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Everything posted by FogOfWar_XXX
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Proctocologist
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Definitely. I have to scrap like junkyard dog for third and fourth place now. It's like I said too, it's that infernal reduced rate of fire that's killing us. We not have too much high death ratios, but kill ratios are down, period, it's simple a matter of volume of fire down range, less reloaded charged shots means less firing. Turret is also just bizarre, I can't quite put my finger on it, but something is off. Now I did manage third a number of times last night, second once too, but it wasn't much of a fight, but those are VERY hard won battles, and you have to have a good team, shaft can no longer lead effectively on a team of weaker players. Freeze needless to say with our longer reload and slower turret rotation is now the biggest pain in the ash to deal with now. Oddly, I find that arcade hunting thunders is NOT that bad actually, and if softened up on their trip towards our base, if they aren't drug healing all the time, they can really be put in their place now, though don't gt caught by a fresh one, that's nearly CERTAIN doom. Ricos should never have been given increased range, but whatever. Rails seem to rule still, but they too I think got some odd adjusts in the update, swing shots and the rocking shots seem to miss a lot more now (blessedly, stupid tanks get auto aim and some ridiculous margin of error along with it, rails have it WAY too easy once you learn to time the shots, they can practically point on your general direction and hit you, though now, maybe not). Back Shaft though, I think the initial entrance phase into scope is the real killer, controls are not quick to kick in and start panning always, and point up especially seems to either lock on me, or it just seems slow to engage. Drugs are now too comon too. I was lucky enough to play last night in 3 or 4 games where they were sparing, and the teams were VERY VERY good. It was a refreshing break from triple powered up Thunders and Ricos spawn camping, a real fight, not a bunch of pansies drugging on mommy's and daddy'd credit card. Also, I've noticed a lot of Shafts moving to the very big and heavy hulls now, less lighter ones it seems. The ones the do remain are all very aggresive now, and they seek out the flag. Probably because they are looking for ways to earn crystals now that the kill rate is lower. Again, just press on, Shafts find a way, we always do.
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Quiet, like all secret and clandestine . . . like secret love? Make or female, cause it sounds like your crushing on me. Homey no play for same team and I'm not looking. That said, banter is fine. Then again, that would be flirting? Thus low intensity warfare, few shots fired here and there? This is Tanki Onoline, gotta keep the fight going right? War is a perfect analogy for love, because we all know, it's a hell of a fight, that's for certain. Anyways, this forum will be my grounds for being snide and foul and generally awful. I'll ruin beautiful thoughts, tear down sweet and lovely comments, and in general make everyone here remember that life is a bitter hell that you live in, and then learn about love and suffer more for it, until you die, usually under less than pleasant circumstances (not that many people die in their sleep not suffering of some illness or another). Okay now, toodles and all that light hearted and fun loving stuff, till next time.
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So yeah, played last night. Um, tough to say how these changes will pan out. I finally got 3rd place again, twice, on two maps, one each. The reload time is definitely making life harder, and for whatever reason, closer kills in scope are much harder to come by now, it's like the hulls all sped up, can't turn fast enough it seems. Anyone else have this problem now? The whole, scoped, target crosses area of vision, you start turning, simply cannot keep up like before? This is very annoying.
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So, playing yesterday, Serpuhov and this time, but I decided to mix it up, a little Solikamsk because I was bored with the standard fare. I also played Ft. Knox. Now, I’ve played Solikamsk a few times, handful, long time ago. Now that I have been back, I must say, its slaughter house. Talk about a mean map. It does nothing for Shafts too, it’s harsh. Now this is going to be more about Shafts than maps, but yeah, I was able to pull off a third place on that map strangely (second game, once I got my bearing). Shaft’s seem to be really different machines now that I have played since all the changes. I found a little corridor and let tanks drop down from above and I would snipe them there. Once they were wise to that, I had to resign myself to the idea of fighting the classic high point game. As long as I had someone covering me for local trouble, I was kicking but actually, but up close, it seems like the better arcade damage makes difference, but only when you can land a shot. The turret turn is not quite right, scoped or not, I used to be able to tack a bead on a tank and hit. Seems like everyone else is faster now AND my turret is supposedly faster turning now, BUT the acceleration to get into a turn of the turret seems off. I used to be able to time an opponent if they were turning and know when my turret would be able to catch up to them. Now, once they are past, if they are anywhere close, I can’t seem to put a beam on them. Arcade I can at least both the hull and turret to turn, so I have the faster turn, but that’s not ideal to say the least, leaves you facing directions you might not want to accelerate into. So yeah, strange days for Shafts, and I am CERTAINLY no longer sporting those 1 to 3 spots on the score boards like before, hell, had to fight tooth and nail for third place on two maps yesterday. Fort Know, corridor down side of fort, scope, and lots of patience, it was fun. Note, freezes and firebirds SUCK in straight lines, felt good to finally see them suffer with no place to run while I was scoped, hell, almost wanted to do a little dance, so yeah, if ou Shaft, so a little dance for that map, not too big but you can be a huge pain in the rear with a Shaft in that map. Final thoughts, well, I wondering if Shaft kill counts are basically forever lowered now with the lower reload time. This will be a bad thing for a long time, maybe forever, we’ll see, but not happy about it.
