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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 took the liberty to do the math for the question above so lets place the values down shall we?

Assuming both shafts are at M4 they will both do on average of 705 per shot 

 

Now for the hornet M4 which has 2000 HP and a 35% protection, it will take the opponent 4-5 shots (Arcade) to take them down depending on how lucky they are. They can also used a fully charged shot dealing 1950 damage and then a partially charged shot of about 1050 (about 80% charge capacity).

 

For the M4 Hunter which has 3000 HP it would take 4 to 5 shots (Arcade) from the hornet or the hornet can also only let off a single fully charged shot to kill.

Now in all honesty I do lots of duels with shaft and when it comes down to situations like that, its really skill based. According to the math however, the Hornet has an overwhelming advantage over the Hunter. 

There is one more value to consider however. If the hunter has the Short-Band Emitter. then he will deal roughly 573 per shot which makes it only 4 (Arcade) shots to a successful kill. 

Ideally the hornet would use the rapid fire mode to immediately get 3 out of the 4-5 required shots and simply wait for the recharge.
In almost every case the odds are stacked against the Hunter.

This also heavily depends on the map type but that is more dependent per player.

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I took the liberty to do the math for the question above so lets place the values down shall we?

 

Assuming both shafts are at M4 they will both do on average of 705 per shot 

 

Now for the hornet M4 which has 2000 HP and a 35% protection, it will take the opponent 4-5 shots (Arcade) to take them down depending on how lucky they are. They can also used a fully charged shot dealing 1950 damage and then a partially charged shot of about 1050 (about 80% charge capacity).

 

For the M4 Hunter which has 3000 HP it would take 4 to 5 shots (Arcade) from the hornet or the hornet can also only let off a single fully charged shot to kill.

 

Now in all honesty I do lots of duels with shaft and when it comes down to situations like that, its really skill based. According to the math however, the Hornet has an overwhelming advantage over the Hunter. 

 

There is one more value to consider however. If the hunter has the Short-Band Emitter. then he/she will deal roughly 573 per shot which makes it only 4 (Arcade) shots to a successful kill. 

 

Ideally the hornet would use the rapid fire mode to immediately get 3 out of the 4-5 required shots and simply wait for the recharge.

In almost every case the odds are stacked against the Hunter.

You were absolutely correct!

 

For Hornet: Fully charge a shot and fire an arcade to finish off. However, he/she will pop a repair kit to undo the damage has done. It's the best to fire an arcade and then enter sniper shot. This will catching them off guard and very rarely to pop RK.

 

For Hunter: Fatal blow. No word to say. But again, you want to hide that laser. Fire an arcade 1st and then charge your shot to 80% (that's 2400 damage).

 

A little tip: When someone just entered sniper mode, circle strafe. It is best pair with Hornet due to the high drift (although your Viking works too), Eagle module and spam arcade shots.

 

That's what I did when I dealt with Shaft-Viking who have 25% protection.

 

That guy was mad and like "U WOT SHAFT-HORNET?!"

 

Me: *inserting troll face*

 

Hm.... I don't see you using Eagle module (although it is M0). It's the best to get M3 version on the next sale (try to wait for 50% discount). Eagle module will be definitely useful.

 

And welcome to this page!

Edited by FrozenRailgun

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You were absolutely correct!

 

For Hornet: Fully charge a shot and fire an arcade to finish off. However, he/she will pop a repair kit to undo the damage has done. It's the best to fire an arcade and then enter sniper shot. This will catching them off guard and very rarely to pop RK.

 

For Hunter: Fatal blow. No word to say. But again, you want to hide that laser. Fire an arcade 1st and then charge your shot to 80% (that's 2400 damage).

 

A little tip: When someone just entered sniper mode, circle strafe. It is best pair with Hornet due to the high drift (although your Viking works too), Eagle module and spam arcade shots.

 

That's what I did when I dealt with Shaft-Viking who have 25% protection.

 

That guy was mad and like "U WOT SHAFT-HORNET?!"

 

Me: *inserting troll face*

 

Hm.... I don't see you using Eagle module (although it is M0). It's the best to get M3 version on the next sale (try to wait for 50% discount). Eagle module will be definitely useful.

 

And welcome to this page!

Thanks for the welcome, I hope to meet some great shaft mains here. I usually play battles where supplies are shut off or very rarely when i do play with supplies, they are limited to the supply drops only.

 

Shaft has always been my favorite due to the dynamic properties it has, it can play any position on the battlefield.

I just play it as a super chaotic aggressive turret but lets not talk about that  ;)

The main reason I have yet to invest in a Shaft protection is because they rarely if ever give me any issues...

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Thanks for the welcome, I hope to meet some great shaft mains here. I usually play battles where supplies are shut off or very rarely when i do play with supplies, they are limited to the supply drops only.

The main reason I have yet to invest in a Shaft protection is because they rarely if ever give me any issues...

Well I am a Shaft main.

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Well at least it's not as annoying as Striker.

Get protection against striker then if it's so "annoying".

 

At least striker becomes less effective against protections.

 

Firebird don't care, it'll still go through protections like hot knife on butter. Smoky has many OP alterations, and so does railgun.

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Get protection against striker then if it's so "annoying".

 

At least striker becomes less effective against protections.

 

Firebird don't care, it'll still go through protections like hot knife on butter. Smoky has many OP alterations, and so does railgun.

i bought striker protection because i kept getting killed by cyclone launchers even if i used repair kit with titan.. 

