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Let's Discuss Shaft!


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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


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BIger.

Last year was 50% all.

Thanks for the reply mate! I can take the wait till June in that case. Till then, I stick to my M1 Shaft. I still tend to reach the top areas of the table when I'm on full offensive, or even at times when I'm defending.

 

Glad mouse controls work for you. I want the keyboard controls to work. So stop making excuses, being defeatist, and try contacting people like I have who have influence over the game. They will fix it, but not until they devote some real effort. Mouse controls suck and will always suck.

I agree. I'm a keyboard guy and will stay that way. The keyboard is the traditional instrument of the game and they HAVE to fix it. It's sad that they haven't addressed this problem in V-LOGS and fixed it sooner. Let's hope this bug ends fast. 

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That combo, especially that paint, scared me to death...

 

iJO1WbP.jpg

 

 

Anyway, I had some fun games today.

 

 

RihQC0c.jpgo8dVS7G.pngtuOWL9E.png

 

Edited by Stinger911
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Make shaft less powerful

We make the most efford for just one good shot.

Instead of, It should have more power.

But just a little bit...

 

No laser, or the old reload, maybe 275 damage, 1000 or more impact, gyroscope effect...

 

One of them on this list would make the shaft excellent balanced.

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Make railguns have to really aim at you. :P

Bravo!  Now that's the truth.  I hate rails with attitudes, "I'm the bombdiggty, look at me, I nail you all the time, noob."  IF there was ever a unit in this game that could be named noob, it's that one.  All the range, all the damage, all the impact force, oh, and yeah, auto aim to boot.

 

Which leads me to the following.

 

If you keep up with the Drugs thread here in the forums, apparently there is a push on EN3 for a Pro Pass no drugs group.  I love this idea.  I'll try to add the link later here to the post.  Excellent idea.  I don't know if I can muster the crystals for it, but I'm going to try.  That said, I have been toying with an idea of a format battle that would be called CP (chemical propellant) format.  It would be limited to Smokeys, Thunders, Shafts, and Firebirds (they get to stay because those exist in real life too).  Basically any turret that emulates some sembalance of reality.  No Rico, Twins, Rails, Isidias, or Freezes.  Hulls are all good except Wasps, lets get real, tanks that go 80 mph and turn on dimes are just not real.  Any paint job you want, any combo of those turrets and hull otherwise, and of course, NO DRUGS, except ONE THING, mines.

 

Thoughts?

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Bravo!  Now that's the truth.  I hate rails with attitudes, "I'm the bombdiggty, look at me, I nail you all the time, noob."  IF there was ever a unit in this game that could be named noob, it's that one.  All the range, all the damage, all the impact force, oh, and yeah, auto aim to boot.

 

Which leads me to the following.

 

If you keep up with the Drugs thread here in the forums, apparently there is a push on EN3 for a Pro Pass no drugs group.  I love this idea.  I'll try to add the link later here to the post.  Excellent idea.  I don't know if I can muster the crystals for it, but I'm going to try.  That said, I have been toying with an idea of a format battle that would be called CP (chemical propellant) format.  It would be limited to Smokeys, Thunders, Shafts, and Firebirds (they get to stay because those exist in real life too).  Basically any turret that emulates some sembalance of reality.  No Rico, Twins, Rails, Isidias, or Freezes.  Hulls are all good except Wasps, lets get real, tanks that go 80 mph and turn on dimes are just not real.  Any paint job you want, any combo of those turrets and hull otherwise, and of course, NO DRUGS, except ONE THING, mines.

 

Thoughts?

We have to make one point.

 

If someone really searchs for the hardest gun in the game as aiming, this is not railgun. This is shaft's arcede mode.

 

Another point is that we have to seperate shaft from railgun discusses. This just harms the community. We have to start talking shaft without railgun.

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 lets get real, tanks that go 80 mph and turn on dimes are just not real..

 

Thoughts?

 

 

 

 

 

 

 

 

 

 

tanks that go 80 mph and turn on dimes are just not real.  

 

Thoughts?

You forgot to add, "Hit horseflies at 1200 meters"

 

:rolleyes: , :lol: , ;) ,shooting-tank.gif

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 lets get real, tanks that go 80 mph and turn on dimes are just not real..

 

Thoughts?

 

 

 

 

 

 

 

 

 

 

You forgot to add, "Hit horseflies at 1200 meters"

 

:rolleyes: , :lol: , ;) ,shooting-tank.gif

8omph? Even the fastest one in this game is about 40

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8omph? Even the fastest one in this game is about 40

Fine, I was making a point, not being exact, but Wasps are far too fast and agile for tanks in  areality based environment.

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8omph? Even the fastest one in this game is about 40

I only managed to get mine running to about 63 MPH while driving B) , and  that was running diesel instead of JP-5(jet fuel), and on a dirt road instead of paved.  I could have got more speed given better conditions, and also with a better lack of good sense , as my tank still had some considerable power band left. 80-90 mph was entirely possible.

 

There are accounts and  stories of tanks being driven or clocked at 80-90 mph, and some are true.

