39% -38% -38% -50% -33% -33%
Stardust -48% -49% -48% -49% -48% -50% -50%
Lotus -49% -49% -48% -47% -42% -43% -43%
Lucifer -14% -43% -43% -40% -50% -33% -50%
Desolator -13% -21% -41% -45% -47% -46% -47%

Loopback:

Turret N=1 N=2 N=3 N=4 N=6 N=8 N=12
Razor -14% -33% -46% -47% -48% -47% -47%
Thresher -5% -32% -44% -46% -45% -45% -43%
Chainsaw -21% -42% -44% -41% -39% -33% -33%
Artemis -5% -41% -41% -41% -39% -35% -31%
Hacksaw -33% 0% 0% 0% no fire no fire no fire
Picket -47% -43% -50% 0% 0% -33% -50%
Stinger 0% -27% -42% -33% -33% -25% -33%
Gauss 0% 0% 0% 0% -11% 0% 0%
Stardust no fire no fire no fire no fire no fire no fire no fire
Lotus -34% -36% -40% -50% no fire no fire no fire
Lucifer -9% -9% -36% -40% -43% -40% -50%
Desolator 0% 0% 0% -17% -45% -43% -40%

Strafe mode kill breakpoints and loss rates for statics, with slow taken into account (strafe):

  • For these, we take 1 pass to be 3 volleys/shots

(Assuming no splash from AA)
Turret Dmg factor 1 pass 2 passes 3 passes 5 passes 1 run
Picket 0.56 4 (lose 0) 2 (lose 0) 2 (lose 0) 1 (lose 0) 1 (lose 0)
Lotus 0.69 6 (lose 0) 3 (lose 0) 2 (lose 0) 2 (lose 0) 1 (lose 0)
Hacksaw 0.80 5 (lose 1) 3 (lose 1) 3 (lose 1) 2 (lose 1) 2 (lose 1)
Stardust 0.68 12 (lose 0) 6 (lose 1) 5 (lose 1) 4 (lose 2) 4 (lose 2)
Faraday 0.72 12 (lose 0) 7 (lose 0) 5 (lose 0) 3 (lose 0) 2 (lose 0)
Stinger 0.77 - 8 (lose 0) 6 (lose 1) 4 (lose 1) 4 (lose 1)
Gauss 0.72 - 11 (lose 0) 8 (lose 0) 5 (lose 1) 4 (lose 1)
Razor 0.81 - 10 (lose 0) 7 (lose 1) 5 (lose 2) 4 (lose 3)
Thresher 0.80 - 11 (lose 1) 8 (lose 2) 6 (lose 4) 6 (lose 4)
Chainsaw 0.96 - 9 (lose 2) 7 (lose 3) 6 (lose 3) 6 (lose 3)
Artemis 0.96 - - - 12 (lose 10) 12 (lose 10)
Lucifer 0.90* - - - 9 (lose 2) 6 (lose 3)
Desolator 0.90* - - - - 12 (lose 9)

Loopback:

Turret Dmg factor 1 pass 2 passes 3 passes 5 passes 1 run
Picket 0.32 - 10 (lose 0) 7 (lose 0) 4 (lose 0) 1 (lose 0)
Lotus 0.44 - - 10 (lose 0) 6 (lose 0) 1 (lose 0)
Hacksaw 0.54 - 9 (lose 0) 6 (lose 0) 4 (lose 1) 2 (lose 1)
Stardust 0.40 - - - 12 (lose 0) 2 (lose 0)
Faraday 0.48 - - - - 3 (lose 0)
Stinger 0.50 - - - - 5 (lose 2)
Gauss 0.47 - - - - 5 (lose 2)
Razor 0.51 - - - - 7 (lose 4)
Thresher 0.58 - - - - 9 (lose 6)
Chainsaw 0.84 - - - 11 (lose 3) 7 (lose 6)
Artemis 0.83 - - - - -
Lucifer 0.83* - - - - 8 (lose 4)
Desolator 0.83* - - - - -


Slow not taken into account (strafe):

Turret Dmg factor 1 pass 2 passes 3 passes 5 passes 1 run
Picket 0.56 4 (lose 0) 2 (lose 0) 2 (lose 0) 1 (lose 0) 1 (lose 0)
Lotus 0.69 6 (lose 0) 3 (lose 0) 2 (lose 0) 2 (lose 0) 2 (lose 0)
Hacksaw 0.80 5 (lose 1) 3 (lose 1) 3 (lose 1) 3 (lose 1) 3 (lose 1)
Stardust 0.68 12 (lose 0) 7 (lose 2) 6 (lose 3) 5 (lose 4) 5 (lose 4)
Faraday 0.72 12 (lose 0) 7 (lose 0) 5 (lose 0) 3 (lose 0) 2 (lose 0)
Stinger 0.77 - 9 (lose 1) 6 (lose 2) 5 (lose 2) 5 (lose 2)
Gauss 0.72 - 11 (lose 0) 8 (lose 1) 6 (lose 1) 5 (lose 2)
Razor 0.81 - 11 (lose 1) 8 (lose 2) 6 (lose 3) 6 (lose 3)
Thresher 0.80 - 11 (lose 2) 9 (lose 4) 8 (lose 6) 8 (lose 6)
Chainsaw 0.96 - 9 (lose 3) 7 (lose 4) 7 (lose 4) 7 (lose 4)
Artemis 0.96 - - - - -
Lucifer 0.90* - - - 9 (lose 3) 7 (lose 6)

* Deso is absent from this list because it is stupid to attempt it without taking slow into account.

Loopback:

Turret Dmg factor 1 pass 2 passes 3 passes 5 passes 1 sortie
Picket 0.32 - 10 (lose 0) 7 (lose 0) 4 (lose 0) 2 (lose 0)
Lotus 0.44 - - 10 (lose 0) 6 (lose 0) 1 (lose 0)
Hacksaw 0.54 - 9 (lose 0) 6 (lose 0) 4 (lose 1) 3 (lose 1)
Stardust 0.40 - - - 12 (lose 0) 2 (lose 0)
Faraday 0.48 - - - - 3 (lose 0)
Stinger 0.50 - - - - 6 (lose 4)
Gauss 0.47 - - - - 5 (lose 2)
Razor 0.51 - - - - 9 (lose 8)
Thresher 0.58 - - - - 12 (lose 9)
Chainsaw 0.84 - - - 12 (lose 4) 9 (lose 7)
Artemis 0.83 - - - - -
Lucifer 0.83* - - - - 10 (lose 6)
Desolator 0.83* - - - - -





I will update this guide as I do more testing, but I feel like I was already able to gather the substantial amount of information here, so it may take longer to find more stuff.


EDIT: Forgot some tables
+1 / -0