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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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Considering new overdrives which hull will be the best with shaft?

 

From what I can tell

 

Titan would be good for a defender with flag or point

Mammoth could be good for camping because of its invincibility

Viking would be good because of high fire rate

Wasp would not be useful for shaft because its a bomb

Hunter would be good for shaft if its attacking

Hornet would be good scout paired with light alteration

Dictator is just normal overdrive

 

I have wasp viking and titan m3

currently use titan with shaft but may switch to viking if overdrives come and titan for defending situation

Hunter is good because you can finish a fight before it even begins.

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it has specific range though right? so it can't do anything from long range?

Correct.  Needs to be relatively close to target(s).

 

I know Diesel has a hate-on for Viking (with many good reasons) but the Viking overdrive activated with a smoky or Thunder will allow that tank to obliterate a Hunter long before it gets in range of the EMP.

 

So Hunter could counter Fire/Freeze/isida Viking but... would be vulnerable to ranged vikings.

 

Imagine how many mines a magnum with mortar alteration can lay when equipped on a Viking that just activated it's OD.

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Correct.  Needs to be relatively close to target(s).

 

I know Diesel has a hate-on for Viking (with many good reasons) but the Viking overdrive activated with a smoky or Thunder will allow that tank to obliterate a Hunter long before it gets in range of the EMP.

 

So Hunter could counter Fire/Freeze/isida Viking but... would be vulnerable to ranged vikings.

 

Imagine how many mines a magnum with mortar alteration can lay when equipped on a Viking that just activated it's OD.

We also don't know how fast Vikings OD will shoot. It could be slower than what was shown in the Vlog.

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We also don't know how fast Vikings OD will shoot. It could be slower than what was shown in the Vlog.

The videos did look silly with that firing rate.

Likely not that good (better not be) - but - won't change the fact Hunter will be vulnerable to ranged weapons.

(not sure how they can properly balance the Viking OD considering the wide variety of turrets)

 

Hunter OD will be more useful on smaller maps or in a more defensive role where it can ambush.

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The videos did look silly with that firing rate.

Likely not that good (better not be) - but - won't change the fact Hunter will be vulnerable to ranged weapons.

(not sure how they can properly balance the Viking OD considering the wide variety of turrets)

 

Hunter OD will be more useful on smaller maps or in a more defensive role where it can ambush.

True, but it doesn't really matter if Viking gets an OP OD, the only thing that's going to make me use my Viking again is if it gets its weight back that it once had.

 

Players shouldn't use or buy a hull just because of its OD, they should determine which hull to use based on its stats.

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Well I DO have issue with THAT. But what you mean by "lay this one to rest"?

It just means let it go.  The protection packages are purchased, they're static (sort of, I do wish you could not change equipment during battles, but, that's another argument completely), and once in battle, it's a known quantity, so it's not magic.  I have no problems with equipment that resembles something real and not ridiculously overpowered.  I mean, ultimately, if they can resist shaft and two others, there are others that can beat them up, so, in the end, it's all good, team can find a way to beat them.  I might not like the fact that everyone is shrugging off my turret, but someone on the team can kill them at least (if you have a decent mix of course of turrets).

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Correct.  Needs to be relatively close to target(s).

 

I know Diesel has a hate-on for Viking (with many good reasons) but the Viking overdrive activated with a smoky or Thunder will allow that tank to obliterate a Hunter long before it gets in range of the EMP.

 

So Hunter could counter Fire/Freeze/isida Viking but... would be vulnerable to ranged vikings.

 

Imagine how many mines a magnum with mortar alteration can lay when equipped on a Viking that just activated it's OD.

I had not given much thoughtto the magnum mines, this is going to be a mess, and for the record, yeah, the hammer AA12 action in the video was damn near hilarious, cartoonish.  You're right, I certainly hope they don't make that the real deal.  That said, can you imagine full auto scoped mode, I'm starting to buy into all this ;) .

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I am surprised there is not much talk about triple arcade shot alt. I did purchase it already some time ago, just haven't been really testing it. But since I am after stars and playing hammer/isida constantly gets very boring. So decided to give it a shot.

