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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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yes,the problem starts when there ar elots of shafts covering the flag,my drug-of-choice dealign with shafts is double armor and speed boost.

Well this isn't the topic for using drugs. And drugging doesn't prove that you're better. Fair fights with team work and using supply drops prove who's better.

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No, assuming an M4 Shaft goes against an M4 Viking, it should be able to 1-shot it. Dictator doesn't need to be a 1-shot kill, because Shaft would be pretty powerful then. Maybe Hunter's a better choice? Instead of Viking?

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I made the mistake of purchasing a Hunter instead of a Viking for my Shaft. The goal was to have a default hull with a good deal of speed (Hornet in my case), and later purchase a hull with more armor in case defense was a priority in battles. Although there isn't much difference between the two in terms of armor, it matters in a battle like crazy for me.

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People keep thinking shaft sucks so bad. Just because its not op anymore doesn mean its useless. With enough practice, you learn how to aim quickly due to the fact that you have to hide your laser pointer a few pixels away so you dont scare off enemies. In CTF, they are superb for area denial tactics. A competent shaft can lockdown an area and force enemies into a predictable pathway for fellow teammates to exploit. An MLG shaft can quickscope when under fire and kill puny hulls that use their fancy footwork. If you have medium hull, you can move around more and be unpredictable. As a shaft user, i can still get tons of kills!

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Guys, are any of you still facing the auto rotating turret glitch? It's getting annoying now> :(

The easiest fix I've found is ignore incoming messages on other media and close other tabs.

Also disable software update notifications.

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People keep thinking shaft sucks so bad. Just because its not op anymore doesn mean its useless. With enough practice, you learn how to aim quickly due to the fact that you have to hide your laser pointer a few pixels away so you dont scare off enemies. In CTF, they are superb for area denial tactics. A competent shaft can lockdown an area and force enemies into a predictable pathway for fellow teammates to exploit. An MLG shaft can quickscope when under fire and kill puny hulls that use their fancy footwork. If you have medium hull, you can move around more and be unpredictable. As a shaft user, i can still get tons of kills!

Not sure if there MLG shafts per say, though I'd reckon maybe there are a handful that could really pull that off regularly, the attack while getting hit, I do it, but not consistently (I hate rico's bounce on impact).  That said, area denial is one thing nothing else in the game can do.  Serpuhov, red team, back wall, just cover the exits of the Blue base.  If you're team has ANY brains what so ever, they'll see what you're doing and start using you to cover them after a flag snare.  You can usually kill off at least two interceptors in the time it takes your flag runner to bring back to base.  You get to choose who you kill too, ALWAYS A good thing, leaving the weak ones for the escort to kill off.  Forcing enemies to use other routes is also a very true statement.  When you cover exits, they end up not using them, and as such, the rest of the team is waiting for the enemy on the other routes.  I have seen 4 Shafts lock down the entire map before, backed by Izzies.  Trying to move ANYWHERE between building is a death sentence if they are DD'd.  I hate drugs, so I don't usually, but even without them, good shaft play can do pretty much the same without drugs, leaving enemies ragged and haggard when they finally arrive and meet the rest of your team.

 

Any team with a good shaft or two will be hell to pay to play against, period.

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Does Shafts rotational speed in snipe mode improve with each modification? (M1, M2 and M3)

I'm talking about when you are in snipe mode and rotate your turret, not during the arcade mode.

Edited by JagdTigers

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Does Shafts rotational speed in snipe mode improve with each modification? (M1, M2 and M3)

 

I'm talking about when you are in snipe mode and rotate your turret, not during the arcade mode.

Yes it does! And every micro upgrade in rotation speed also improves speed in sniping mode.

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So, this is normally DRUGS forum issue, but this really goes to the heart of shaft's strengths.

 

My issue is with druggers and heal up boxes.  They get hit off in the distance, come into the base, full health (they healed), you line up another shot and hit them and your team mates are accosting them and they still manage to heal up.  I have have been toying with always trying to wait for them to get hit a little bit first before unloading, but then I have found that the first person they come looking for in the base is me.  Anyone been successful with this type of tactic?  Trying to wage a successful defense lately is nearly impossible it seems with this parade of druggers lately that seem to have caught onto this little tactic I have been using, and I think a lot of other Shafters I imagine.

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So, this is normally DRUGS forum issue, but this really goes to the heart of shaft's strengths.

 

My issue is with druggers and heal up boxes.  They get hit off in the distance, come into the base, full health (they healed), you line up another shot and hit them and your team mates are accosting them and they still manage to heal up.  I have have been toying with always trying to wait for them to get hit a little bit first before unloading, but then I have found that the first person they come looking for in the base is me.  Anyone been successful with this type of tactic?  Trying to wage a successful defense lately is nearly impossible it seems with this parade of druggers lately that seem to have caught onto this little tactic I have been using, and I think a lot of other Shafters I imagine.

