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

True. This is where your hull applies, not your turret.

 

I do that when there are ledge-pushers and (what do you call those players that are on the same team as you and keep annoying you by following you around and keep firing their Twins/Rico at you?). 

I got trolled in the same way

Share this post


Link to post
Share on other sites

shaft is a very powerful turret and is the strongest out of all turrets.at m3 the shaft does around 200 damage!

thats powerful enough to destroy a m2 mammoth with one fully charged shotm3 shaft and m3 mammoth 

No its not possible. Even at M4 shaft only does damage of 270 hp and a Mammoth M2 has 320 hp. I think you meant M1. 

Share this post


Link to post
Share on other sites

Does anyone here currently own Shaft m2/m3? I want to know if I should purchase Shaft m3 in the near future.

Yes, it's a good turret. You can 1 hit ko m1 mammoth with stock m3 shaft. The reload rate gets much better than before and the turret rotates decently fast. I recommend using medium or heavy hulls with it.

Share this post


Link to post
Share on other sites

the most difficult gun should have the highest damage dont you agree. but shaft is relatively easy as there is a scope , so i dont understand why shaft can have so high damage , thats just not fair

Edited by sdcapsule

Share this post


Link to post
Share on other sites

the most difficult gun should have the highest damage dont you agree. but shaft is relatively easy as there is a scope , so i dont understand why shaft can have so high damage , thats just not fair

It deserves it and much more. This weapon has only one advantage. It can give one strong, accurate shot from a long distance. This is all. After this, it is full of disantvantages making it very difficault to use in the battle.

 

low rotation speed

poor visibility on sniping mode

inability to fire on moving

high reload time

 

In high ranks even the advantage of long distance and the accurate shot is not so important. Railguns, Smokys and Thunders find the target automatically in high-low axis (up-down angle). I am impressed that Vulcan can shoot almost close to its foot. A smoky M3 can kill a hornet of lower level in two or three shots. In the same time shaft can't load for a fully shot. Railguns, Smokys and Thunders can get a target even in Serpuhov or Rio or Kungur at almost any distance so, the shaft advantage of long shot sounds theoretical. This means that a railgun or a thunder (especially the druggers) can kill you before just load, unless you have a heavy hull which means some other disadvantages (no time to explain now). Arcade shots mean nothing against a hunter or viking M3 (they mean nothing even against a drugged hornet). I don't mention that an M3 freeze or firebird are not any more close range weapons. Their effect approaches mid distance weapon. Just try to fight against them with a twins or smoky and you 'll see.

 

That's why I am laughing in a bitter way when I read that shaft is an easy weapon for noobs. Some of these "skillfull" players accusing shaft for easyness, couldn't even survive in a high rank battlefield if I gave them a shaft.

  • Like 5

Share this post


Link to post
Share on other sites

It deserves it and much more. This weapon has only one advantage. It can give one strong, accurate shot from a long distance. This is all. After this, it is full of disantvantages making it very difficault to use in the battle.

 

low rotation speed

poor visibility on sniping mode

inability to fire on moving

high reload time

 

In high ranks even the advantage of long distance and the accurate shot is not so important. Railguns, Smokys and Thunders find the target automatically in high-low axis (up-down angle). I am impressed that Vulcan can shoot almost close to its foot. A smoky M3 can kill a hornet of lower level in two or three shots. In the same time shaft can't load for a fully shot. Railguns, Smokys and Thunders can get a target even in Serpuhov or Rio or Kungur at almost any distance so, the shaft advantage of long shot sounds theoretical. This means that a railgun or a thunder (especially the druggers) can kill you before just load, unless you have a heavy hull which means some other disadvantages (no time to explain now). Arcade shots mean nothing against a hunter or viking M3 (they mean nothing even against a drugged hornet). I don't mention that an M3 freeze or firebird are not any more close range weapons. Their effect approaches mid distance weapon. Just try to fight against them with a twins or smoky and you 'll see.