 

Turret - Shaft with 'Rapid-Fire' alt.

Hull - Viking

 

Playmode - CTF

Play-style - attacking

 

Oh boy, I had great fun. I love this alt. Since tanki took shaft nerf too far, didn't counter more than 3-4  protection modules out of 10 games. Well, people did equip shaft protection during matches, but I was mostly only shaft playing. FINALLY shaft is playable again.

 

2018-12-17_2010.png

 

WARNING - This specific alternation is glitched! Time to time, actually fairly often, when you do arcade shots by quickly spamming space bar, some of the shots do NOT register. First one, no problems, but 2 second shots do 0 damage and no, I did not miss ...!

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I am surprised there is not much talk about triple arcade shot alt. I did purchase it already some time ago, just haven't been really testing it. But since I am after stars and playing hammer/isida constantly gets very boring. So decided to give it a shot.

 

Turret - Shaft with 'Rapid-Fire' alt.

Hull - Viking

 

Playmode - CTF

Play-style - attacking

 

Oh boy, I had great fun. I love this alt. Since tanki took shaft nerf too far, didn't counter more than 3-4  protection modules out of 10 games. Well, people did equip shaft protection during matches, but I was mostly only shaft playing. FINALLY shaft is playable again.

 

2018-12-17_2010.png

 

WARNING - This specific alternation is glitched! Time to time, actually fairly often, when you do arcade shots by quickly spamming space bar, some of the shots do NOT register. First one, no problems, but 2 second shots do 0 damage and no, I did not miss ...!

I am assuming all your kills were up-close and personal (similar to hammer without the slugger alt). Is that correct? Did you use many drugs?

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I am surprised there is not much talk about triple arcade shot alt. I did purchase it already some time ago, just haven't been really testing it. But since I am after stars and playing hammer/isida constantly gets very boring. So decided to give it a shot.

 

Turret - Shaft with 'Rapid-Fire' alt.

Hull - Viking

 

Playmode - CTF

Play-style - attacking

 

Oh boy, I had great fun. I love this alt. Since tanki took shaft nerf too far, didn't counter more than 3-4  protection modules out of 10 games. Well, people did equip shaft protection during matches, but I was mostly only shaft playing. FINALLY shaft is playable again.

 

2018-12-17_2010.png

 

WARNING - This specific alternation is glitched! Time to time, actually fairly often, when you do arcade shots by quickly spamming space bar, some of the shots do NOT register. First one, no problems, but 2 second shots do 0 damage and no, I did not miss ...!

I've only ever used this in the test server. Yes, I have noticed that some of my shots would do no damage even though I hit them. It was a Noise CTF battle and I was on the Blue team, I came first with a lot of score kills. Just like Autocannon, and to a lesser extent, Duplet Hammer, it is very effective in shutting down one-man pushes by decreasing the effectiveness of the enemy's repair kit. That's how I was able to defend very well.

 

While we're on this, I would also like to talk about the Arcade damage glitch. While playing in the test server 2 days ago, I noticed that more than half of my fully charged scoped shots would do arcade damage regardless of if I am being damaged or not. I hope this is not exactly the case for some Shafters here. It's already bad enough with the new scope mechanic of Shaft, now we have a glitch hinders the ability to help out your team efficiently with it.  

 

I have a long message about Shaft needing a buff on the "Let's discuss Game Balance" thread and it seems like no one is giving me feedback. I'll post it here to see if I can get some faster because it took me hours (I was procrastinating) to finish. 

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It just means let it go.  The protection packages are purchased, they're static (sort of, I do wish you could not change equipment during battles, but, that's another argument completely), and once in battle, it's a known quantity, so it's not magic.  I have no problems with equipment that resembles something real and not ridiculously overpowered.  I mean, ultimately, if they can resist Shaft and two others, there are others that can beat them up, so, in the end, it's all good, team can find a way to beat them.  I might not like the fact that everyone is shrugging off my turret, but someone on the team can kill them at least (if you have a decent mix of course of turrets).

If I'm your rank right now, me using Hammer (assuming me only own and using Wolf module) and you are using Wolf module.... Fair for you, but not fair to me though. 

