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Everything posted by FogOfWar_XXX
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Again, those are vanilla, no protection, no double armor, not upgraded hull above your shaft upgraded turret, on a FULL charge. You HAVE TO hit with the full power or all bets are off. Laser being what it is, that means sitting, charging, and waiting, and while waiting, you're exposed. Sure we play like that sometimes, but that again limits the power of the shaft. Anything less than a full charge hit, and they just press one and roll on, your tank and it's purpose has been defeated with the press of a button. And yes, lets go way back. The WHOLE point of shaft, again, was to be a force multiplier and neutralizer of teams with higher powered units that overwhelmed. A tough flag carrier, escorted by two tough team mates, it makes a break, your team is struggling to fend off the escorts, the carrier is running away, enter Shaft. Track a sight them, aim, flag carrier dead, now someone please go get it. That's what shaft was for, a precise tool, surgical, change the entire play with a shot. It's funny, I made a remark years ago about how dumb game play could get in Tanki, it started to look less like a game of armored combat, and more like some ******ed mechanized rugby match. Low and behold, we now have RUGBY in Tanki, RUGBY for goodness sake! The point of this game is to have an objective, and complete with lots of KILLING. IT needs to be hard, it needs to be thoughtful, it needs to be fun without being mindless. It has become more and more mindless as the years have passed, and more and more, units that sway the balance are being dumbed down to that sort of game play. The more I play, the only Shafts I see are lumbering Mammys and Titans, all perched somewhere, drinking DD, firing up DA when baddies get close, and hitting one when their substantial armor is depleted. What are they doing? They sitting around supporting the flag carriers run back to base. They rarely do anything for defense if they don't hit on the first try, nestled next to the flag. Why? Because really shaft just can't catch a break it seems. So most shafts gave up and just became immobile gun turrets that one shot whatever might be in their sights. People are so "game" oriented, wanting high scoring games, and always wanting to be able to finish a match by hitting the ten flag limit. That should be a optimal game, one so well played it was epic, not the norm or the standard. You should have to fight tooth and nail for those points and crystal. Nope, take the more real aspects out and lets turn it into a cattle call across the field to the opposing flag. When I play now, I find over watch positions and punish the enemy for taking things for granted. I pass up 2, 3 shots because I know where the power player is going and get them instead. I'll wait and really hurt them, rather than get a sure kill. Again, it's armored combat, not flag football, I'm not worried about smiles, and handshakes, and happiness go lucky sentiments about "good game" and <Censored>. I bought Shaft to snipe and ruin the game play of my enemy, not go head to head in a slugfest that decides who can press 2,3,4, at just the right times, to outlast my opponents "2,3,4". Shaft was supposed to be something different, so yes, the the comparison is VERY relevant, because honestly, the whole problem is that Shaft is no longer what it was intended to be.
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I think there is a real disconnect here about Shaft that is lost on a lot of people, and it unfortunately all goes back to dreaded drugs. The real problem is one, they DID nerf the damage on Shaft so much that it can only kill a Viking of the same level on a full charge, and JUST BARELY in a single shot. Shaft was suppose to be, rev up, find target, one shot, one kill. The damage reduction, on paper, with all things being equal, could be argued. What is not taken into a account is the fact that protection modules won't avert the massive damage, but they still allow the enemy to roll long enough to hit Repair Box. Now, add Double Armor. You halved the effect of a Shaft's shot again. Alright, fine, if you must play with drugs, so be it, but still, Shaft was supposed to be the great equalizer for a team, it was the unit that focused on the problem bad boy enemy unit that was otherwise damn near unkillable. Again, yes, lotsa damage, no doubt. Game changer, only if coordinated, and Shaft shots are more opportunistic than coordinated, given they have to charge, and enemies do sit still in the line of fire. Now, here is where I think the devs got clever. This is your Shaft - 3000 damage M4 This is your Shaft on Drugs - 6000 damage M4 Big difference. Of course, now, as a Shaft player, playing in a drugger's market, gotta pay to play. Throw in capacitors, and now you're looking at some serious damage. I believe that all the damage changes were put in when whiny druggers cried that their "2,3,4" tank was killed by the big nasty shafty easily. I think the numbers showed that it was best to NOT remove that damage, just make you pay for it. This way druggers would feel better about it, and of course, the bottom line, Tanki walked away with the money from Double Damage boxes. Shaft in a non drug battle is amazing, and I love it. I rack up kills like nobody's business. They drop like flies, especially when they can't Repair Box themselves. Even vs protection modules, the same holds true. Sure, might not one shot them, but a quick chase and another pop, and most players can't fight back. Shaft, on an even keel, is definitely dangerous (we'll NOT discuss laser, because THAT IS a nerf). So keep that in mind during game play. If you are a drugger, what ever, then drug, and your Shaft will shine brilliantly, like justice wielded in the hands of the mighty, IF you're not, bust hump like I do, and you can still take home 3rd place in a lot of battles (getting harder though with each rank up).
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Explain this. Party as in having a party?
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Basically, you zoom, you fire, you hit, deliver no damage.
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And that might be a fair point, I just want to make sure that shafters know and see regularly the effort made to bring about a fix to this. I fear burying it in some new thread will just see it peter off and die. But then, maybe a regular reminder here to let players know, and a separate thread for the content might be best, keeps it all together.