Yep, faced it here. I see it a lot at Monte Carlo, generally against a drugging railgunner. Everytime they get to our base, once an enemy takes our flag, he takes his time to one shot me before he leaves. 

 

What if we imagined that, if the enemy priority was to destroy a Shafter to feel safe? What would you do and who would you counter-attack first? Let's assume a situation without druggers here.

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Yes it does! And every micro upgrade in rotation speed also improves speed in sniping mode.

I would almost say that you were wrong but I looked it up on the Tanki wiki; and there's definitely a speed difference in horizontal and vertical movement. :blink: That's new. I don't notice a difference though, and I have no idea how to interpretate the numbers given in the wiki either.

 

Nothing is said in the micro upgrade parameters, I guess it would be maxed out along with the other parameters if they were all full. Some weird stuff is going on with the parameters of Shaft when you're upgrading it.

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So, this is normally DRUGS forum issue, but this really goes to the heart of shaft's strengths.

 

My issue is with druggers and heal up boxes.  They get hit off in the distance, come into the base, full health (they healed), you line up another shot and hit them and your team mates are accosting them and they still manage to heal up.  I have have been toying with always trying to wait for them to get hit a little bit first before unloading, but then I have found that the first person they come looking for in the base is me.  Anyone been successful with this type of tactic?  Trying to wage a successful defense lately is nearly impossible it seems with this parade of druggers lately that seem to have caught onto this little tactic I have been using, and I think a lot of other Shafters I imagine.

Nothing wrong with using a mine (or a few), especially in a high-traffic area or the spot the railgunner tends to snipe you from the most.

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Nothing wrong with using a mine (or a few), especially in a high-traffic area or the spot the railgunner tends to snipe you from the most.

You know, you are on to something here, but I've found that giving up my location to mine takes precious time often that makes me miss game winning/aiding shots to support the team, but I agree, this does help mitigated immensely the tactic of hunting us down while drugged.  Serpuhov Blue team is damn near impossible to mine effectively and cover all your bases.  Red team Sniper locations are actually fairly easy (yes, I always use Sepuhov as an example, I'm a broken record, I know).

 

You did say something there that is key, where they are doing it from regularly.  The KEY placement of mines might be a good way to deter them from defacto using that spot over and over during a round, you just have to see who's playing that round and they're shtick as it were.

 

Yep, faced it here. I see it a lot at Monte Carlo, generally against a drugging railgunner. Everytime they get to our base, once an enemy takes our flag, he takes his time to one shot me before he leaves. 

 

What if we imagined that, if the enemy priority was to destroy a Shafter to feel safe? What would you do and who would you counter-attack first? Let's assume a situation without druggers here.

Without drugs, well, frankly, Monte Carlo is not a great place for Shafts to square off at close range, but assuming you have enough skill to NOT drive yourself off an edge, I am never worried about a slug fest in my Shaft against an equal opponent, I can actually arcade fight half way decent, and they couldn't havem ade it to the base probably without a  scratch, so then it's just skill.  I have left a jaw or two dragging before as I have killed off two units in "sword" fights at the same time.  Shafts DO NEED these skills, something that is VERY lacking unfortunately with a the majority of Shafts I fear.  Mines are the other great one, like Arcade said.

 

- - -

 

All said and told though, I suppose it's more frustration than anything else.  I guess I should be flattered that my unit is a high priority target, I just hate it comes at the expense of their fresh entry to the base drugged up and healed up.  Kid is right, if they weren't drugged, I'd be stoked, come and get me, nice to play a little cat and mouse once in a while, but when the rail sails around the corner I KNOW he is coming from because I JUST full charged him on his way there and he pops out with DD and a full bar, well, that more like fly and swatter, not cat and mouse.

 

Alright, no more complaining, the mine thing might be effective and maybe I'll start doing it more, that costs me crystals, but hey, if I can keep them guessing long enough maybe it won't be for nothing, and I can rack up more money that way in earning of winning earnings (ha, like that would ever make a dent in the price of mines).  Still, play to win, think to win, think winning, so be it, so more mines are in the future.

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What about Jade ?

It's good, but a bit focused on Shaft protection, whereas Prodigi has protection against all common long-range turrets.

I believe those are the kind of enemies you will face the most as Shaft.

 

Plus; you can max out Jade's Shaft protection, but that's only 5% more than the stock statistic.

If you MU Prodigi's Shaft protection, you gain 14% compared to the stock statistic.

 

Prodigi in general is more worth upgrading aswell, because of the more balanced protection stats... but that's my opinion.

 

  • Protection from Firebird: (5% → 10%)
  • Protection from Railgun: (46% → 50%)
  • Protection from Thunder: (22% → 43%)
  • Protection from Shaft: (15% → 29%)

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On the other hand though... :P

Hammer and Smoky are a real pain in the (...) as Shaft, when they have you in range.

It's nice that Jade offers protection from those turrets.

 

So it depends a bit on your gamestyle too.

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