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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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I've been enjoying taking down Railgunners more than Shafters as of late. My favourite was when I took out a flag carrying Railgunner from close behind, saved the flag and successfully took down 2 other Railgunners trying to get shots at me at point blank range. All it needed was to keep my turret pointed to one side, go round in circles with the enemy, predict their next shot, which they normally will make immediately after reload, and change the direction in which I'm going (say clockwise to anticlockwise).

 

For those thinking Shaft is too easy to use, try learning to predict an enemy's next shot. Camping isn't all we do

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Hi all!

 

Been using shaft for some time now, starting before the re-balance (with another account, when the laser light was incorporated) till today.

 

I can understand the need for re-balance and the laser light. Till then I was having a whale of a time with my shaft because they never knew where the shot was coming from.

 

But that's that. Once that single big advantage was taken off, I find that the shaft is now abysmally low in utility. I am not here for the ranks or the crystals but to have a great time facing the challenge of a battle. So you can say I am mighty disappointed now. Just because a turret was this powerful is no reason to send it to the very end of the line. You can see that my point is valid when you look at the number of players playing with shaft in the higher ranks.

 

I am sure most of you are familiar with the specific issues of shaft today. And I feel it needs an urgent re-balance. This is what I suggest:

At present, when you are in scope mode, automatically you become visible because of the laser. But if you want to go for another view, then the only option is to fire the shot. But then you have to wait for reload before you can fire again. When there's an enemy nearby and you get out of scope mode to deal with him, you cant even shoot because of the reload time. Now how fair is that?

It is nowhere close to realistic to force a sniper to fire in order to look outside the scope. That's a really crazy limitation.

So from the point of view of re-balance as well as to bring in more realism, I feel the shaft must be able to get out of scope mode without firing a shot. At least this much the tanki team should do for this once awe-inspiring turret.

 

All the best!

Underpowered? It can easily take out hornets and wasps without dp. With dp it can one shot anything. Plus you can camp the laser on something, pinning a tank to cover untill either:

1. comes out and dies

2. teammate takes the shot

3. shaft is destroyed

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Just a note to all the obliviots out there, especially those around long enough to know better. If you BUMP a Shaft when he is taking a shot, you will probably get him killed and yourself as well. It's plain stupid. Go around him.

Remember:

I can leave, join the other team, and start shooting JUST ONE PLAYER. Eventually they may get the message.

 

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So from the point of view of re-balance as well as to bring in more realism, I feel the shaft must be able to get out of scope mode without firing a shot.

Amen. Having to waste a shot because you're spinning or just have to move is stupid. They must have wanted to seriously nerf the shaft.

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I've been enjoying taking down Railgunners more than Shafters as of late. My favourite was when I took out a flag carrying Railgunner from close behind, saved the flag and successfully took down 2 other Railgunners trying to get shots at me at point blank range. All it needed was to keep my turret pointed to one side, go round in circles with the enemy, predict their next shot, which they normally will make immediately after reload, and change the direction in which I'm going (say clockwise to anticlockwise).

 

For those thinking Shaft is too easy to use, try learning to predict an enemy's next shot. Camping isn't all we do

OH boy. I wanna learn some of your moves!

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shaft is a very powerful turret and is the strongest out of all turrets.at m3 the shaft does around 200 damage!

thats powerful enough to destroy a m2 mammoth with one fully charged shotm3 shaft and m3 mammoth 

incorrect. actually M2 SHAFT does 200 dammage

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Shaft is a good weapon for those war where you have someone leading the offence on the other team.

or if your like me and you hide in stupid where the enemy least expects you.. you can do a tonne of damage.

I find that shaft is the most important turret in battles, cause it helps your buddy's upfront battling have a better change getting a flag or more kills

And lets just all amid it we all feel great when save a team member from getting killed when you nail a enemy going after your team members.

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Hi all!

 

Been using shaft for some time now, starting before the re-balance (with another account, when the laser light was incorporated) till today.

 

I can understand the need for re-balance and the laser light. Till then I was having a whale of a time with my shaft because they never knew where the shot was coming from.

 

But that's that. Once that single big advantage was taken off, I find that the shaft is now abysmally low in utility. I am not here for the ranks or the crystals but to have a great time facing the challenge of a battle. So you can say I am mighty disappointed now. Just because a turret was this powerful is no reason to send it to the very end of the line. You can see that my point is valid when you look at the number of players playing with shaft in the higher ranks.

 

I am sure most of you are familiar with the specific issues of shaft today. And I feel it needs an urgent re-balance. This is what I suggest:

At present, when you are in scope mode, automatically you become visible because of the laser. But if you want to go for another view, then the only option is to fire the shot. But then you have to wait for reload before you can fire again. When there's an enemy nearby and you get out of scope mode to deal with him, you cant even shoot because of the reload time. Now how fair is that?

It is nowhere close to realistic to force a sniper to fire in order to look outside the scope. That's a really crazy limitation.

So from the point of view of re-balance as well as to bring in more realism, I feel the shaft must be able to get out of scope mode without firing a shot. At least this much the tanki team should do for this once awe-inspiring turret.

 

All the best!

Hit the <ENTER> key twice while in scope mode..

Edited by Gambit

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Im pretty sure that was with drugs.

Actually, at this point in my rank, EVERYBODY drugs, so it's natural that I drug back. B) (Although I had no first aid kits left)

Also, Shaft is M4 B).

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Actually, at this point in my rank, EVERYBODY drugs, so it's natural that I drug back. B) (Although I had no first aid kits left)

Also, Shaft is M4 B).

I wonder if my tank, Hornet m2 modified to m3 specs, with Winter paint, would last a single arcade mode shot at least hehe.

 

Edit: Looks like if I just fully upgrade my paint, I'll just survive a fully powered shot, but I'll be taken down to 1 hp :/

Edited by Kid95

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OH boy. I wanna learn some of your moves!

 

Well I don't game much to end up teaching others, but if you did live nearby I'd teach you some bodyweight workout though:D

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OH boy. I wanna learn some of your moves!

It's all about learning the reload time of each turret. In my experience, the turrets most immune to this are smoky and vulcan. Facing off with thunder, it would be better to do it as close as possible so splash damage is self-inflicted. Chances of winning against a bad Rico or Twins player than against a good one - its just about where you are positioned around them. Firebird and Freeze would get you before you can get them since short range is their special area.

 

As for Shaft and Railgun, it gets fun going round in circles trying to kill them at point blank before they do you. Long reload time gives you an idea of when they will fire their next shot, which is usually immediately after reload is complete. At that point consider changing your direction of revolution just before they fire that shot so that they get fooled into firing away from you. Shooting the hull at the corners may also help divert their shots so you get an advantage.

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