Jump to content
EN
Play

Forum

Let's Discuss Shaft!


 Share

Poll on Shaft  

41 members have voted

  1. 1. Which gaming style do you prefer when playing with Shaft?

    • Attack
      16
    • Defence
      16
    • Support
      27
    • Parkour
      1
  2. 2. Which Shaft augments do you prefer?

    • Short band Emitters
      8
    • Light Capacitors
      6
    • Heavy Capacitors
      6
    • Rapid-fire Mode
      12
    • Armor-Piercing Sight
      8
    • Healing Emiiters
      19
    • Adrenaline
      4
    • Standard
      5
  3. 3. Which skin for Shaft do you prefer?

    • Standard
      16
    • XT
      25


Recommended Posts

I totally agree with you. This update would come at a severe disadvantage to shaft users. It would completely ruin shaft as a turret, and make it a joke. Shaft is a sniper, not some cheesy laser pointer. I'm not entirely sure what the devs were going for when they thought of this laser idea, but honestly, it needs to be modified before being implemented.

 

If it is implemented, I agree that cry should be returned to those who spent their entire career sniping. I'd wager that I've spent at LEAST 150k on shaft. And because of the nature of the turret, I earn a low amount of crystals compared to a non-sniper, as well as less XP. If this laser is added, the score and kills that I might normally get will disappear. Everyone will avoid the beam, and make it impossible for shafts to get kills.

I love shaft, and would hate to see it nerfed in this manner. I made just about made every single rank using shaft. My garage I centered on shaft. For people like me, this update would utterly destroy us.

Edited by M1-A2
  • Like 1

Share this post


Link to post
Share on other sites

^How I felt when Update 207 changed Firebird. I dealt with it and moved on, the update won't utterly destroy Shaft users. I hope I don't need to compare video game "sniping" with legitimate marksmanship.

Share this post


Link to post
Share on other sites

^How I felt when Update 207 changed Firebird. I dealt with it and moved on, the update won't utterly destroy Shaft users. I hope I don't need to compare video game "sniping" with legitimate marksmanship.

While you may be right about it not totally destroying shaft, I have to point out that it does make killing others a lot harder than with any other weapon. In the V-Log, Semyon said that you never know when a shaft will kill you. This is true, but I want to know why just shaft. Why not any other weapon? You never know when a rail will kill you if you don't see it. Why doesn't rail get a laser? Or thunder for that matter?

 

Also, I am a pretty good shot IRL. ;)

  • Like 1

Share this post


Link to post
Share on other sites

I totally agree with you. This update would come at a severe disadvantage to shaft users. It would completely ruin shaft as a turret, and make it a joke. Shaft is a sniper, not some cheesy laser pointer. I'm not entirely sure what the devs were going for when they thought of this laser idea, but honestly, it needs to be modified before being implemented.

 

If it is implemented, I agree that cry should be returned to those who spent their entire career sniping. I'd wager that I've spent at LEAST 150k on shaft. And because of the nature of the turret, I earn a low amount of crystals compared to a non-sniper, as well as less XP. If this laser is added, the score and kills that I might normally get will disappear. Everyone will avoid the beam, and make it impossible for shafts to get kills.

I love shaft, and would hate to see it nerfed in this manner. I made just about made every single rank using shaft. My garage I centered on shaft. For people like me, this update would utterly destroy us.

I tried the shaft on the test server..

 

if they go through with this update,

 

i want my crystals back that i spent on shaft, because shaft isnt the same anymore, uoi can barely get a kill in -_-

  • Like 2

Share this post


Link to post
Share on other sites

I totally agree with you. This update would come at a severe disadvantage to shaft users. It would completely ruin shaft as a turret, and make it a joke. Shaft is a sniper, not some cheesy laser pointer. I'm not entirely sure what the devs were going for when they thought of this laser idea, but honestly, it needs to be modified before being implemented.

If it is implemented, I agree that cry should be returned to those who spent their entire career sniping. I'd wager that I've spent at LEAST 150k on shaft. And because of the nature of the turret, I earn a low amount of crystals compared to a non-sniper, as well as less XP. If this laser is added, the score and kills that I might normally get will disappear. Everyone will avoid the beam, and make it impossible for shafts to get kills.