 

You think it's fair for a Firebird (assume only using Fox module) when I can kill him/her in a long range sniper shot and survive by spamming Fox module when he/she tried to roast me to bits?

 

What a pathetic logic. That's just, selfish in my opinion.

While we're on this, I would also like to talk about the Arcade damage glitch. While playing in the test server 2 days ago, I noticed that more than half of my fully charged scoped shots would do arcade damage regardless of if I am being damaged or not. I hope this is not exactly the case for some Shafters here. It's already bad enough with the new scope mechanic of Shaft, now we have a glitch hinders the ability to help out your team efficiently with it.  

 

I have a long message about Shaft needing a buff on the "Let's discuss Game Balance" thread and it seems like no one is giving me feedback. I'll post it here to see if I can get some faster because it took me hours (I was procrastinating) to finish. 

I made a feedback! 

 

"Fully charged scope shot deal Arcade damage" I experience that glitch too. It's kind of weird why and how? I hope Alternativa fix this glitch as soon as possible.

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If I'm your rank right now, me using Hammer (assuming me only own and using Wolf module) and you are using Wolf module.... Fair for you, but not fair to me though. 

 

You think it's fair for a Firebird (assume only using Fox module) when I can kill him/her in a long range sniper shot and survive by spamming Fox module when he/she tried to roast me to bits?

 

What a pathetic logic. That's just, selfish in my opinion.

 

2nd example ... in your world the firebird will never make it to the shaft without protection.  But you think that is fair...  :wacko:

 

In any case of course it's fair to equip all the modules you have.  There are 13 turrets and you get 3 modules.  That's 10 turrets you are not protected against.  It's absolutely fair.

 

Just buy more modules and equip them.  Problem solved.

Edited by wolverine848
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I am assuming all your kills were up-close and personal (similar to hammer without the slugger alt). Is that correct? Did you use many drugs?

 

 

Well, it is a shaft, so if someone took our flag, obviously I used scope mode also, but main goal was not to get kills and cap it fast - star week! But yeh, 70% were close range. 

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While we're on this, I would also like to talk about the Arcade damage glitch. While playing in the test server 2 days ago, I noticed that more than half of my fully charged scoped shots would do arcade damage regardless of if I am being damaged or not. I hope this is not exactly the case for some Shafters here. It's already bad enough with the new scope mechanic of Shaft, now we have a glitch hinders the ability to help out your team efficiently with it.  

 

I have a long message about Shaft needing a buff on the "Let's discuss Game Balance" thread and it seems like no one is giving me feedback. I'll post it here to see if I can get some faster because it took me hours (I was procrastinating) to finish. 

You guys remember that ghost bullet glitch? Full scope mode or arcade and no damage done what so ever? Dozens of us dedicated shafters(back then I was one), I think we made long and well written post to game issues topic and rest of us backed it up. Issues got resolved quite fast. I think we should address this and full scope arcade damage issue aswell with solid proof and hopefully it gets fixed quicker. When hammer gets nerfed, this will be next OP turret for me, but loosing 10+ kills per game is just annoying. I did yesterday 49 kills 5 deaths in CTF mode, 1 flag capped. At least 40 of these kills where arcade mode!

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What makes shaft powerful at high ranks is that not many people are using protections for it 

whenever I use railgun/ricochet people have high protections but with shaft sometimes no one in the whole battle is using shaft protection

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I got hit by a shaft with the auto cannon thingy, or triple shot, whatever, with DD and short range last night.  It sucked, I mean it really, really, really sucked, FOR ME.  That is completely awesome.  It works and it really catches you off guard.  I'm thinking I'm going to buy this and not just hang on to my short range emitters.  Jury is still out for me on this with all the glitches I keep hearing about, but when it works, gotta say, it's fierce.

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You guys remember that ghost bullet glitch? Full scope mode or arcade and no damage done what so ever? Dozens of us dedicated shafters(back then I was one), I think we made long and well written post to game issues topic and rest of us backed it up. Issues got resolved quite fast. I think we should address this and full scope arcade damage issue as well with solid proof and hopefully it gets fixed quicker. When hammer gets nerfed, this will be next OP turret for me, but loosing 10+ kills per game is just annoying. I did yesterday 49 kills 5 deaths in CTF mode, 1 flag capped. At least 40 of these kills where arcade mode!