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Update: Added a new playlist, crass and country drinking tunes. Also, found this, figured folks might need to understand why we're so much better than everyone else, some facts: Please, since this is fighting game forum, the culture and infrastructure referred to in that video is not just there, IT'S LOVED. We Texans love our guns, and we would own tanks and bombs and all the other good stuff if we were allowed to, we're culture of fighting. Figured folks might be humbled to revel in the glory of our reality. Have a nice day.
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Love is war, so secret love is clandestine war. Enjoy all the sabotage and dirty dealings. As you were.
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It was numbers, sure, practice says though if you're good, I can, AND DO, cap little Smokeys and Rails in arcade, and let me tell you, their facial expressions are nearly VISIBLE through the screen. Point is , we have real fighting chances now. Smokey and rails, be on notice, Shafters that practice are gonna change your world of arcade fighting, the ones that really get into the arcade routine. Critical hits went dow.n now too if were splitting hairs btw. It's hard to play w/shaft since upgrade, but I'm still relevant, and who knows, maybe I'll be able to regain that first, second, and third spot again with practice.
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Well, I'll gladly accept the compliment and as recognition of this kindness bestowed upon me, I shall refrain from aggregating from everyones favorite playlist today. What gismo do you speak of btw, I'm a little unsure where to find this "gismo", or was or is a player that I ahve yet to come across then?
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He really does go mad and tortures you all with clamps and arc welder till you beg for death. I wish I was bullet proof.
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Okay, SO, lets be clear, the true standard is ROF and damage for any baseline. They said they increased arcade, let's have look shall we? Damage Per Shot ROF #Shots TIME TOT. DAMAGE NEW 30.8235 3.8823529 3 11.6471 92.4705 OLD 20.4118 3.3823529 3 10.1471 61.2354 NEW 30.8235 3.8823529 2 07.7647 61.6470 OLD 20.4118 3.3823529 2 06.7647 40.8236 By those standards above, we are loosely near a thirty percent increase in damage for 2 consequtive shots and 3 consecqutive shots. Not too shabby, BUT, there is a problem here, that rate of fire is slower now. Now lets to damage times shots vs our old favorite, Smokey, Damage Per Shot ROF #Shots TIME TOTAL DAMAGE Smokey 18.0000 2.0000 2 4.0000 36.0000 Shaft 30.8235 3.8824 2 7.7647 61.6470 So round per round we are CRUSHING the competition, but lets get back to reality, damage over time, so since Shaft is slower, well do time based upon 3 shots from a Shaft: Damage Per Shot ROF Time #SHOTS TOTAL DAMAGE Smokey 18.0000 2.0000 11.6470587 5.0000 90.0000 Shaft 30.8235 3.8824 11.6470587 3.0000 92.4705 So there you have, A REAL and MEANINGFUL improvement on a Shaft's ability to survive in arcade mode. Now, few things to consider. Impact force forcing you to re-target will likely make you hard pressed maybe to land all those shots consecutively in that speed, and while we are comparing M0s, and rotation speed actually got better for this class and M1, M2 and M3 took a hit, so if they are shoot and scoot platforms that are bobbing back and forth, you ability to turn and shoot is compromised. All that said though, for once, WE are on the up and up. Please note though, after three shots, we are again in the original world of diminshing returns and the tables turn, we are now dishing out less damage per sec than the