I love shaft, and would hate to see it nerfed in this manner. I made just about made every single rank using shaft. My garage I centered on shaft. For people like me, this update would utterly destroy us.

Actually i want to learn that how can we kill extremely skilled railgunners with shaft. Before laser, it was so hard, but possible.

And, how can we survive in DM? Play with shaft in DM was so hard for some situations.

 

This gun isn't made for face-to-wars.

 

Now, this gun is extremely harder than all of others.

 

And moreover, i bought mammoth for camping and shot with shaft.

Give me my crystals what i spent for mammoth, Tanki!

  • Like 1

Share this post


Link to post
Share on other sites

Just because Shaft can kill in one shot does NOT mean that it's OP. This is the only gun in which you have to control pre-charge, you have to stop moving in order to one-shot people, and you are very vulnerable when using it.

Well, I wasn't talking about one shot kills. I rarely live in scope mode. I only live in scope mode if I know an attacker is going to come my way. Despite that, it's too easy to be on the top 3 in a CTF battle. This is why I think shaft is OP right now. It's not much of a challenge to overpower the enemy if you have a shaft.

 

The main problem with this laser is that when you're in scope mode, the laser will reveal where you are. IMO, using the scope mode all the time is a waste of the shafts potential. Like I said, I only go into scope mode when I know an attacker is going to appear in front of me from where I'm hiding.

 

Given all of that, I think I'd welcome this change because it's annoying to see a fellow shafter just sitting in one spot all day without moving an inch, living in scope mode. I don't move much because I use Titan but I'm always taking shots and helping my team in some way instead of just sitting there waiting to get one kill.

 

Maybe it just comes down to style of play and the kind of maps you choose.

  • Like 1

Share this post


Link to post
Share on other sites

Actually i want to learn that how can we kill extremely skilled railgunners with shaft. Before laser, it was so hard, but possible.

And, how can we survive in DM? Play with shaft in DM was so hard for some situations.

 

This gun isn't made for face-to-wars.

 

Now, this gun is extremely harder than all of others.

 

And moreover, i bought mammoth for camping and shot with shaft.

Give me my crystals what i spent for mammoth, Tanki!

First of all, Shaft isn't meant for close combat battles. You have to use it in a mid sized - large sized map otherwise you're going to be miserable.

 

Secondly, almost 99% of the time, the rail gunners use light tanks. You should micro upgrade your impact and if you see a rail gun popping around the corner to take a shot at you, give that rail an arcade shot. With your impact force and his light hull, he's going to miss you. I do this all the time.

 

Personally, I find rails are one of the easiest opponents. I find it very difficult to fight against ricos, though...and sometimes smokey and twins.

  • Like 2

Share this post


Link to post
Share on other sites

I tried the shaft on the test server..

 

if they go through with this update,

 

i want my crystals back that i spent on shaft, because shaft isnt the same anymore, uoi can barely get a kill in -_-

oh, it's going to go through... the only people who don't like it are shaft users... i didn't spend real money on a gun with a snitch beacon. so i want my money back!!!

Share this post


Link to post
Share on other sites

Case in point:

8zn2w8.jpg

 

I joined this 60 minute battle when there was about 40 minutes left and only died once because of a drugging thunder.

 

It's not unusual to end up in the top 3 with an average D/L of about 20+ in Silence with a Shaft. That's why I think it's overpowered. It's getting too easy to play and I need a challenge.

 

Also, I only used double power twice because that drugging thunder kept drugging on everything and trying to steal flags. Other than that, no drugs.

 

 

:edit:

Ignore the D/L in the screenshot above though. That high D/L was all thanks to a very good Isida that kept healing me.

Edited by r_Koobi0

Share this post


Link to post
Share on other sites

Case in point:

8zn2w8.jpg

 

I joined this 60 minute battle when there was about 40 minutes left and only died once because of a drugging thunder.

 

It's not unusual to end up in the top 3 with an average D/L of about 20+ in Silence with a Shaft. That's why I think it's overpowered. It's getting too easy to play and I need a challenge.

 

Also, I only used double power twice because that drugging thunder kept drugging on everything and trying to steal flags. Other than that, no drugs.

