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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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I saw a guy playing shaft wasp an completely dominating. Not camping, attacking. K/d of 2+ in several battles.

 

What alt would best serve that roll and any tips on how to use shaft without camping

Light Capacitor or Short-Band Emitter.

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Buy lots and lots of heal up and some drone that increases survivability, you're gonna need it.  Hornets running around maps in shafts aren't known for "dominating" as you say, so whoever that was, they were "paying to win," rest assured of that.  Oh, and every maxed protection module you can imagine, they're gonna be visiting the garage every game they play.

Whether they have paid money or not doesnt help me know how they played. You only get 1 repair kit per spawn mostly and lots of ppl have m4s so that doesnt explain his domination. Im more looking for tactics

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I saw a guy playing shaft wasp an completely dominating. Not camping, attacking. K/d of 2+ in several battles.

 

What alt would best serve that roll and any tips on how to use shaft without camping

 

Light Capacitor or Short-Band Emitter.

Well, I've been known to dominate the battlefield with Shaft-Wasp... at, ehmm, Sergeant. If I may reply from my limited experience (more experienced players {yes, @Tidebreaker) may gainsay my opinion), there are two tricks you NEED to learn. First, the art of the arcade. Second,quick-scoping. Obviously, as an attacker, you're not gonna just sit there scoped in. Just drive in, do a quick scope if necessary, and destroy them with your Short-band emitters. Against an enemy that is not particularly organized, Shaft can dominate any MM map in any role. With my Shaft/Hunter, I can cap flags and score in ASL and score touchdowns (at this rank) with no problem. It's quite OP up-close with S-b E's, It also has devastating firepower from far-away. Do I dare say it, the ideal turret? Anyways, that's just my opinion (quick-scoping and knowing haw and when to use arcade shots). It's different at higher ranks. One thinbg, though. Personally, I view the arcade shots as the Terminator's Rail shots. You use them the majority of the time when close enough to get substantial damage. If you have an enemy heavy hull using a melee range turret, then definately scope them, then back away as you fire arcades. But, yeah, that's me, sorry this is hastily written :)

Edited by Initiate

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I just can't with Light Capacitors. It seems a bit underpowered compared to Stock Shaft or Assault Emitters Shaft. I told myself that it's best used when there is an abundance of light hulls on the enemy team but these days, I'm seeing so many medium and heavy hulls and I often don't one-shot the medium hulls. Assault Emitters seems like the best option for me since that does the same job as light capacitors. It takes a bit longer in sniping mode but I'm still able to quickscope with Assault Emitters. They should make it so that the reload time after a scoped shot is a bit faster than Stock Shaft's.

 

Also been noticing more Shaft protection in battles. The cycle has begun. 

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Whether they have paid money or not doesnt help me know how they played. You only get 1 repair kit per spawn mostly and lots of ppl have m4s so that doesnt explain his domination. Im more looking for tactics

What strikes me is how the Wasp managed to play effectively with his bomb. Each time he puts it down, he's just putting a big red crosshair on his location. Besides, Wasp is best paired with camos - why someone would go out in a mad rush is beyond me. As you said, he might be a buyer, but at your rank, everyone's got max stuff anyway, so....

 

Ah, who knows.

 

 

Well, I've been known to dominate the battlefield with Shaft-Wasp... at, ehmm, Sergeant. If I may reply from my limited experience (more experienced players {yes, @Tidebreaker) may gainsay my opinion), there are two tricks you NEED to learn. First, the art of the arcade. Second,quick-scoping. Obviously, as an attacker, you're not gonna just sit there scoped in. Just drive in, do a quick scope if necessary, and destroy them with your Short-band emitters. Against an enemy that is not particularly organized, Shaft can dominate any MM map in any role. With my Shaft/Hunter, I can cap flags and score in ASL and score touchdowns (at this rank) with no problem. It's quite OP up-close with S-b E's, It also has devastating firepower from far-away. Do I dare say it, the ideal turret? Anyways, that's just my opinion (quick-scoping and knowing haw and when to use arcade shots). It's different at higher ranks. One thinbg, though. Personally, I view the arcade shots as the Terminator's Rail ****s. You use them the majority of the time when close enough to get substantial damage. If you have an enemy heavy hull using a melee range turret, then definately scope them, then back away as you fire arcades. But, yeah, that's me, sorry this is hastily written :)

I know you meant to say "shots"... Well written, though!