opponent. Moral of this story, take advantage of the arcade boost, make use of it, AND LEARN HOW TO HIT IN ARCADE MODE. This is a bizarre situation we find ourselves in as Shafters, because now we have increased damage, but reduced ROF. It is more important now, more than ever, to really land shots on target, arcade or other wise. I didn't include it, but the energy requirements for shots has also gone up, thus timing is everything now. In the heat of battle though, timing energy is simply not realistic, so you'll have to learn to gauge that by instinct. Increased reload times and increased energy minimums though ultimately translate into less shooting. We will put down less volume in a match now more than ever, and the energy requirement means we will now have to deal with better arcade, but if we're spent, we're spent. This will translate into fewer kills except for those who can really drop hits EVERY SINGLE shot, and even then, I think we'll see lower kill counts now for Shafts, which btw, seems to me like another subtle way of burying it against other turrets and have players abandon it, as scores lower and earnings drop. This will really become the rarer of the weapons as newer people start playing and we're likely to see less Shafters really formalize and dedicate on this platform. Good news is that if you ARE base defending, chasing down the pecker head that just took a hit from you and is running away will be hard pressed to withstand your chase with these damage levels in arcade. Word to the wise though Shafter's, few of you ever DO GIVE CHASE, so know runners will drop mines, FYI, just saying. Increased Min Scope Damage was also omitted from my list, really, if we're talking Shaft, we talk in terms of scope and it's damage as maxed, no one ever plays with it with the intention of constantly half powering a shot. The point is one shot, one kill, so it's there, but not exactly overly important to the grand scheme of things. Anyone else got two cents on the numbers?
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oops, disregrad this post.
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References In The Fog Mod Min damage Before Delta Now M0 20.4118 10.4117 30.8235 M1 24.6765 12.1764 36.8529 M2 33.2059 15.7059 48.9118 M3 36.6176 17.1177 53.7353 M3+ 46.0000 21.0000 67.0000 Mod Max damage Before Delta Now M0 27.8235 09.7059 37.5294 M1 33.8529 10.5883 44.4412 M2 45.9118 12.3529 58.2647 M3 50.7353 13.0588 63.7941 M3+ 64.0000 15.0000 79.0000 Mod Reloading (msec) Before Delta Now M0 3382.3529 500.0000 3882.3529 M1 3235.2941 500.0000 3735.2941 M2 2941.1765 500.0000 3441.1765 M3 2823.5294 500.0000 3323.5294 M3+ 2500.0000 500.0000 3000.0000 Mod Turret rotation speed Before Delta Now M0 0.8529 0.0765 0.9294 M1 1.0441 0.0471 1.0912 M2 1.4265 -0.0118 1.4147 M3 1.5794 -0.0353 1.5441 M3+ 2.0000 -0.1000 1.9000 This is for reference as I look at this ugrade and what it means.
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References In The Fog Mod Min damage Before Delta Now M0 20.4118 10.4117 30.8235 M1 24.6765 12.1764 36.8529 M2 33.2059 15.7059 48.9118 M3 36.6176 17.1177 53.7353 M3+ 46.0000 21.0000 67.0000 Mod Max damage Before Delta Now M0 27.8235 09.7059 37.5294 M1 33.8529 10.5883 44.4412 M2 45.9118 12.3529 58.2647 M3 50.7353 13.0588 63.7941 M3+ 64.0000 15.0000 79.0000 Mod Reloading (msec) Before Delta Now M0 3382.3529 500.0000 3882.3529 M1 3235.2941 500.0000 3735.2941 M2 2941.1765 500.0000 3441.1765 M3 2823.5294 500.0000 3323.5294 M3+ 2500.0000 500.0000 3000.0000 Mod Turret rotation speed Before Delta Now M0 0.8529 0.0765 0.9294 M1 1.0441 0.0471 1.0912 M2 1.4265 -0.0118 1.4147 M3 1.5794 -0.0353 1.5441 M3+ 2.0000 -0.1000 1.9000 This is for reference as I look at this ugrade and what it means.