 

HOWEVER, It is flat out stupid to get a 63 TON tank rolling at more than 70 mph much less 50 MPH, even if you know every nut and bolt on the tank and on the track, and can dirve a tank like AJ Foyt or Dale Enhart could drive a race car. If you wreck , it is like a train wreck at such speeds.

 

There is no reason, except the thrill.

 

As to the game , yea , 40/50 MPH, 70 KPH , is a good limit for track vehicles/TANKS You don't want to wreck going faster , even you could.

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Fine, I was making a point, not being exact, but Wasps are far too fast and agile for tanks in  areality based environment.

That's why they've the least amount of health of all hulls.

Wasp is waaay better than Hornet from my experience; (it better be... it's more expensive)

I need that agility instead of the stupid skidding effect. I could care less about the little less stability; we've Vikings for that. 

 

Ohh and remember, this is Tanki what we are talking about, 'physics' here differ quite a lot from the reality.  :P

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Guys! lets discuss "shaft" !

The fair skined Lucy asks that we revert to the turret, so be it, but I will say this, the turret and hull combination is of import in terms of Shafts, but again, the conversation sprung from my format battle idea, thus point taken.

 

I must admit, there is something mildly comical about a female player Using exclamation points to draw attention to her desire to discuss shafts, but then, I won't say another word, people are rather touchy around here lately about that sort of thing.

 

All said and told though, the discussion of drug free play is important to shafts since we are often left sitting ducks in scope, and the reality is even if we whiff the scope and zoom out, were usually hit once, probably twice before we can even start moving, which makes life rather impossible for shafts.

 

In brighter news, I was involved in a battle yesterday in Serpuhov that inculed a rather fiesty rail with all drugs and me on the red team camping on the back wall.  As always, if they can get by me and into our base, they love driving up the ramp and shoot at me from behind.  PRO TIP:  back up but at a rightward angle and fall on the landing between the two ramps and drop a mine.  Since the two ramps are offset each other, it makes it nearly impossible to drive around the mine.  Point in case, my aggrevated rail I had sniped 5 times prior.  He was zooming towards the bottom ramp, arcade shot him and backed up onto the landing.  Dropped a mine, and backed up the second ramp.  Apparently this rail was confident it could take the hit from the mine sheilded, thus it did, and, to their credit, the tank did not die.  It lands ungracefully half up up the ramp and I land a full charged shot on them.  THEY didn't die (can you spell DRUGS?), well, I speed forward and past him on the back wall shelf, all the while lining up that very special arcade shot, and then, and only then, with the rail swinging to take a shot on me, do I loose a arcade shot that finally but the dog down.

 

Moral of the story, one, smart cool downs were a VERY good idea, otherwise it would be flat out ridiculous, and two, yes, shafts can square off in arcade. (and three, well, drugs suck, I hate them).

Edited by FogOfWar_XXX

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Well, when you get to the highest ranks, "drugs" are the only difference between MUed M3's. It takes quite a bit of planning when to use them. They make the difference between one-shot kills and one-shot deaths with Shaft!

The guy who turns on his DA before embarking will find it unavailable to save his butt at the other end of the trip. On the other hand, if you can pick one up as you leave, you can travel in safety and buy one when that runs out (assuming you haven't used a mine or DD in the last 30 seconds). Drugs are what let Shafts stay put instead of running.

Edited by dfoofnik

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Well, when you get to the highest ranks, "drugs" are the only difference between MUed M3's. It takes quite a bit of planning when to use them. They make the difference between one-shot kills and one-shot deaths with Shaft!

The guy who turns on his DA before embarking will find it unavailable to save his butt at the other end of the trip. On the other hand, if you can pick one up as you leave, you can travel in safety and buy one when that runs out (assuming you haven't used a mine or DD in the last 30 seconds). Drugs are what let Shafts stay put instead of running.

Point in case, the mine I dropped.  This is something I think that should be delineated. MINES and even to a point the sped ups are not the sme as the health, DP, and DA issue.  Mines shouldn't be seen like the rest of supplies.  They are force multiplier that are egalitarian in that all cane use them, they all do the same damage, and they are not part and part parcel to your tanks abilities per say.  As for ruinning or staying, M3 MU'd Shafts, well, I don't know, so I will remain silent on the matter, but again, so long as everyone is playing by the same rules, then yes, so be it, shafts are at a disadvantage close quarters, you'll hear no complaints from me, in the end, it's about offering some level of trade off.

 

The greatest threat shaft of all is the open that can rest against a building, with an Isidia close at hand.  I have played games where I drop three full charged shots on a Mammoth and nothing doing, it will NOT die.  There was a convenient DP nearby and that was the only thing finally that would kill it.  never the less, I see your point, and perhaps at that level it is a necessary evil, but I'll refrain from making a judgement until I actually get a chance to play at that level.

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First time in Tanki for a month...

Guys, stop using Shaft Protection on light hulls. That is b.s, Shafts just need a bit more charge to kill you...Use them on Heavy hulls, they will give you the ability to survive an extra, full-charged shot.

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