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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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Apparently they made a small tweak to the behaviour of Shaft in HTML5 this update. Now after a sniping shot the tank is impossible to move until the camera is fully unzoomed. Before it was possible to move as soon as the shot was fired. Makes a pretty significant difference in terms of feel since I can't retreat as fast as before, but it's no biggie as I'm already getting used to it.

I assume this is how the turret behaved in Flash already?...

Edited by Catbird
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4 minutes ago, Catbird said:

I assume this is how the turret behaved in Flash already?...

I haven't used Flash in a while but I'm sure it was not bad like this. This is an inconvenience. It feels like the period where you can't move is longer than in Flash. 

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5 minutes ago, Catbird said:

 

I remember for HTML5, there was a feature that allowed you to move immediately after firing. However, since the scope is horrendous in HTML, I didn't play with it for too long. I can tell you that the current situation is how the turret behaves normally in Flash, however.

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10 hours ago, Catbird said:

Apparently they made a small tweak to the behaviour of Shaft in HTML5 this update. Now after a sniping shot the tank is impossible to move until the camera is fully unzoomed. Before it was possible to move as soon as the shot was fired. Makes a pretty significant difference in terms of feel since I can't retreat as fast as before, but it's no biggie as I'm already getting used to it.

I assume this is how the turret behaved in Flash already?...

Noticed this as well. I feel very uncomfortable using Shaft now, especially since I mostly used Shaft for quickscopes and mobile sniping; I find this very hard to do now. 

Thanks for this "tweak" , I hate it

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17 hours ago, Tidebreaker said:

I can tell you that the current situation is how the turret behaves normally in Flash, however.

Thanks for confirming, otherwise it would have seemed like a change that came out of nowhere. I suppose this might be a sign they're slowly trying to harmonize the behaviour of the turret. While it worries me a bit as someone who first learned to use Shaft in HTML5, it's probably a good sign for the majority of players.

Having had more time to test it out, it doesn't seem to affect my gameplay too much, as I don't think the extra time to move was enough for me to dodge shots before anyways. But it sure is annoying to be just stuck there waiting for the camera to come back.

Edited by Catbird

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Ares is arguably the best hull for Shaft right now, competing against Hornet's raw offensive power with ergonomics and survivability.

  • Negligible hull bobbing when scoping during movement
  • Innate recoil stabilization under fire, similar to Vulcan gyro
  • Inertial movement allows you to get an extra few degrees of LoS around a corner
  • High HP for camping comfortably
  • Slightly faster than Titan to push the midfield or shift position
  • OD can be used to shoo-off nearby enemies and/or regenerate HP for yourself (and teammates)
  • Like 2

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7 hours ago, Azonyx said:

Ares is arguably the best hull for Shaft right now, competing against Hornet's raw offensive power with ergonomics and survivability.

  • Negligible hull bobbing when scoping during movement
  • Innate recoil stabilization under fire, similar to Vulcan gyro
  • Inertial movement allows you to get an extra few degrees of LoS around a corner
  • High HP for camping comfortably
  • Slightly faster than Titan to push the midfield or shift position
  • OD can be used to shoo-off nearby enemies and/or regenerate HP for yourself (and teammates)

Very interesting. I may just try Shaft/Ares on an alt account.

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Alright everyone, go vote, I'm trying to do this right, rather than write some long monologue about how I "really feel" about Tanki.  Being proactive, "influencer", and all that bone headed blubber.

Go Vote:
 

 

Edited by FogOfWar_XXX
Me lern spell bet-her

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14 hours ago, Azonyx said:

Ares is arguably the best hull for Shaft right now, competing against Hornet's raw offensive power with ergonomics and survivability.

 

  • Innate recoil stabilization under fire, similar to Vulcan gyro
  • Inertial movement allows you to get an extra few degrees of LoS around a corner
  • High HP for camping comfortably
  • Slightly faster than Titan to push the midfield or shift position
  • OD can be used to shoo-off nearby enemies and/or regenerate HP for yourself (and teammates)

i use shaft for camping and quickscope and this is my opinion about Ares:

  • ares is a huge and u need to show the whole hull, anyone can notice it if u will camping.
  • Inertial movement don't let u shootting correctly and if anyone shoot u Ares will rotate and keep rotating.
  • u cant use sniping mode on slope way to kill who is above u or under.

And the last important thing is: "resistance" it's too hard to kill someone has 50% resistance.
Ares is good if u will use "Rapid-fire mode" but i believe the Dictator better than Aares in camping and attacking the OD can regenerate HP for yourself and teammates and give them supplies, even Hunter and his OD is better than ares in Arcade mode.

still hornet is best hull for shaft :))

Edited by Madao00

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On 8/23/2020 at 4:18 AM, enri_chill said:

Please fix the HTML5 shaft in sniping mode. It is unplayable in battles that have quality opponents.

i think this will be like forever...