 

 

I just can't with Light Capacitors. It seems a bit underpowered compared to Stock Shaft or Assault Emitters Shaft. I told myself that it's best used when there is an abundance of light hulls on the enemy team but these days, I'm seeing so many medium and heavy hulls and I often don't one-shot the medium hulls. Assault Emitters seems like the best option for me since that does the same job as light capacitors. It takes a bit longer in sniping mode but I'm still able to quickscope with Assault Emitters. They should make it so that the reload time after a scoped shot is a bit faster than Stock Shaft's.

 

Also been noticing more Shaft protection in battles. The cycle has begun. 

Shaft protection and DA is not a problem in battles anymore with Hornet's OD. It's underpowered only if you treat it like regular Shaft. Since you can't one shot kill anything other than a Hornet, watch out for damaged medium hulls hit by either a Magnum or a Railgun. That should do the trick. Double Damage is your best friend with Hornet's OD. Stay out of sight, and you'll rack up kills in no time. 

 

The cycle isn't going to help them. Hornet has lifted off the ground.

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Whether they have paid money or not doesnt help me know how they played. You only get 1 repair kit per spawn mostly and lots of ppl have m4s so that doesnt explain his domination. Im more looking for tactics

Again, tactics, I'm a camper.  I use shaft in it's purposed role.  I wait and look for the biggest impact I can have for my teams chances to execute whatever the game is, cap flag, assault, score a goal, or stop the enemy from doing those things.  Really and truly, you claim to have seen one of these things "ruling the battle fields," to that I say tactic HAS to be then TEAM play, four players, in touch, supporting that Hornet in the front line, PERIOD.  There is NO OTHER WAY.  DD Thunder all up on your s#!T and it's over, PERIOD, done, no conversation, no more splitting hairs about tactics.  That Shaft Hornet had people either running flank for them, or part of line moving forward.

 

The ONLY other circumstance that could impact play, the other team was in complete disarray, with  poor players, and it was easy to hang in front and use shaft at mid range and then close because the opposition only shot at things right in front of its face.

 

There are no magic bullets here.  Hornet is not built for slug fests, and shafts are not built for it either.  They can do it, but carefully, and just for a little bit.  You keep it up and opposition will simply see you coming, know you want to try to go 3 rounds with them, and they're gonna take you up on the offer and kick your a**.

Edited by FogOfWar_XXX

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I know you meant to say "shots"... Well written, though!

Woah, good catch. That was written fast- thank you, though. Awwwkward! Edited.

 

That Shaft Hornet had people either running flank for them, or part of line moving forward.

It was a wasp :)

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Again, tactics, I'm a camper.  I use shaft in it's purposed role.  I wait and look for the biggest impact I can have for my teams chances to execute whatever the game is, cap flag, assault, score a goal, or stop the enemy from doing those things.  Really and truly, you claim to have seen one of these things "ruling the battle fields," to that I say tactic HAS to be then TEAM play, four players, in touch, supporting that Hornet in the front line, PERIOD.  There is NO OTHER WAY.  DD Thunder all up on your s#!T and it's over, PERIOD, done, no conversation, no more splitting hairs about tactics.  That Shaft Hornet had people either running flank for them, or part of line moving forward.

 

The ONLY other circumstance that could impact play, the other team was in complete disarray, with  poor players, and it was easy to hang in front and use shaft at mid range and then close because the opposition only shot at things right in front of its face.

 

There are no magic bullets here.  Hornet is not built for slug fests, and shafts are not built for it either.  They can do it, but carefully, and just for a little bit.  You keep it up and opposition will simply see you coming, know you want to try to go 3 rounds with them, and they're gonna take you up on the offer and kick your a**.

If only we had voice chat.. you know how much more of a help we would be to our teams that way?

 

Hornet is surprisingly stable for Shaft, although I do slightly prefer Wasp. It comes down to personal preference. Hornet's OD is better by a long shot, though. Out of all the times I've sniped with Hornet, only about 5% of the people come back to get a revenge kill on me. The others just stay away...

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If only we had voice chat.. you know how much more of a help we would be to our teams that way?

 

Hornet is surprisingly stable for Shaft, although I do slightly prefer Wasp. It comes down to personal preference. Hornet's OD is better by a long shot, though. Out of all the times I've sniped with Hornet, only about 5% of the people come back to get a revenge kill on me. The others just stay away...

Lots of discord teams out there, that what most use, except buyer club and clans, then they usually use a local client setup, more stable, but trust me, that's what they're doing.

 

I love trolling "avengers" when they are on big maps.  Spend lots of time trying to get back over just to kill me after I sniped them 3 times.  I get a good laugh out of that, especially when I see them coming and set up for a little brawl where I win, and then troll them some more.  You can almost hear them through screen as the insult you back.

 

Good times.... yeah.......... good times. (cracks a beer)

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No wonder you only played CTF. 

