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r_Boppy0

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  1. I've gone to World of Tanks instead. Only keeping up with the Forum to see if this is ever reversed!
  2. The debate over the Shaft laser rages on . . . . . . It seems to me this (generally) results in one of two views being taken: Most Shaft users hate the laser as it has rendered the Shaft useless as a sniper weapon and turned it into what amounts to be an expensive decoy. Many non-Shaft users love the laser as it makes their life easier. I really do not understand this view from non-Shaft users - unless, that is, they never, ever, take part in Team battles! But if you do take part in Team Battles, may I respectfully suggest you read (if you have not already done so) my previous post in which I attempt to set out why you really should want to see a pre-laser pre-nerfed Shaft on YOUR TEAM! My earlier post can be found on: Page 19 of the posts (4 December at 20.51). Hope this helps to clarify why the laser Shaft is such a bad move.
  3. Shaft Laser = Epic FAIL! As you will no doubt guess from what follows, I am (almost) exclusively a Shaft user. But I want to start by addressing those who are non-Shaft users and, especially, those who think the Shaft laser is a good idea. Many Tankers fear the Shaft and see it as their nemesis. It is certainly true that pre-laser Shafts, in the correct hands, were a potent weapon - but all turrets, in the correct hands, can be potent weapons. Each has strengths and each has weaknesses. Pre-laser Shafts were certainly not invincible! While in sniping mode a Shaft has a field-of-vision of just 23 degrees which means that any close-combat turret (eg Firebird, Isida, or Freeze) could sneak up, completely unseen, from any of the "other" 337 degrees and take it out. Unless the Shaft happened to be in "double damage" mode or unless the attacker was already carrying damage, then it was almost certainly "curtains" for the Shaft - even if it could get off one round in "arcade" mode first. Similarly, even when mid-range turrets (such as Twins, Rico or Smoky) were in the Shaft's sniping mode "cross-hairs" at a reasonable range, they could knock the Shaft off-balance just enough, often enough, and for long enough, to make sure the Shaft would be taken out before being able to re-acquire the target. And long-range weapons can monitor a Shaft's kill pattern and, by simple triangulation, work out where a Shaft must be concealed and then have a go themselves. As a Shaft user, I can count on the fingers of less than one hand the number of times I have picked up a gold box - it is simply not what the Shaft is designed for; similarly, as a Shaft user, I rarely capture a flag - unless, perhaps, a Team mate has lost it nearby and there is no-one else to pick it up. Thus, the only way I can earn crystals is by doing my best to ensure that my Team wins!!! And it is to THE TEAM that the real benefit a pre-laser Shaft can be seen. . . . . As a non-Shaft user, you may have dreaded the pre-laser Shafts; but don't forgot that those in the opposing Team also dreaded your Team's pre-laser Shafts! And it is in the Team battles that the Shafts "earn their keep" - not just for themselves but for the Team as well. A well-placed Shaft can protect the Team's Flag; it can "soften up" the enemy - and don't forget, that any kills during this process adds to the Battle Fund for all to share; a Shaft can create a field of fire such that certain routes to our flag can be very dangerous thereby forcing the enemy to take an alternative route; a Shaft can clear a path through enemy lines allowing you, and others, to attack the enemy flag; the same Shaft can then give you covering fire to bring the enemy flag back to our own base - indeed, I would argue that a well-controlled Shaft can be more valuable to you when capturing a flag than an accompanying Isida because the enemy will often make the Isida the number one target before going on the hit the flag carrier! A Shaft can protect and assist fellow Team mates who might be in trouble at long-range. And what if our flag is taken? A Shaft can take out the enemy flag carrier where there are no other Team members able to do it. The Shaft can then go on to "cover" the dropped flag until either it is returned by a fellow Team member or is "timed out" and auto-returned. Now consider, for a moment, how these scenarios will play out with a nerfed laser-Shaft! Quite simply . . . . . they won't!!! I contend, therefore, that even if you believe a pre-laser Shaft to be your worst nightmare, having one on your Team can also be your dream ticket. Turning now to the developers. According to Wikipedia: ". . . a sniper's primary function in modern warfare is to provide detailed reconnaissance from a concealed position and, if necessary, to reduce the enemy's fighting ability by neutralizing high value targets (especially officers and other key personnel) and in the process pinning down and demoralizing the enemy". It doesn't say anything in that piece (or anywhere else) about snipers flagging up their position so others can "neutralize" the sniper first. Nor does it say anything about making it clear to the whole world which target, out of up to ten others, the sniper has selected. Even Tanki's own Wiki still describes Shaft as a Sniper's weapon. It was - but it no longer is! Please reconsider this change - a pre-laser Shaft helped enrich this game for all users (see argument above), not just Shaft users. If not, then I, like so many others have already indicated, I will be walking away; I have no desire to go back to the very bottom of the tree and start again, learning and earning, with a different weapon just to get back to where I am now. Mark my words, a Tanki Online with no (or, at best, few) Shaft users will be a much poorer game overall as a result. PS - To all those who have already voiced your support for this change: no-one will think any the less of you if you wish to revise your opinion!
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