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So, I looked at the spreadsheet. Where do I begin? I played last night, first time since the update. I'm tired, so very, very, very tired of havingto readjust constantly. Alas, let us begin shall we? Shaft Modification Min damage Max damage Min sniping damage Energy per shot Reloading (msec) Turret rotation speed Before Now Before Now Before Now Before Now Before Now Before Now M0 20.4118 30.8235 27.8235 37.5294 24.1176 34.1765 398.2941 457.3059 3382.353 3882.353 0.8529 0.9294 M1 24.6765 36.8529 33.8529 44.4412 29.2647 40.6471 386.0368 445.9382 3235.294 3735.294 1.0441 1.0912 M2 33.2059 48.9118 45.9118 58.2647 39.5588 53.5882 361.5221 423.2029 2941.177 3441.177 1.4265 1.4147 M3 36.6176 53.7353 50.7353 63.7941 43.6765 58.7647 351.7162 414.1088 2823.529 3323.529 1.5794 1.5441 M3+ 46 67 64 79 55 73 324.75 389.1 2500 3000 2 1.9 Actually, the more I think about it, I'll do this offline and then post it all, we're gonna have some REAL fun taking this apart. Stay tuned. Well, if Britanny there is feeling up to the challange of collecting and organizing all this, maybe we could start the list.
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You know, I'd normally say that this is a HUGE waste of time, but maybe IT WOULD be an intersting experiment, to have all shaft players post up their tanks, with their names, from Garage or something, and then select from a list of complaints we have, and see how many people are shafters with complaints and then direct those results to the staff. I wouldn't expect too much from this, but they claim they listen to players, and it would be intersting to get an idea of how many players are hardcore shafters, it might put a point on how big we are in the community.
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Damn skippy, go down fighting. Hats off to the two of you. I WILL say this though, at the end of a round, if after two of being on the same team and getting smashed, when score comes up, I'll sometime pop out and join the other team, especially if I ranked high on the losing team, no point in earning so little when you are killing it. That said, yeah, hate team jumpers mid game, they b**w dead rats.
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You get struck by it and it makes your turret spin uncontrollably. (Oh wait, sorry, that's called an update) I wish I could stencil Christina Aguilera as a pinup model on the side of my tank hull.
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Oh my dear, dear, dear Brittany, where to begin? First off, careful who you pick an intellectual fight with, sometimes people with brains DO MAKE THE TIME to waste on folks simply because they are capable of it. I shall spare you this, not because I am a contemptous and pompous prick (yeah yeah, others get to be the judge of that, but I'm always right, so, I'm, like, yeah, anyways), but because if you play shaft, I like you. Truth be told dear, the honest to God truth, is that I'm on the side of shafters everywhere. I tire of the constant and unending blather from e-sport "soccer" players that want "goals" scored, and not have to really think and fight in a game of armored combat. Shafts are the one, and ONLY tank in the game, that can change the entire dynamic of a played round. As one person once here said it, "we suck the air out of the battlefield". We are the insidious, the careful, the measured, the calculated, the cruel, the even sometimes petty, that ruin the hard won efforts of brutish morons that want to simply hard charge into situations and just start shooting. Bless the fools, they are who they are, and we are who we are, I get it. The point is, you posted a blank reply, I had some fun with it and your name, you got pissed. I apologize if you we really angry about it, but IT WAS funny. Anyways, as you said, back on topic dear, shall we? Not sure where this is coming from, this has been happening since laser. I've been very vocal about it. Here is the reality of the matter. First things first, for WHATEVER reason, Tanki, the developers, the staff, have shown an aversion to this weapon platform for sometime now. Now if this was simpy a matter of money, maybe, BUT I DOUBT IT. The fact that camping has been SO MALIGNED is proof that it's not a consumer base that is pressuring them to change things so those who spend money will be appeased alone. Make no mistake, it surely weighs in greatly, but when you have a dream, an idea, and you create it, the only success to be had is to stick with what you're good at. They were. at one time. of a certain mind and the Shaft was part of that vision, and I think there was a swing in the staff, new people in, old out, or a change of heart entirely, and now the inside of the game, the makers, are no longer in line with the concept of this platform BECAUSE of the gameplay. Now we can speculate ALL WE WANT as the why. Is it a penchant to become a viable StarLadder product, forward thinking professional gaming franchises, with endorements, branding rights for marketing, etc? Maybe the demographic that spends more are the less thinking, more sports based type crowd, brawlers? Some head dev got his butt handed to him by a shaft one day and he is traumatized and decided