I think that would be a an excellent idea, because the scoped damaged thing AND, dunno if anyone else has this issue, "weak damage" at range in arcade, we're talking 25, 58, etc, points of damage.  As for them listening, well, I do recall the complaints began to be loud, and something was done and it was fixed.  So I guess we need to start collecting footage and and member names.

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2nd example ... in your world the firebird will never make it to the Shaft WITHOUT PROTECTION.  But you think that is fair...  :wacko:

Every turret have its special traits. 

 

 

"In any case of course it's fair to equip all the modules you have.  There are 13 turrets and you get 3 modules.  That's 10 turrets you are not protected against.  It's absolutely fair.

 

Just buy more modules and equip them.  Problem solved."

 
Now MORE pathetic logic. What a joke! Dude, I may have 964k crystals with me right now, but it does not mean I should buy ALL modules.
 
So, if you want to keep triple modules,  then here are the plans:
 
Make the modules cheaper again back to pre-Drone Update. A M3 to M4 would cost 99980 crystals instead of the current 450k. Again I know you told me this but, give crystals refund for that.
 
However, If you as an Isida equipping M4 foreign turret protections with Ocelot, that 2 foreign turrets protection (for example Shaft and Railgun) get limited to 25%.
 
Each modules will be classified as single module.

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What makes Shaft powerful at high ranks is that not many people are using protections for it 

whenever I use Railgun/Ricochet people have high protections but with Shaft sometimes no one in the whole battle is using shaft protection

I feel sorry for Railgun/Ricochet tankers..

 

Well, if I am in your rank right now using Shaft, I will ALWAYS use Shaft protection no matter what. 

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Every turret have its special traits. 

 

 

 

"In any case of course it's fair to equip all the modules you have.  There are 13 turrets and you get 3 modules.  That's 10 turrets you are not protected against.  It's absolutely fair.

 

Just buy more modules and equip them.  Problem solved."

 
Now MORE pathetic logic. What a joke! Dude, I may have 964k crystals with me right now, but it does not mean I should buy ALL modules.
 
So, if you want to keep triple modules,  then here are the plans:
 
Make the modules cheaper again back to pre-Drone Update. A M3 to M4 would cost 99980 crystals instead of the current 450k. Again I know you told me this but, give crystals refund for that.
 
However, If you as an Isida equipping M4 foreign turret protections with Ocelot, that 2 foreign turrets protection (for example Shaft and Railgun) get limited to 25%.
 
Each modules will be classified as single module.

 

You use the word "pathetic" in your replies more than once now.  I'm not sure you understand what that word means.

Either that - or - you are an angry person.

 

Going by your posts, I'd say this is your first account - as you seem to not understand a lot. At least I hope it's your first account.

 

And you may want to re-read the posts again - as I never said you should spend all your crystals to buy all the modules now.

You will want all the modules eventually, so spend some of your crystals. What the heck are you saving that much for?

 

And... since you have 3 modules at this moment - equip them.  You have no right to complain about others using modules when you have 3 modules in your garage right now.  Your choice not to equip them.

 

I'm sure you'll appreciate my default module set-up is Thunder/Rail/Shaft.  <_<

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I feel sorry for Railgun/Ricochet tankers..

 

Well, if I am in your rank right now using Shaft, I will ALWAYS use Shaft protection no matter what. 

Yep it's because they probably have it from Prodigi and Clay LGC modules other common ones like Emerald and the one which protects from Isida are the reason all these protections are common at high ranks (mostly legends) 

Shaft one was probably not popular because shaft was uncommon at high ranks before

 

Whenever I joined a battle I observe the opponents turrets and after 1 or 2 deaths I change my protection modules accordingly, whenever there's a shaft around I take my 30% shaft protection from Dirty LGC but you still will get 1 shot killed as a titan without double armor 

 

The heavy alteration for Shaft turns it into like Shaft before rebalance that could 1 shot anything except mammoth m3 

Shaft m4 with heavy alteration does 3900 damage and M4 titan has 4000 HP 

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