 

That's why I am laughing in a bitter way when I read that shaft is an easy weapon for noobs. Some of these "skillfull" players accusing shaft for easyness, couldn't even survive in a high rank battlefield if I gave them a shaft.

People consider this a noob weapon but Twins and Firebird have both gotten a "Pro's advice" section in the V-log. I have no idea how much of a "pro" you can be with those.

Share this post


Link to post
Share on other sites

The shaft is a sniper with a scope. However, it has unlimited range just like the railgun. The shaft is just a little more advanced than the railgun because the railgun can only shoot from a certain distance and then it misses. Unlike the shaft it can snipe from anywhere. The shaft can just sit in a spot and shoot without actually being near the target. This gives it advantage, but when your in that scope mode things get bad for it. The shaft isn't meant to be a close-range gun. It's not meant to go face to face with the firebird, hammer, freeze etc.

 

Weaknesses:

The shaft weakness is being snuck up upon. And hulls that are quick and close-range. Hulls that are quick are generally harder to target because they are moving way to fast for you to calculate or aim for. It's like you saying "Stay still! Let me get a shot!" So, when facing shafts make sure to have a fast hull. Also, since a shaft's scope zooms in your mainly only focusing on one target meaning by the time you kill that guy then you look up, you might have like 4,5,6,or maybe 7 people coming at you and since the shaft only shoot one target at a time you end up getting killed because you got jumped.

 

Hulls that would go terrific with it:

Something like the dictator would do splendid because it has a lot of defense and enough speed to get away from someone that is chasing them. The reasons why the wasp shouldn't be with shaft because yes it is fast, I admit that, but first off, the wasp has very low defense and can be crushed to easily. Second is that you will go so fast that you might fall down in a hole. I suggest to not use the Viking because it is slow, but it has good defense. Never use the hornet with shaft because the hornet is balance. The hornet has average speed and average defense and can still be destroyed easily like the wasp. The best are the mammoth and titan because it's not so much that they need speed, but they are more concentrated on defense. When you sit the on the flag with mammoth or titan, you have enough time to look and see if anyone is trying to steal the flag. It's like if someone is trying to take your food, well, don't you want to protect it?!     

 

That's what it's all about. Hope you guys like :D

Share this post


Link to post
Share on other sites

 The shaft is just a little more advanced than the railgun because the railgun can only shoot from a certain distance and then it misses. Unlike the shaft it can snipe from anywhere. The shaft can just sit in a spot and shoot without actually being near the target.

I miss all the time with shaft. :(

Share this post


Link to post
Share on other sites

Hi all!

 

Been using shaft for some time now, starting before the re-balance (with another account, when the laser light was incorporated) till today.

 

I can understand the need for re-balance and the laser light. Till then I was having a whale of a time with my shaft because they never knew where the shot was coming from.

 

But that's that. Once that single big advantage was taken off, I find that the shaft is now abysmally low in utility. I am not here for the ranks or the crystals but to have a great time facing the challenge of a battle. So you can say I am mighty disappointed now. Just because a turret was this powerful is no reason to send it to the very end of the line. You can see that my point is valid when you look at the number of players playing with shaft in the higher ranks.

 

I am sure most of you are familiar with the specific issues of shaft today. And I feel it needs an urgent re-balance. This is what I suggest:

At present, when you are in scope mode, automatically you become visible because of the laser. But if you want to go for another view, then the only option is to fire the shot. But then you have to wait for reload before you can fire again. When there's an enemy nearby and you get out of scope mode to deal with him, you cant even shoot because of the reload time. Now how fair is that?

It is nowhere close to realistic to force a sniper to fire in order to look outside the scope. That's a really crazy limitation.

So from the point of view of re-balance as well as to bring in more realism, I feel the shaft must be able to get out of scope mode without firing a shot. At least this much the tanki team should do for this once awe-inspiring turret.

 

All the best!

Share this post


Link to post
Share on other sites

the laser appears as soon as u go into sniper mode

It's barely visible when you first start charging. Unless you're on a night map, you can charge up to around 50-60% before it becomes visible enough for your opponent to see.

  • Like 1

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...