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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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Disappointed that one of my favorite weapons was nerfed so badly.. tanki doesn't stop nerfing shaft..

 

I used to use shaft like a rifle with arcade and scope shots but now arcade shots are badly nerfed, shaft can't be used as a rifle anymore and the nerf encourages camping, maybe I will get the alteration which increases damage by 30% now nerfed to 25% and use shaft solely for camping. Previous shaft was more versatile though, I could use it well in all gamemodes and even capture points and flags with good balance of arcade and scope shots.

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Sigggghhhhhhhh. Got 10 common items in a row which really pissed me off but then the light turned purple. Knowing my luck, I knew it wasn't 100k crystals or a paint. It had to be a shot effect.

 

Lo and behold, I get this. I don't even use Shaft on this account. If only you could send your shot colours to friends. I'd give it to someone whom uses Shaft often and would really appreciate it. 

 

Sigghhhhhhh.png

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~I TRIED THESE ALTS SO YOU DON'T HAVE TO~

 

TRIPLE SHOT

I personally recommend the alt. Just be careful that  after bursting all 3 shots you're left with quite a substantial reload, especially since the energy consumption for arcade is increased, so you really have to wait once you've used up your shots. Its great for burst damage, but not really worth the 120k imo. Your mileage may vary however. Just manage your shots properly.

 

LIGHT CAPACITORS

Just don't buy this alt, its a waste. You give up the capability to one-shot medium hulls just for a fraction of a second of charging time and somewhat faster scope speed. It might have some use for masochists who like to use scoped shaft in close ranges, but to all other normal people, stay away from this alt.

Does the Triple Shot make the Short Range Emitters obsolete?

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I'm torn.

 

The long range arcade damage is pathetic, inflicting weak damage.  Those follow up hits that used to make a difference, well, they don't, at all.  I tracked a tank with our flag after hitting full charge, they obviously couldn't drive worth c***, or they we lagging and it was hitting obstacles over and over, I dropped SIX, count them, SIX, arcade shots at distance, two did some ridiculous weak damage of 25, and the others though did in the realm of 103 to 130s, and nothing, they STILL MADE IT TO BASE AND CAPPED.  The ability to single shot with a shaft is becoming more of a myth than a reality it seems.  Yes, yes, on paper, viking, spawns, sits there, the user distracted by mom, GF, or a tweet on their phone, you can single shot it and it will die, but it has to be a confluence of base parameters and maximum requirements to make the magic "BOOM" anymore.

 

Now, that said, these last two days I have gotten higher K/Ds than I had been.  The ability to defend one's self and take out persecuted enemies is good, but I simply cannot seem to hide in the bushes, track and nail an enemy, and watch them die as should a sniper weapon do.  If I pick up a DD by chance, it goes up, considerably, but even then, it's rough.  Single shot is disappearing, and that's what shaft should be, but anyways.  The whole recharge thing with the energy pool is getting a little difficult to manage too.  You charge up, 1/4, see the action move, release, boom, all gone, and usually, when you have to reposition, it has to be quick to tack the target again before they escape.  If you sit in waiting, like I mentioned above, units are loaded for bear already, DA, protection, Drone out, it's unlikely you're gonna do what you wanted to (again, I don't drug, so maybe my dynamic is not the standard paradigm).

 

All said and told, I'm on the fence about this one.  If it stays RIGHT HERE, like it is, NO MORE CHANGES (hear that DEVS, stop moving my cheese), it might be fine.  My only fear is that it is a step to acclimate Shaft players to future changes that further reduce sniping and dragging Shafts into the "brawl'shpere".  I didn't spend years on this turret just to be reduced to some sort of mentally challenged caveman exchanging clubbings over the head with some Rico or Smoky.

 

In other news, has anyone tried the three shot arcade alteration?  Is it any good?  Nevermind, seems like there are answers already.

Edited by FogOfWar_XXX
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Does the Triple Shot make the Short Range Emitters obsolete?

short range emmiters was already obsolette when they nerfed it.

 

used to increase dps as well as dph... now it actually decreases dps... and because they buffed arcade at close range bt nerfed it at far range... the increased dph is useless...

 

I feel that standard settings are already better than short band emmiters.

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short range emmiters was already obsolette when they nerfed it.

 

used to increase dps as well as dph... now it actually decreases dps... and because they buffed arcade at close range bt nerfed it at far range... the increased dph is useless...

 

I feel that standard settings are already better than short band emmiters.

Odd you should say that, mind you it could be very coincidental, but my game got better this weekend AFTER turning Short Emitters back on.  I need to play some more with and without then.

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Odd you should say that, mind you it could be very coincidental, but my game got better this weekend AFTER turning Short Emitters back on.  I need to play some more with and without then.

I agree with GuidoFawkes in that I used them a lot before the update which nerfed them. Now they seem underpowered.

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Disappointed that one of my favorite weapons was nerfed so badly.. tanki doesn't stop nerfing shaft..