 

 

:edit:

Ignore the D/L in the screenshot above though. That high D/L was all thanks to a very good Isida that kept healing me.

Actually, today i felt, really shafters need a challenge. 

 

Rare ricochets, extremely hard railguns, drugger kitter thunders, isidas with paint, pro smokies, other some druggers... Except this list, all of others are piece of cake.

  • Like 1

Share this post


Link to post
Share on other sites

Rare ricochets, extremely hard railguns, drugger kitter thunders, isidas with paint, pro smokies, other some druggers... Except this list, all of others are piece of cake.

I don't mind railguns because they always come with a light hull and, for some reason, are always very impatient which makes them easy to kill. Also, the glow at the end of their turret lets you know when they're going to shoot. My favourite part is hitting the top of their turret with the a shaft shot just as they are shooting so they flip over :D

 

Ricos are very hard to play against though...especially if they've micro upgraded their impact power. Also, other shafts are hard to play against because it's hard to know when they are going to shoot, unlike railguns (in case you want to make yourself visible for a moment to take a shot at them).

 

Thunders can be dangerous but a lot of thunder users don't use it well enough to be a significant threat. My favourite part when there are a lot of thunders in a game is to position myself in such a way that they have to come quite close to hit me and when they do, I rush towards them while taking arcade shots. That combined with their own splash damage ensures their demise :)

Share this post


Link to post
Share on other sites

not to mention if you`re in scope when they catch you.

Having to drop out of scope mode gives them more time to kill you. you`re almost a sitting duck.

 

My 500th post. Yay

Edited by M1-A2
  • Like 1

Share this post


Link to post
Share on other sites

I totally agree with you. This update would come at a severe disadvantage to shaft users. It would completely ruin shaft as a turret, and make it a joke. Shaft is a sniper, not some cheesy laser pointer. I'm not entirely sure what the devs were going for when they thought of this laser idea, but honestly, it needs to be modified before being implemented.

 

If it is implemented, I agree that cry should be returned to those who spent their entire career sniping. I'd wager that I've spent at LEAST 150k on shaft. And because of the nature of the turret, I earn a low amount of crystals compared to a non-sniper, as well as less XP. If this laser is added, the score and kills that I might normally get will disappear. Everyone will avoid the beam, and make it impossible for shafts to get kills.

I love shaft, and would hate to see it nerfed in this manner. I made just about made every single rank using shaft. My garage I centered on shaft. For people like me, this update would utterly destroy us.

Enough with it already. Shaft is OP either way you accept the fact or not and you're kidding about the crystals should be returned thing right? Idk how you would have felt if you were there at the time of the re-balance where a pre- rebalance M0 shaft could deal 300+ damage....Shaft was so OP back then (even now it is). The problem why many people (That's of course including me) hate the shaft is because it does NOT play a dynamic role like every other turret in this game. Have you ever wondered why shaft didn't ever (and most probably never will)  was a part of an official starladder format? This is simply because of the fact I just mentioned " NO" dynamic gameplay + It also the reason is why I believe all the players who have used shaft consistently for a long time as "noobs" , even a player playing with a mere isida ( which has both vertical and horizontal auto aim) is more skilled than most of those shaft users out there....

 

I really don't know why you have just a shaft centered garage. Maybe it would have been a better choice to have at least 2 turrets to help you getting xp?

  • Like 1

Share this post


Link to post
Share on other sites

not to mention if you`re in scope when they catch you.

Having to drop out of scope mode gives them more time to kill you. you`re almost a sitting duck.

 

My 500th post. Yay

lol, very postitive 500th post :P

Share this post


Link to post
Share on other sites

Enough with it already. Shaft is OP either way you accept the fact or not and you're kidding about the crystals should be returned thing right? Idk how you would have felt if you were there at the time of the re-balance where a pre- rebalance M0 shaft could deal 300+ damage....Shaft was so OP back then (even now it is). The problem why many people (That's of course including me) hate the shaft is because it does NOT play a dynamic role like every other turret in this game. Have you ever wondered why shaft didn't ever (and most probably never will) was a part of an official starladder format? This is simply because of the fact I just mentioned " NO" dynamic gameplay + It also the reason is why I believe all the players who have used shaft consistently for a long time as "noobs" , even a player playing with a mere isida ( which has both vertical and horizontal auto aim) is more skilled than most of those shaft users out there....