that it's his mission to nerf this thing? Like I said, we'll never know. The official claim is that no laser meant too overpowered and "boring", as campers are "no fun". Players couldn't run a train of the flag constantly, for fear of getting single shot popped by a tank (imagine that??? right??? yeah, don't get me started). This I think falls squarely at the feet of the other problem in Tanki, drugs. When people couldn't win, well just juice up and go. One thing, a SHAFT WITHOUT DRUGS at a distance will still ruin you damn day. No single pop, but who cares, so softened up that the trip back with the flag was still a maybe, as the shaft might land three shots on them during ingress and egress, plus interceptors giving case. "MOMMY! WHAAAAAAAAAAAN, I can't get the flag to our base, MAKE IT STOP! IT'S NOT FAIR! I HATE, I HATE, I HATE, HATE, HATE THOSE TOOTIE PANTS SHAFTS!" I need not elaborate on what that means, point is, the analogy stands on it's own two feet. Low scoring game for the Morons United (soccor analogy), bummer, it's about skill, not just going really fast, that's how I saw it. It's combat, you don't get to be stupid and live. It's combat, there are losers, not winners, not body really wins a fight, one person loses more is all. Winner is the title you get for losing less, fine, all good, but apparentl;y not good enough for others. So now we havea situation where Tanki created Frankenstien, hates their creation, and the local farmers are all out with pitch forks hating Frankeistien too. Problem is once the cat is out of the bag, it is out. That said, doeesn't mean they won't try to crush it till others give up on it, and then they can find a reason to yank it. Lets get real, Vulcan is a obvious solution to a problem that didn't exist. Marginally effective, certainlly NOT the panecea of long range combat it was touted as, why then? What was the point, long range engagement unit to attack people far away? Um, something already exists that does it a HELL of a lot better. Yep, it's my pretense that this weapon was introduced to start creating reasons to marginalize the Shaft. We'll see what happens, but yeah, anything to stop camping AND the introduction of a weapon that by it's very nature must move or die, as it over heats and trying to let it cool down after seeing its stream of bullets makes it a target, so it HAS TO move, take cover, and in doing so, must change positions. Good news is, we, as Shafters, are pissed, we're annoyed, we're tired of the whiney little punks that rack up crystals and rank 10 times faster than us, but we still Shaft, and we still take high ranked places on the score board at the end of the day, so getting rid of us would be simply an OUTRIGHT and BLATANT admission that the Shaft, in the right hands, is an effective weapon and it is fair and, in spite of of the best efforts to reduce it to something useless without castrating it, there is little to be done against a brain, which what is needed to play Shaft, period. Do I hate the stupidity of the laser, as I said, yes. Do I wish I could go 3 rounds in a ring with the developer that coded the mouse control and left my turret spinning like a ******ed top, again yes. You are NOT in bad company here, and yeah, I feel for buyers that bought into this platform simply to have their expectations and rightful ability to use it as marketed taken from them, and I most of all dislike the dis-interest and overall unfounded dislike for this platform that is constantly heard. Now, again, the good news is, regardless of these things, we still make top billet in many games. They wanted us to adapt, well, we found ways to, and look again, the whiners still abound. When will it end, who knows. I WILL say this. I have finally heard the dull roar instead of a fervor against the Shaft now. After all the maligning it has gone through, I think the complainers can NO LONGER make a valid arguement against this platform anymore, at all. We are the essence now, as it were, of this type of play, nothing left to add, and yeah, maybe remove the laser, but other than that, nothing left to remove. You murder enemy flag runners before they cross the map You kill rock star base defender interceptors giving chase to your flag runner You slay sweepers that are spawn camping your base It's all now harder than it should be, but you can do it, so yes, I'll still complain about functionality, I'll remind people of the finer offenses against Shafts regularly, but don't lecture me on "Tankers can help each other work through such problems as this BY supporting each other". I am one of the best spoken of the Shafters here, I have an opinion, I express it, and it's on the behalf of many here. I have been asked to write guides and strategy guides. If I had the time, I'd love to, but I do not. I AM involved, I AM willing to put my neck out there and make a few enemies and say who sucks and who doesn't, and it's all in an effort to support a bunch of strangers otherwise, people I don't know or do anything else with EXCEPT play Tanki, so bite your tongue next time, and while I'm right there with you about all that is wrong, don't get your money back yet, we still kick a** as Shafts, you just gotta . . .
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