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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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Best part about Shaft is protection is quite rare against it. Right now I'm guessing it's mostly Railgun, Thunder, Firebird, then Smoky. Shaft and Vulcan are most likely the least protected against turrets in the game right now.

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Best part about Shaft is protection is quite rare against it. Right now I'm guessing it's mostly Railgun, Thunder, Firebird, then Smoky. Shaft and Vulcan are most likely the least protected against turrets in the game right now.

Personally, I see quite a few Prodigi and Griffon T-A modules around, which are annoying when using Shaft but not quite show-stopping. Fortunately, Jade legacy modules seem to be rare.

 

My impression is that Smoky protection is still quite rare at high ranks, or at least much less common than Thunder protection, but then again I haven't used it lately.

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Personally, I see quite a few Prodigi and Griffon T-A modules around, which are annoying when using Shaft but not quite show-stopping. Fortunately, Jade legacy modules seem to be rare.

 

My impression is that Smoky protection is still quite rare at high ranks, or at least much less common than Thunder protection, but then again I haven't used it lately.

The Shaft protection I see around  Third Lieutenant - Colonel typically come from the Northerner, Glaze, and Simoom kit. Most commonly from the Glaze because I believe it was available during the 50% off turrets. Thankfully 25 protection isn't too tough, though it is like adding another layer of skin to protect. And today I was in a Noise CTF and one of the old kits showed up: Medium Tank M2 and Heavy Tank M2; his Viking and Freeze were MU'd to M3 and his Prodigi was nearly maxed out. Happy I didn't join against him.

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Railgun's penetration power has always been 100% at M4, nothing's changed in that regard.

One can say the same for shaft. Its penetration has always been 100%. You can't bypass the question "why is it removed only for shaft?".

On the other hand, the new power of arcades is good. It helped shafters to be mobile and unite their firepower with the teamates. I am happy to be an equal member of my team that helps the others. It 's far more enjoyable than being "the weird guy with the laserline who can't follow what happens around" or "the easy target to kill by encircling". The new shaft mode helped the shafters who really know their weapon to be flexible. Flexibility was something we needed. It has fun to see our enemies trying to kill us by encircling (or following hide and shoot tactics) and discovering (bad surprise for them) that shafter reacts fast.

 

Also, sometimes I read something I really don't like. "Shaft", they say, "is a troll weapon". May I ask why? I may "steal" a kill, but why don't you ask me how many kills are "stolen" from me? When I reduce the enemy health by 95% with my shot, and then a smoky "bite" finishes it, why don't I accuse the smoker for "stealing" kills? And believe me I won't. I found it normal. This is life. This is tanki.

 

They say that shaft is annoying weapon. So, I guess it is not annoying to be killed frozen from behind. It is not annoying loosing health from a "never die" isida whose "elecricity-wire" extends without limits untill it kills you, or being jerked continously by smoky shots while you try to aim. All the above are not annoying but shaft is. Fellows, give me a break.

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One can say the same for shaft. Its penetration has always been 100%. You can't bypass the question "why is it removed only for shaft?".

It was removed because its railguns special ability, but this new rocket launcher/artillery turret has splash damage like thunder so it still doesnt make sense.

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One can say the same for shaft. Its penetration has always been 100%. You can't bypass the question "why is it removed only for shaft?".

On the other hand, the new power of arcades is good. It helped shafters to be mobile and unite their firepower with the teamates. I am happy to be an equal member of my team that helps the others. It 's far more enjoyable than being "the weird guy with the laserline who can't follow what happens around" or "the easy target to kill by encircling". The new shaft mode helped the shafters who really know their weapon to be flexible. Flexibility was something we needed. It has fun to see our enemies trying to kill us by encircling (or following hide and shoot tactics) and discovering (bad surprise for them) that shafter reacts fast.

 

Also, sometimes I read something I really don't like. "Shaft", they say, "is a troll weapon". May I ask why? I may "steal" a kill, but why don't you ask me how many kills are "stolen" from me? When I reduce the enemy health by 95% with my shot, and then a smoky "bite" finishes it, why don't I accuse the smoker for "stealing" kills? And believe me I won't. I found it normal. This is life. This is tanki.