Edited by Madao00
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3 hours ago, Madao00 said:

i think this will be like forever...

I love shaft and nothing is any better than using LC on a fast moving map...I cannot begin to hit opponents in sniping mode on HTML...

So that drives me to Vulcan, Thunder, Rico and SMoky...or I compromise my soul and use the Rapid Fire augment?

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12 minutes ago, enri_chill said:

I love shaft and nothing is any better than using LC on a fast moving map...I cannot begin to hit opponents in sniping mode on HTML...

So that drives me to Vulcan, Thunder, Rico and SMoky...or I compromise my soul and use the Rapid Fire augment?

No shame in using what's available.

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20 minutes ago, At_Shin said:

It might be possible if you enable mouse controls.

I already use a mouse,  and never use a keyboard, I don't know how people can use a keyboard :))
anyway thanks i found a way:
decrease the mouse sensitivity from the computer settings for sniping mode and increase the mouse sensitivity from the game for arcade mode. 

Edited by Madao00
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9 hours ago, Madao00 said:

I already use a mouse,  and never use a keyboard, I don't know how people can use a keyboard :))
anyway thanks i found a way:
decrease the mouse sensitivity from the computer settings for sniping mode and increase the mouse sensitivity from the game for arcade mode. 

that seems like a lot of work for only 7 minutes of sniping. Developers should fix this problem, I am not willing to change my computers settings solely for this game

Edited by BloodPressure
typo
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I hope the devs fix the shaft's fast sniper upwards and downwards movement soon... It is soo annoying and the flash had much better stability!

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1 hour ago, Truthteller said:

Could somebody brief me on the changes that happened to shaft in 2020? I was inactive

April 30 (Update 600) :

Spoiler

Augment for Shaft «Heavy capacitors»:
Horizontal aiming speed decrease removed.
Augment for Shaft «Light capacitors»:
Horizontal aiming speed increase is now 100% instead of 30%

June 19 (Update 608) :

Spoiler

Shaft:
Energy recovery rate after a sniper shot increased by 40%.
“Rapid-fire mode” Augment for Shaft:
Removed the damage penalty in sniping mode;
Slowed the rate of energy recovery after each shot;
Increased the rate of fire.

July 1 (Update 609) :

Spoiler

Shaft:
Decreased range of max damage by 50%:
Mk1: 40 → 20;
Mk2: 44,61 → 22,30;
Mk3: 46,47 → 23,24;
Mk4: 48,82 → 24,41;
Mk5: 51,76 → 25,89;
Mk6: 53,53 → 26,77;
Mk7: 55,29 → 27,65;
Mk7+: 60 → 30.
Decreased range of min damage by 40%:
Mk1: 50 → 30;
Mk2: 54,61 → 32,77;
Mk3: 56,47 → 33,88;
Mk4: 58,82 → 35,29;
Mk5: 61,76 → 37,06;
Mk6: 63,53 → 38,12;
Mk7: 65,29 → 39,17;
Mk7+: 70 → 42.
Shaft’s «Rapid-fire mode» augment:
Increased maximum rate of fire from 270 ms to 375 ms.
Energy reload speed decrease is now 50% instead of 40%.

 

Courtesy of  @Tidebreaker 

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Wow, when read together, it's is absolutely appalling the amount of flux and "whatever" this turret is given in such a short period of time.  It is by far the most maligned and abused turret by the devs in terms of player sat and consistency.  SMH.

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im angry cuz i loved this game and i wasted 708 hwrs from my live to something i love it.
but in the end they dont listen to us.
its hurt man.

Edited by Madao00

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So I've ranted everywhere else but here for a while.  Of course, can't say much here.  We're the most thoughtful and pensive of all players (read the page counts for "Let's Discuss <<insert turret here>>", the next closest has I think about 2/3rds the amount posts, and the numbers plummet from there).  It's frustrating as hell to see them do what they're doing.  Hazel in clever, he has cornered our turret and now will let it languish into obsolesce, since were the loudest of the "anti-looney tunes concepts", and the most well spoken most often (I know, I'm rude as hell most of the time, but I call it like it is too) than not.  If they mess with us too much we sound out here, not that it matters much but we do much more volume in content, so someone reads it.  Don't give us active grief, the damage is done, now just make life too hard to play.  How are we going to snipe these things, tell me someone.  Lasers flaring and they can see them and avoid them and we can't turn nearly fast enough to engage them.  Imagine firebird + hopper.  It just bounces into your defensive position and starts attacking you from inside or behind, and then, when you do get a chance to maybe get a shot off, it rockets away apply further after burn?

Might as introduce an AA gun now in tanki, were gonna need them.

I'm so tired of the cheese moving all the time.

 

Alright, burnt out already from posting elsewhere.

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