 

I really don't know why you have just a shaft centered garage. Maybe it would have been a better choice to have at least 2 turrets to help you getting xp?

You are used to playing lower ranks, who definitely most likely do not have the skill of a more skilled tanker. At that rank, I see loads of noob shafts.

 

I do have another turret to help with getting XP. And a lot of it. I was referring to the fact that for the longest time, I had a shaft centered garage because using shaft was extremely useful/profitable/whatever. This is my only account that I spend a significant amount of time using shaft on, if that means anything to you.

 

Also, since you brought up Starladder, why aren't ricochet thunder, and any turret that isn't rail or smoky allowed in the competition? I would argue that they are DEFINITELY part of dynamic gameplay.

 

@Tankimedic: I am a very enthusiastic person. ;)

Edited by M1-A2

Share this post


Link to post
Share on other sites

 

While you may be right about it not totally destroying shaft, I have to point out that it does make killing others a lot harder than with any other weapon. In the V-Log, Semyon said that you never know when a shaft will kill you. This is true, but I want to know why just shaft. Why not any other weapon? You never know when a rail will kill you if you don't see it. Why doesn't rail get a laser? Or thunder for that matter?

Also, I am a pretty good shot IRL.  ;)

Meh.....a "lot" harder than any other weapon? Maybe you haven't yet realized how hard it is to use railgun at extreme ranges. ( the same range where as you use scope mode). Not to mention the 1 sec charge and everything that could go wrong within that second. 

 

Why do you expect railgun to have a laser? Every single shot fired from a railgun acts as a beam pinpointing to it's exact location. Isn't that enough for you already? Why should it be even considered to give a laser to  Thunder? It was never meant to be a long range weapon. Most of the time you encounter Thunder's at medium ranges Whereas targeting is pretty much easy to deal with.

 

and It's nice that you mentioned you are a pretty good shot in RL good luck with it!. :)

Share this post


Link to post
Share on other sites

The laser sight is out now, so I think us Shafters should adjust our tactics. Hazel-Rah put together a list of tips a Shafter could use; here's they are.

 

 

  • Do not enter sniper mode unless you see your enemy. This will help you remain hidden and your enemy will not be aware of your presence until it is too late
  • Do not shoot more than twice from single position. Every sniper knows it. If you play, say, on Rio you should switch sides while reloading.
  • Do not aim directly at your enemy while your energy is not maxed. This way your enemy will probably see your laser, but he will not consider you as a threat while he thinks you aiming somewhere else
  • Hide your laser pointer by aiming at vision blockers that closer to your. Back to the Rio map, you can use trees as vision blockers so you can see far, but your laser is hidden. Also, you can aim to the ground so enemy won't see your laser. 
  • Again... DO NOT enter sniper mode unless you see your enemy and you sure it wont get away. 3 seconds is more then enough to take a quick aim as long as your laser is not clearly visible on low energy (~1-2 sec while aiming).
  • Do not aim your pointer in front of enemy tanks unless you are using heavy hull and your goal is to scare them off. If you ambushing behind a corner or a wall you should aim at that corner or a wall.
  • Scare your enemy. Laser pointer is not just a debuff, but an interesting psychological weapon if used properly. I love not to shoot at once but keep aiming at my target up to the last moment. It annoys him and makes it a lot of fun for me.
  • Team up with another shaft. Now you will never miss your shot because your allied shaft kill your target second before. With allied laser pointer you know where shot is going so you can pick another target and make more damage to the enemy team.
  • Quickscope like a boss. Scoring has been changed recently so you can get your points by assists. And you can shine with this technique. Aiming no longer than 1-2 seconds and not killing your enemies got more advantages than you think. Damaged enemy attacker is better target for your team, then respawned attacker at enemy base. While you are not at full energy your pointer is much harder to spot. Also, when you not using full energy to shoot your reload goes a lot faster, therefore you can gain a lot more point by assist kills. Just remember that enemy tank should be destroyed at least 10 seconds after you damaged him.
  • Convince your enemy that you can't aim. This goes especially well when your enemy thinks you can not aim high enough or you can't pixel-shot his tank in cover. This works better with your aim not jittering anymore. You are not aiming until your enemy stopes and then you got split-second to react and get him. Speaking about fun gameplay.
  • Hunt for enemy snipers. Yeah, you are an easy kill while you hang around in sniper mode, but this is equally true for enemy snipers. Counter-sniper role is generally good for your team's mood.
  • Help your teammates. As long as laser pointer is team-colored you can use it as, you won't belive it, a laser pointer! Showing your flag-carrier that he is in your kill-zone will make him feel alot better on his way back home. And you can be sure next time your ally will move aside when he sees your laser pointer aiming near his enemy, so you can get a clear shot.
  • It comes naturally from point before — shoot at targets that tied up by another tank. If your enemy fighting with another tank you can be sure he will be distracted enough to let you aim properly. This works for deathmatch as well.