 

They say that shaft is annoying weapon. So, I guess it is not annoying to be killed frozen from behind. It is not annoying loosing health from a "never die" isida whose "elecricity-wire" extends without limits untill it kills you, or being jerked continously by smoky shots while you try to aim. All the above are not annoying but shaft is. Fellows, give me a break.

so true man, so true B)

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so true

...did you just reply to yourself?

 


 

I got a chance to try the Heavy Capacitors alteration in the test server today. It takes longer to charge it than it does to reload, but there's nothing quite like destroying a medium hull in a single shot. :)

 

It's better for proactive sniping than reactive sniping, i.e. charging ahead of time instead of seeing targets and charging up. I usually do more of the latter, so having to wait for targets in scope mode was boring, but the power increase is well worth the wait, provided you don't get ambushed or your target slips out of view.

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Shaft is the less used turret in the battlefield. It is not a reliable weapon in any map, everyone's bullet will hit you before you open fire because it needs to load before firing. It loads a lot slower than Railgun's shot, so everyone relies on Railgun when facing someone at distance. The maps are not big enough to make a Railgun user miss a shot against a player who is in the other side of the map. Thunder and Vulcan are also used very oftenly to fight at long range because they deal a considerable amount of damage when their maximun effective range has been exceded. Shafts are not useful at all when fighting at close range because it is only long range intended. The guns I mentioned before are alot more versatile because they can be used in almost every map and they are even better than Shaft in "Shaft's maps" such as Madness, Brest, Lost Temple, Highways... My idea is to add the ability to alternate Shaft's zoom when it is... zoomed. When zooming, a,w,s,d keys are not used. I think this can be easily implemented and will make Shaft a bit more reliable in smaller maps such as Atra, Sandbox, Red Alert... It should not lose its "penetration" feature... it should be even boosted... Laser? For the love of God ( no need to say something else about it ) It is the only sniper gun and there isn't any truly suitable map for it, so let's make it a bit more reliable in the maps we already have.

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When are they going to fix the issues with shaft since the last major update a month or so ago?

 

Now that it shows the kill points of each shot, I can see how much damage I inflict with each shot. My arcade shot for my shaft turret is 613 according to the info in my garage. When I shoot other tanks in arcade mode, it only inflicts 226 on the enemy tank. This needs fixed right away!

 

This also has been happening in sniper mode. My full sniper shot should inflict 2099 according to my current garage information. A full shot will only inflict 1049 damage. With double damage, it will only inflict 3099 damage. This needs fixed!

 

Often when I shoot in sniper mode, I hit the enemy tank with a solid shot, but it does not inflict any damage whatsoever. It is like a ghost shot. This needs fixed right away!

 

Why did shaft's power to flip itself back up off its side with hornet go away? Very frustrating with the lack of impact force generated to tip a hornet hull off its side with shaft. Horrible update in my opinion.

 

When I am on my side with the hornet hull, an arcade shot is weak and does not flip me, but an arcade shot only has 176 impact force. How come when I am on my side and using a full powered sniper shot, which has 548 impact force, it still will not flip me over? This is extremely frustrating.

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They aren't necessarily bad at ctf's, if you look at the game I posted, I was a midfielder and a defender. Although I do agree about the part that they are there just to go for kills as they have little potential in actually capturing a flag, some clever shafts may help out by grabbing ground and supporting the attackers by taking out the defenders so it's really a double edged sword when shafts are on your team.

 

One thing to note though, never use a shaft on a 4v4 game, they are completely useless especially in maps such as Combe and Sandbox. In smaller games, you need all tanks to be active and mobile players and campers are definitely not an option. 

 

TDM's and DM's though are for shafts, as you said, they mainly go for hornets and wasps but can still do major damage to other tanks and if you have a good team, your teammates could finish them off easily

it is rair but some people use shaft as a short range weapon and do not use the scope in small maps they can be pourfull 

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