Assault lends itself to camping if you have a medium or large map and you can cover lots of ground, the path ways, etc.  Rugby is a tough sell, but I can over watch in Rugby too, like in Assault.  That said, I have to be careful, lest my K/d take a beating, and when I do it right, it's generally low scoring, but decent K/D.  I don't like Rugby in general, and I HATE death match in all forms.

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Those bringing your K/D down?

Rugby is boring.  5 tanks from each team basically play "deathmatch" with the ball, and the last person standing from the onslaught goes limping into the base to score, complete drug fest as the walls of tanks try to sustain.  I even made a huge joke about tanki becoming some sort of online rugby about 2 years before they made the Rugby mode.  I was pretty proud of that, and I had nothing good to say about it, and it ended up coming true.

 

Deathmatch by its very name implies everyone killing everyone, all the time,  It's boring.  Deathmatch would be okay if you die and you're out, then real strategy is involved, but it's all heavys with all three drugs a drone and Twins mounted on top.  "Oh no, I'm about to die, heal up, tah dah."  It's stupid.

Edited by FogOfWar_XXX
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Rugby is boring.  5 tanks from each team basically play "deathmatch" with the ball, and the last person standing from the onslaught goes limping into the base to score, complete drug fest as the walls of tanks try to sustain.  I even made a huge joke about tanki becoming some sort of online rugby about 2 years before they made the Rugby mode.  I was pretty proud of that, and I had nothing good to say about it, and it ended up coming true.

 

Deathmatch by its very name implies everyone killing everyone, all the time,  It's boring.  Deathmatch would be okay if you die and you're out, then real strategy is involved, but it's all heavies with all three drugs a drone and Twins mounted on top.  "Oh no, I'm about to die, heal up, tah dah."  It's stupid.

Yeah... Rugby is insane if you are placing in a bad team.

 

I mean before end-of-May 2018, all I play is DM to earn crystals easier. And it was also a mode to bring my K/D back up... (same as Juggernaut)..

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Okay, so, Shafters, unite! (???)

 

So, this is the deal.  Shafts and camping.  Everyone else can kiss it, we all know Shafts are for camping as much as running around (and really, a lot of running to new campsites, but anyways).  something evil lurks in Tanki that needs to be addressed, and it's about Shafts, and it needs to be fixed.

 

"Inactivity".  So I'll paint a picture.  Large map, lots of open space, and a team that can actually take the fight to the enemy.  Good, right?  Shafts setup and take the important shots to clear the way to the Flag, awesome.  Your perch is so good you don't need to move.  You scope, seek, fire, repeat.  Here is the problem.  You are killing it, about 2 minutes or so into a battle, lovely K/D (especially the D, at ZERO), and "Disconnected", just like that,  You are in 2nd place, on the WINNING team.  Okay, so less complaining and more explaining.

The mult system seeks to find idle players, and after perusing the help and issue ticket site, its all about moving and turning the turret.

 

"So Fog, what's your point, you turn your turret, or at least I HOPE YOU DO?"

 

Yes, BUT, I tend to sit very still when not in scope to attract less attention.  So if I turn my turret, which I DO, in scope, what's up?  Simple, I'm thinking the code doesn't take into account turret movement in scope.  I've been ejected now from like 5 battles now if I forget to move a little between shots.  I think Tanki needs to modify the mult code for Shafts, and take into account scope and movement, or maybe just scope, where I have played in games where I have trained a shot on a point for up to a minute many times waiting for my "oh so predictable flag runner" to come shooting out of there ever constant exit with the flag so I can pop the first pursuer that gives chase.  We need a way for in scope to somehow be taken into account.

Now, I not proposing we simply exclude shafts from the list, that would simply mean every one would get shafts and drop them in, brick the spacebar, I get that but at least give the in scope turret movement value against the idle count.  In order to do this though, I'd make a post and ticket on the help/ticket site, and I had lots of people to rally around it.

So, first, anyone have this issue too, and, second, who would jump in and up vote such a thing?

Edited by FogOfWar_XXX
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Deathmatch by its very name implies everyone killing everyone, all the time,  It's boring.  Deathmatch would be okay if you die and you're out, then real strategy is involved, but it's all heavys with all three drugs a drone and Twins mounted on top.  "Oh no, I'm about to die, heal up, tah dah."  It's stupid.

DM is my favorite mode in other games but it's horrible in Tanki for the reasons you mentioned. Overcrowded maps eliminate any strategic play, because you spawn and there's 3 other people already shooting you. 

