Jump to content
EN
Play

Forum

Let's Discuss Shaft!


 Share

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


Recommended Posts

On 6/14/2020 at 10:19 AM, coconuttree said:

At this point, I wonder if shaft is going to get fixed at all in html5. I guess we have to settle with what it is now. : (

is it bad? I've only used it in Flash.

Share this post


Link to post
Share on other sites

4 minutes ago, coconuttree said:

Yeah. It feels unstable and easy to miss. But I have kinda got used to it.

Man, just when I decided that my secondary turret will be Shaft I hear that....

Spoiler

Thomas Had Never Seen Such Bullshit Before | Know Your Meme

 

Share this post


Link to post
Share on other sites

16 minutes ago, F41TH said:

Man, just when I decided that my secondary turret will be Shaft I hear that....

  Reveal hidden contents

Thomas Had Never Seen Such Bullshit Before | Know Your Meme

 

Try it in the test server. Maybe you won't have a problem. Shaft is still a great turret. It is a monster after the recent buff.

  • Like 2

Share this post


Link to post
Share on other sites

15 minutes ago, hleiseme said:

nerf this gun i very hate it 

this gun for little babe

stop crying about shaft for gods sake .i guess ur such a noob  with it that u hate getting killed by it . shaft requires a lotta skills to use .if anything should be nerfed ,its gauss .ur a staff sergeant .rank upto the high ranks ,then u'll see which turret needs a nerf and which doesn't

Edited by sharifsahaf
  • Like 2
  • Haha 3

Share this post


Link to post
Share on other sites

6 minutes ago, sharifsahaf said:

shaft requires a lotta skills to use .

Not RFM.  It's a broken alteration - especially now that they removed the damage nerf.   It's like duplet up close and remains sniper from afar.  Best of both worlds.

  • Like 1

Share this post


Link to post
Share on other sites

On 6/29/2020 at 4:21 PM, ridone said:

Shaft looking so popular in these days , Can't wait for Shaft LGC !!!!!

It is nice to have the turret hold its own now. Before it was on the weak side overall. Now it is moving up with the recent buff. It has long been my favorite turret...I prefer team strategies and creating spaces for team members to score!!!

Share this post


Link to post
Share on other sites

12 hours ago, enri_chill said:

Wow...the nerf on the shaft is a bit worse than before. It is unplayable in the midrange now. Back to Rico and smoky.

Actually Shaft is meant to be a snipers rifle, making it effective at close-range takes away the entire purpose of this turret. So decreasing its max- and min- range is understandable, even though it feels uncomfortable in a way. Taking the two Shaft-updates as one general change, Shaft has taken on a more passive role on the battlefield by improving sniping and decreasing arcade-effectiveness.

Rapid Fire Mode got the chance to be more useful at longer range rather than being a close-combat fighter - which I am fine with - but in general, Rapid Fire Mode did get nerfed straight to the ground for it is not good at closer range anymore - all I have to do is keep sufficient distance from that player; I do notice an incredibly large decrease in dealt damage of the augment - which is a great relief compared to the previous RFM-Hornet-meta, but now Rapid Fire Mode performs rather underwhelming. 
I also feel bad for the augment Short-band Emitters, prior to the update this augment had its niche, now with the shortened range SBE finds itself in an awkward position

  • Like 2

Share this post


Link to post
Share on other sites

20 minutes ago, BloodPressure said:

Actually Shaft is meant to be a snipers rifle, making it effective at close-range takes away the entire purpose of this turret. So decreasing its max- and min- range is understandable, even though it feels uncomfortable in a way. Taking the two Shaft-updates as one general change, Shaft has taken on a more passive role on the battlefield by improving sniping and decreasing arcade-effectiveness.

Rapid Fire Mode got the chance to be more useful at longer range rather than being a close-combat fighter - which I am fine with - but in general, Rapid Fire Mode did get nerfed straight to the ground for it is not good at closer range anymore - all I have to do is keep sufficient distance from that player; I do notice an incredibly large decrease in dealt damage of the augment - which is a great relief compared to the previous RFM-Hornet-meta, but now Rapid Fire Mode performs rather underwhelming. 
I also feel bad for the augment Short-band Emitters, prior to the update this augment had its niche, now with the shortened range SBE finds itself in an awkward position

RFM is so freaking useless now ,unless its at point blank range (like duplet) .The other day there was this shaft with RFM say 3 mammoth away from me .he began taking arcade  shots at me .i scoped in and shot the hornet rail beside the shaft as that was more of a threat .then i scoped  in and got rid of the shaft .he unloaded almost 6 shots into me and they barely made a dent.lmaoo

  • Like 1

Share this post


Link to post
Share on other sites

9 hours ago, BloodPressure said:

Actually Shaft is meant to be a snipers rifle, making it effective at close-range takes away the entire purpose of this turret. So decreasing its max- and min- range is understandable, even though it feels uncomfortable in a way. Taking the two Shaft-updates as one general change, Shaft has taken on a more passive role on the battlefield by improving sniping and decreasing arcade-effectiveness.

Rapid Fire Mode got the chance to be more useful at longer range rather than being a close-combat fighter - which I am fine with - but in general, Rapid Fire Mode did get nerfed straight to the ground for it is not good at closer range anymore - all I have to do is keep sufficient distance from that player; I do notice an incredibly large decrease in dealt damage of the augment - which is a great relief compared to the previous RFM-Hornet-meta, but now Rapid Fire Mode performs rather underwhelming. 
I also feel bad for the augment Short-band Emitters, prior to the update this augment had its niche, now with the shortened range SBE finds itself in an awkward position

Well, I understand the "sniper" side of things, but (assuming you remember) the olden days of "Campers" who would DA and RK all game long with minimum movement. Everyone hated it/them. I hated playing that way and decided to try to move and engage more than sitting in one place. I have long used shaft (although in all fairness I tend to use medium range turrets the most) and have long loved light Capacitors. I bought every augment for the shaft but never enjoyed using any of them other than LC. After the buff to RFM I enjoyed the freedom of being more in the open. Odd that the OP meta only lasted a week or so...I remember other OP metas lasting for month(s). Bummer.