Ok, I think I remembered everything you need to know.

Edited by Thekillerpenguin

Share this post


Link to post
Share on other sites

Time to put these in action.

Wonder what my D/L will look like now.

Thanks to Greyat, I've figured out the visibility of the laser pointer. The bad news is that the enemy can see it if you're pointing it at or near them. The good news is that it's hard to see if you're not pointing it directly at an enemy.

 

This means if you want to retain your stealth, you should not directly aim at your enemies when charging up; keep them on screen, but don't point the laser close to them. When you're ready to fire, make it quick.

Share this post


Link to post
Share on other sites

You are used to playing lower ranks, who definitely most likely do not have the skill of a more skilled tanker. At that rank, I see loads of noob shafts.

 

I do have another turret to help with getting XP. And a lot of it. I was referring to the fact that for the longest time, I had a shaft centered garage because using shaft was extremely useful/profitable/whatever. This is my only account that I spend a significant amount of time using shaft on, if that means anything to you.

 

Also, since you brought up Starladder, why aren't ricochet thunder, and any turret that isn't rail or smoky allowed in the competition? I would argue that they are DEFINITELY part of dynamic gameplay.

 

@Tankimedic: I am a very enthusiastic person. ;)

Yes I agree that both Thunder Rico are a part of dynamic gameplay. But using rail requires even more accuracy ( the angle of Auto aim is lower than both Thunder and rico) + more coordination  ( Because of the large time span of around 6 secs between each shot) + It gives out an even more exhilarating gameplay. Maybe those are some of the reasons why railgun was chosen for Starladder.

Share this post


Link to post
Share on other sites

 

 

 

Meh.....a "lot" harder than any other weapon? Maybe you haven't yet realized how hard it is to use railgun at extreme ranges. ( the same range where as you use scope mode). Not to mention the 1 sec charge and everything that could go wrong within that second.

 

Why do you expect railgun to have a laser? Every single shot fired from a railgun acts as a beam pinpointing to it's exact location. Isn't that enough for you already? Why should it be even considered to give a laser to Thunder? It was never meant to be a long range weapon. Most of the time you encounter Thunder's at medium ranges Whereas targeting is pretty much easy to deal with.

 

and It's nice that you mentioned you are a pretty good shot in RL good luck with it!. :)

I know how hard it is to aim with rail at long range. I've used it on my alts, and I've seen it in action with more experienced players. I've seen them miss while I'm out in the open, and I've seen them hit while I'm covered.

I don't actually expect railgun to have a laser. That was more of a figure of speech. I know that the shot acts as a laser that points to where the tank is. But there is one key difference. Railgun can move while its shot is pointing to where it was. Shaft cannot.

Share this post


Link to post
Share on other sites

Thanks to Greyat, I've figured out the visibility of the laser pointer. The bad news is that the enemy can see it if you're pointing it at or near them. The good news is that it's hard to see if you're not pointing it directly at an enemy.

 

This means if you want to retain your stealth, you should not directly aim at your enemies when charging up; keep them on screen, but don't point the laser close to them. When you're ready to fire, make it quick.

One of my favorite tactics on an under populated map is having an arcade shot battle with my enemies. We move around for a bit, and shoot whenever we can. When the time is right, I quickly drop into scope mode for the extra damage. Requires no stealth in the slightest.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...