 

I used to use shaft like a rifle with arcade and scope shots but now arcade shots are badly nerfed, shaft can't be used as a rifle anymore and the nerf encourages camping, maybe I will get the alteration which increases damage by 30% now nerfed to 25% and use shaft solely for camping. Previous shaft was more versatile though, I could use it well in all gamemodes and even capture points and flags with good balance of arcade and scope shots.

Opinion changed after playing with shaft more after rejoining tanki, its still a good turret to use I now noticed that arcade shots are better at close range now because of faster reload and its still fun 1 shot killing medium hulls

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Does the Triple Shot make the Short Range Emitters obsolete?

No. Short ranged emitters are still pretty good for kill-steals and sustained damage. 2-shots Mediums at medium range with DD.

 

Triple shot is more of a burst-damage kind of alt. It not only reduces reload of individual arcade shots to .5 seconds (assuming full charge), but it also increases the energy consumption to about one-third of the entire bar per shot. This makes sustained fire pretty impractical.

 

Has anyone tried the light capacitors? Thoughts? Results?

Just don't buy it please. I beg of you. It makes Shaft like a much worse version of Railgun with a scope.

Edited by Stinger911
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I have it, I had the wild idea of using it in combination with a light hull but it sucks.

Thanks for the cautionary note!!! I went with the smoky fire alt and am enjoying it. It is great to track your prey...just follow the afterburn damage behind walls and you know right where they are going to be:) Makes finishing off folks very simple.

No. Short ranged emitters are still pretty good for kill-steals and sustained damage. 2-shots Mediums at medium range with DD.

 

Triple shot is more of a burst-damage kind of alt. It not only reduces reload of individual arcade shots to .5 seconds (assuming full charge), but it also increases the energy consumption to about one-third of the entire bar per shot. This makes sustained fire pretty impractical.

 

Just don't buy it please. I beg of you. It makes Shaft like a much worse version of Railgun with a scope.

Thanks for the warning!

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LIGHT CAPACITORS

Just don't buy this alt, its a waste. You give up the capability to one-shot medium hulls just for a fraction of a second of charging time and somewhat faster scope speed. It might have some use for masochists who like to use scoped shaft in close ranges, but to all other normal people, stay away from this alt.

:lol: :lol: :lol: It is only for tryharders, not for everyone

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Disappointed that one of my favorite weapons was nerfed so badly.. tanki doesn't stop nerfing shaft..

 

I used to use shaft like a rifle with arcade and scope shots but now arcade shots are badly nerfed, shaft can't be used as a rifle anymore and the nerf encourages camping, maybe I will get the alteration which increases damage by 30% now nerfed to 25% and use shaft solely for camping. Previous shaft was more versatile though, I could use it well in all gamemodes and even capture points and flags with good balance of arcade and scope shots.

I really loved arcade mode. When I was a young boy!

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Thinking of getting all alterations of this turret at sale it is my favorite turret in this game  :)

 

(If someone has shaft alteration could you please tell me about them and if they are worth it, wiki isn't giving correct info rn)

Edited by Truthteller

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 Shaft is quickly becoming one of the turrets I hate the most.

 

* On one end of the spectrum, some players have to struggle to get kills.... dealing with very common modules, annoying lag, risking the enemy team ganging up which means having to figure out when and where to attack. 

* On the other other end of the spectrum, people like your typical Mr.Shaft user will just sit in one spot the whole game, kill a thousand players with their "balanced" damage, not worry about any of the above things I've written, and then complain that their turret is severely underpowered and needs a buff.

 

It's arcade damage is even high enough to kill you in short range when you approach them. Higher DPS than a Smoky. 

 

 

Yes I know this is what snipers do, but Magnum is also a sniper with insane damage although it has an aiming system which is 10x harder. Railgun is a sniper with easier aiming but much less damage. Shaft is enjoying the best of both worlds, it doesn't need a buff.

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 Shaft is quickly becoming one of the turrets I hate the most.

 

* On one end of the spectrum, some players have to struggle to get kills.... dealing with very common modules, annoying lag, risking the enemy team ganging up which means having to figure out when and where to attack. 

* On the other other end of the spectrum, people like your typical Mr.Shaft user will just sit in one spot the whole game, kill a thousand players with their "balanced" damage, not worry about any of the above things I've written, and then complain that their turret is severely underpowered and needs a buff.

 

It's arcade damage is even high enough to kill you in short range when you approach them. Higher DPS than a Smoky. 

 

 

Yes I know this is what snipers do, but Magnum is also a sniper with insane damage although it has an aiming system which is 10x harder. Railgun is a sniper with easier aiming but much less damage. Shaft is enjoying the best of both worlds, it doesn't need a buff.

No Shaft sitting in one place (not moving at all) will get a good score, Magnum is more unbalanced than Shaft it can hide and do multi kills from any place to anywhere.

 

Shaft is balanced right now not under powered like railgun or over powered like Magnum

Edited by Truthteller

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