 

Regardless, I prefer a midfield role and will ditch the shaft unless using LC...it can still perform somewhat helpfully for the team in the midfield with LC. Totally agree with you on RFM and SBE, both are completely wrecked by the hyper-Nerf of range. I was landing shots in the medium distance the day I noticed the nerf...70-80 points of damage per shot...while getting destroyed by every turret (smoky, thunder, rico, twins, etc.). It now has the lowest DPS of any turret in the midfield. Again, bummer. Don't think it should be relegated to only sniping.

  • Like 1

Share this post


Link to post
Share on other sites

Can someone explain to me why SBE is wrecked by an across the board shaft range change? Doesn't it have exactly the same upsides and downsides as it already did compared to stock? I'm clearly missing something.

  • Like 1

Share this post


Link to post
Share on other sites

14 hours ago, enri_chill said:

 

The RFM-meta lasted for a long while indeed but it wasn't before the first of the two recent Shaft-updates when RFM got stronger overall by the increased firing rate and removal of the sniping penalty. This buff was not needed at all for RFM was an already (too) powerful augment, its increased effectiveness at close/mid-range combat was fairly compensated by giving it a penalty in sniping-damage. 

I, too, mainly use Light Capacitors, it has proven to be most useful out of the four (now 5) augments - it allows a player to go out into the open, so if a Shaft-player prefers a mid-field role this augment suits best. 
Shaft is still capable of dealing with enemies closeby but only at meelee-range, making it far less useful. In my opinion, this is fair; Shaft shouldn't be able to transform from a long-range expert to a close-combat killing machine - if you want to fight up-close, choose one of the other 13 weapons. 

 

5 hours ago, Ethiaa said:

Can someone explain to me why SBE is wrecked by an across the board shaft range change? Doesn't it have exactly the same upsides and downsides as it already did compared to stock? I'm clearly missing something.

Short-Band Emitter focuses on Shaft's arcade-mode: allowing you to fire more powerful projectiles, at a slower rate, than the Stock version and other augments. Previously, you were able to deal some heavy damage with SBE's arcade shots while keeping sufficient distance. Now that arcade-shots have been nerfed, this damage increase is almost unnoticeable; and because of SBE's slower firing mechanisnm, using it on meelee-range is not a clever thing to do - therefore, SBE has drastically decreased in value and effectiveness.
You can still use SBE to snipe with, since it has a larger minimum sniping damage, but other than that this augment does not have much to offer anymore. 

Edited by BloodPressure
Typos and grammar

Share this post


Link to post
Share on other sites

OK, I wasn't missing anything then. It's still an obvious thing to equip instead of stock - it increases sniping potential while giving a tiny buff to arcade damage which is irrelevant given that it's not that useful at all now. It would seem silly not to play with SBE on that basis (if you don't have something else you want to use that is).

Share this post


Link to post
Share on other sites

I actually think stock arcade shots are better. I played with SBE for half a year before switching to standard just to see how it was. And I found it better. SBE even decreases the dps. At the current asking price, it's not worth it IMO.

  • Like 1

Share this post


Link to post
Share on other sites

Got it from a tainer so no cost. I can't see a reason not to use it - the downside feels even less of a downside now if anything.

Share this post


Link to post
Share on other sites

36 minutes ago, Ethiaa said:

Got it from a tainer so no cost. I can't see a reason not to use it - the downside feels even less of a downside now if anything.

You fire shots at slower rate and with not much difference in damage, so concerning arcade shots you are better of using the stock version. Sniping might seem as a pro, but you rarely shoot your snipe-shot at the very beginning of charging - that saying, you do want to fire a decently/fully charged shot - so you really arent gaining much benefits with that either. 

 

Share this post


Link to post
Share on other sites

19 minutes ago, BloodPressure said:

Sniping might seem as a pro, but you rarely shoot your snipe-shot at the very beginning of charging

It isn't just at the beginning of charging. Since damage increases linearly while charging, starting at a higher value benefits any shot that is not max damage. It is significantly better at quick scoping and can kill light hulls with very little charging. 

It boils down to the preference of the user to decide between stock and SBE.

  • Like 2

Share this post


Link to post
Share on other sites

1 hour ago, coconuttree said:

It isn't just at the beginning of charging. Since damage increases linearly while charging, starting at a higher value benefits any shot that is not max damage. It is significantly better at quick scoping and can kill light hulls with very little charging. 

It boils down to the preference of the user to decide between stock and SBE.

For quick-scoping, Light Capacitors is the better option out of the other augments, with Stock and SBE it is best to charge your shot as much as possible. I did not know the increased sniping damage applied to any non-maxed shot, I thought it was only the case with the lowest amount of damage, but even so: the longer you wait for a shot to charge, the smaller this increase in damage becomes. So apart from a 'quick scope' it does not outperform Stock significantly

  • Like 1

Share this post


Link to post
Share on other sites

On 6/21/2020 at 9:21 AM, hleiseme said:

nerf this gun i very hate it 

this gun for little babe

The baby is you, who can't stand being one shotted.  Poor little tanky wanky tanker.  Can't press 1 or use a drone to save yourself EVERYTIME.  That's right little tanker, you're not invincible, big gun make you go pop, ruined your little plans, so sorry.  Just go drug and slug it out with the other little 12345'ers and resign yourself to the fact that this turret was built exactly to kill people like you.  Oh well.

  • Haha 4

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...