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Um, first off, you don't own this thread, two, I barely pay, might have spent a grand total of $100 USD in 3 years, and three, there is principal at work here, not money. The fact is, this is the place to discuss shaft. Bug glitches have been posted, and nothing. So what to do next? Press the issue. Lots of people have made cases for things in the past and got the attention of devs. Shafts are just used to getting the, well, SHAFT. We play, we put up with ALL THE COMPLAINING about how OUR tanks are annoying, useless, OP, selfish, we don't contribute, and all the other falsehoods about shafts that are regularly thrown about. I don't know if you read this thread from beginning to end, but let me tell you, this place IS EXACTLY the place for discussing SHAFT ISSUES. In fact, I can't even imagine why on earth you'd be against it? Where else would you go to make sure not just devs, but gamers, players, could see it? Simply put, you said no. Great, one person says no, duly noted. As for reporting me, you can report my johnson too, if that bothers you, but I've done nothing wrong, nor would I be, posting videos of shaft play in here, or others for that matter, regarding the problem. Spam is when you repeat things and disrupt an environment. This is IN FACT the place for it, and no one is going to be posting the same video over and over. If you care enough to record, clip, and upload, you're not going to do it to get yourself in trouble, so be quiet and stop blathering over something you obviously gave not thought what so ever.
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So, ghost shots. I've complained about them, I've been told others know about it, it has been reported, it's a known bug. The question is, should we start being vocal about it? I've paid money (not a lot, but some), in Tanki, on this account, and quite a little bit more on another. PAID MONEY for a virtual tank. Sure, they gotta eat, BUT, if I'm paying for it, I had better get what I'm paying for. This is a problem and it starts to be come a real problem now that I'm playing at higher ranks and don't drug. A missed shot, or a ghost shot, can mean the difference between one flag being captured and tipping the balance of a game. Thus . . . Solution Start posting here all the gost shots by recording all my games. Clip the portions of the parts where the ghost shot occurs and then post it online, here, for all to see, and the devs.If everyone did it regularly, or even just semi regularly, we could maybe draw some attention to it and have it fixed once and for all. This seem doable to everyone?
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That resembles the Adolfus Hotel.
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Happy Belated Turkey Day (sorry got all caught in the festivities, forgot to say hi, and all)
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I use those. I'll have to find one and post it. Or, are you telling me all flip tiles do this? You put flip tile and then another, and it makes it a ceiling.
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So a question, for anyone who knows. What exactly is the "flip" tile for? I see them, they are in my way, never touched them, became curious, and wondered what on earth they are good for. Anyone know?
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Apparently you came here to cause trouble then?
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Oh. Well, in that case very well, gonna give it a shot. Dude, cut me some slack, never messed with it before. Discuss things Texas related, and for players from Texas to talk. No need for fanfare or craziness here, just like I said, Texas Tanki, as pointed out earlier.
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So in all "seriousness", I am actually going to try in December at making a palatable Tank paint with a Texas Theme. Of course it dawns on me immediately "Um, will I need to make one for each hull type, I'm guessing not level, but each chassis." Is this true?
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In seriousness, I was beginning to suspect that.
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Dude, it's sing sing sing, it's swing, the lyrics are really just not much. Says basically to dance swing.
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You are seriously devoid of good taste then, that's a classic.
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The tone is this thread tends to be too serious as of late. Might I suggest something seriously fun
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Well, with overdrives on organized teams, calc'ing guess'timation of cool downs seems damn near impossible nowadays. You carefully plan the run down after watching them come in lit up, all three, think they're burning their own overdrive, just to find out they use a heal up and you're like, "yep, this is it, screwed". You thump them and give chase, they're all alone, running from you, and boom, overdrive, and I'm like "WT#C?". All that work (and I don't drug, so it hurts more when my efforts are wasted) and I'm left holding a lot of hits with no kill, no flag return, and no K/D boost, it's maddening. Like I said. I was mildly curious, and it's 50% off, I had the crystals, said screw it, I'll give it a gander. I can always shelve it if it's annoying me, which I suspect it will, heal time or not, I hate waiting as long as it does now for a full charge. The only way I'm going to take a real shine to it is if I find my arcade fighting is suddenly in the three hit category for units I haven't already Shafted. If I can "toe to toe" with a Hornet and generally win in three hits, I might take it. I do mad moves to evade often and I'm still getting hits in, and sometimes it's taking me 5, sometimes 6, hits, if they have any dignity and fight, and not heal, before I can kill folks sometimes in an arcade battle, it's getting on my nerves.
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I bought assault emitter today, we'll see how it goes. I'm not keen on having to wait EVEN longer on charging, BUT, 20% might be alright. I tested it before I had to shut down today. Polygon, WHICH I LOATHE playing on, and did "alright", IE, not trampled as badly, but still, not the place for a Shaft. Hopefully I didn't waste 25K in crystals.
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Amen. People just DON'T understand Shaft, or few. Shaft is not about parity to other hulls. Now, if you really want to be a shaft players, LEARN TO ARCADE shot with a Shaft. Your comment about visibility is so true too. Most shafts, try as they might, EVEN WHEN THEY'RE GOOD, have to decide, scope where you THINK the target is headed, or arcade loiter and hope you catch a glimpse of the target still far enough away to predict the path and set up for it. If you get caught though, scoping and firing is a tough sell. Quick scope is nice, but it's never enough to trash equal equipment, and dpm being what it is, if they're educated, they won't shy away, they know the following shots will will be in they're favor, so if they get the first shot in, you're dead meat. Take this as me seconding the whole 1v1 thing, sure, sometimes you can win, but that's like 1 in 20 games, and not against anyone who understands the techinical aspects, like you said, run a simulation and boom, the numbers don't lie.
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