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DM is my favorite mode in other games but it's horrible in Tanki for the reasons you mentioned. Overcrowded maps eliminate any strategic play, because you spawn and there's 3 other people already shooting you. 

Yep.... even in Juggernaut. But still, DM is in my top 2 favorite game mode.

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Okay, so, Shafters, unite! (???)

 

So, this is the deal.  Shafts and camping.  Everyone else can kiss it, we all know Shafts are for camping as much as running around (and really, a lot of running to new campsites, but anyways).  something evil lurks in Tanki that needs to be addressed, and it's about Shafts, and it needs to be fixed.

 

"Inactivity".  So I'll paint a picture.  Large map, lots of open space, and a team that can actually take the fight to the enemy.  Good, right?  Shafts setup and take the important shots to clear the way to the Flag, awesome.  Your perch is so good you don't need to move.  You scope, seek, fire, repeat.  Here is the problem.  You are killing it, about 2 minutes or so into a battle, lovely K/D (especially the D, at ZERO), and "Disconnected", just like that,  You are in 2nd place, on the WINNING team.  Okay, so less complaining and more explaining.

 

The mult system seeks to find idle players, and after perusing the help and issue ticket site, its all about moving and turning the turret.

 

"So Fog, what's your point, you turn your turret, or at least I HOPE YOU DO?"

 

Yes, BUT, I tend to sit very still when not in scope to attract less attention.  So if I turn my turret, which I DO, in scope, what's up?  Simple, I'm thinking the code doesn't take into account turret movement in scope.  I've been ejected now from like 5 battles now if I forget to move a little between shots.  I think Tanki needs to modify the mult code for Shafts, and take into account scope and movement, or maybe just scope, where I have played in games where I have trained a shot on a point for up to a minute many times waiting for my "oh so predictable flag runner" to come shooting out of there ever constant exit with the flag so I can pop the first pursuer that gives chase.  We need a way for in scope to somehow be taken into account.

 

Now, I not proposing we simply exclude shafts from the list, that would simply mean every one would get shafts and drop them in, brick the spacebar, I get that but at least give the in scope turret movement value against the idle count.  In order to do this though, I'd make a post and ticket on the help/ticket site, and I had lots of people to rally around it.

 

So, first, anyone have this issue too, and, second, who would jump in and up vote such a thing?

 

Now, I don't have this problem since I move my hull every time I'm reloading to pass the time. While I don't suffer from this, I would like it to be tweaked so Shaft users wouldn't suffer from it. 

 

What I really want them to fix is that bug where if you cancel a scoped shot before the minimum sniping damage, the next shot would deal the minimum sniping damage no matter the charge. That messes me up because I have to go into the scope, shoot and then wait for the energy bar to fill back and by that time, the enemy is already out of sight with my team's flag. Or even when I need the sniping mode to finish a close range enemy, I can;t because I'd be dealing 3x less damage because of that stupid bug. 

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Well, not everyone get up and say something all at once, that would be too much.  Fine, gonna make a request later, I'll post the link to it when done.

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I was talking about the Hunter M0....

 

Light Capacitors isn't the best fit on Hunter anymore, but it is on Hornet. Just the sheer amount of kills you can get is why I've been rocking Hornet for a while now. Nobody expects you to be effective, and the fact that everyone equips Speed Boost when they spawn just gives you those free kills.

Ok, I decided to have some battles with my M1 Hornet + Light Capacitors before I made my decision on whether or not to buy M2 Hornet. Well, I have to say that it is a lot of fun being swift while using Shaft. 

 

I got a 16 kill streak from the start of the battle. I could have died twice over before that but nooooo, the Destabilisation Railguns must use double damage when a Shaft laser is pointing at their almost materialised tank. I was quite surprised he didn't use double armour. Not a smart player at all. 

16-kill-streak-with-Light-Capacitors.jpg

 

 

 Good-game-with-Light-Capacitors.jpg

 

Good-game-with-Light-Capacitors-2.jpg

 

 

I even had this gem in a Wolfenstein battle. While this doesn't really concern Light Capacitors since I could have achieved exactly what I did here with Stock Shaft but it does highlight Hornet's effectiveness. 

 

 

 Damn-Capactiors.png

 

 

If I remember correctly, III_TOSTER_III dropped maybe 7 golds in that battle. I caught the first one he dropped. That particular picture happened when the 7th one was dropped. 

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Absolutely. Don't pass this opportunity up.

Wow you're quick. I just realized, LCs is two ranks from now. Is Hornet good with S-b Es Shaft?

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Wow you're quick. I just realized, LCs is two ranks from now. Is Hornet good with S-b Es Shaft?

Better with Wasp. With Hornet, just play stock for now.

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