 

after i bought the module... i was able to survive a full salvo when i used repair inbetween... only to realize that 8 rockets with only 0,15s inbetween each other were enough to flip my titan  <_< so yeah, i survive but have to waste 5 more seconds to self destruct and lose 10 points and 1 kill because of the protection. 

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Get protection against striker then if it's so "annoying".

 

At least striker becomes less effective against protections.

 

Firebird don't care, it'll still go through protections like hot knife on butter. Smoky has many OP alterations, and so does railgun.

Don't have that kind of money to begin with, and Striker's eight missile alteration is still gonna bring me down to like 25-30% hp with mammoth, while easily taking down the viking with one salvo.

 

Firebird goes through protections easily when no drugs are used in a battle. In matchmaking I always avoid large module protections because the moment you run out of ammo and they use a repair kit it's over.

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Don't have that kind of money to begin with, and Striker's eight missile alteration is still gonna bring me down to like 25-30% hp with mammoth, while easily taking down the viking with one salvo.

 

Firebird goes through protections easily when no drugs are used in a battle. In matchmaking I always avoid large module protections because the moment you run out of ammo and they use a repair kit it's over.

Why are you assuming that the firebird won't also have a repair kit ready to use?

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Why are you assuming that the firebird won't also have a repair kit ready to use?

I wasn't assuming fire wouldn't use a repair kit lol

 

Just went into a battle to try and find a situation that described what I posted, then came across a hammer with 40% fire module against my 24% hammer module which is kinda balanced. He ended up killing me after both of us used the repair kit cause my afterburn did very little damage to him.

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I wasn't assuming fire wouldn't use a repair kit lol

 

Just went into a battle to try and find a situation that described what I posted, then came across a hammer with 40% fire module against my 24% hammer module which is kinda balanced. He ended up killing me after both of us used the repair kit cause my afterburn did very little damage to him.

All things equal?  (except for turret and protection amount)...

 

That 16% difference in protection can be the difference of hammer needing to re-load clip a 2nd time.

24% means hammer can kill a medium hull in ~ 4.25 seconds.

32% means hammer needs 8.5 seconds to kill a medium hull.

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All things equal?  (except for turret and protection amount)...

 

That 16% difference in protection can be the difference of hammer needing to re-load clip a 2nd time.

24% means hammer can kill a medium hull in ~ 4.25 seconds.

32% means hammer needs 8.5 seconds to kill a medium hull.

Well at this rank it's hard to find players with a fire module less than 35%, but you make a good point and the outcome would've been different if the protections had been the same.

 

I forgot to mention however, it was a duplet hammer.

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Shaft with freezing or fire ability would be fun to use, you could freeze flag carriers or kill people with low health remaining with fire  

oh - now you've done it! :angry:   I mean - look at smoky alts...

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I have Shaft on another account, but I haven't used it in quite a while. Can any of you answer this question?

 

When a tank is close to a wall, the turret sinks into the wall and extends out the other side. This can be seen when Shaft is in Scope Mode. You can zero in on a Magnum's turret when it's higher than the wall and do some damage. But if a turret is peeking out the other side of a wall, can you zero in on that turret and do damage?

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I have Shaft on another account, but I haven't used it in quite a while. Can any of you answer this question?

 

When a tank is close to a wall, the turret sinks into the wall and extends out the other side. This can be seen when Shaft is in Scope Mode. You can zero in on a Magnum's turret when it's higher than the wall and do some damage. But if a turret is peeking out the other side of a wall, can you zero in on that turret and do damage?

Um... don't get it....

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I have Shaft on another account, but I haven't used it in quite a while. Can any of you answer this question?

 

When a tank is close to a wall, the turret sinks into the wall and extends out the other side. This can be seen when Shaft is in Scope Mode. You can zero in on a Magnum's turret when it's higher than the wall and do some damage. But if a turret is peeking out the other side of a wall, can you zero in on that turret and do damage?

Everything I have ever done indicates that no, the turret behaves like a sprite, but somehow, the barrel of turret, when it crosses the threshold of an object (the visual and physics bug in Tanki), it would appear that damage dealt to the exposed portion is no longer applied to the tank itself, which IS VERY INTERESTING, because in fact, YES YOU CAN target a tiny portion of the barrel that is visible from behind cover that IS NOT in contact with an object, and IT WILL deal damage.  I have killed MANY a magnum with this.  I sit, wait, and if they are consistently using the same angle to fire, I wait for a shot, and then when the recoil settles I use horizontal aiming to line up the shot, the vertical preplanned, and tag, and boom.  A lot die instantly because they don't DA up because they feel safe behind a wall.  It's great way to boost your K/D in a battle if you can find static Magnums camping in cover.

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I have Shaft on another account, but I haven't used it in quite a while. Can any of you answer this question?

 

When a tank is close to a wall, the turret sinks into the wall and extends out the other side. This can be seen when Shaft is in Scope Mode. You can zero in on a Magnum's turret when it's higher than the wall and do some damage. But if a turret is peeking out the other side of a wall, can you zero in on that turret and do damage?

I have tried and never been able to. I would be interested to know too. I quit trying after 2-3 attempts. Decided to use it on targets that were higher probabilities.

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I have tried and never been able to. I would be interested to know too. I quit trying after 2-3 attempts. Decided to use it on targets that were higher probabilities.

I remember trying that as well back when I used to use Shaft. I remember killing people with it but then that suddenly stopped after a while. This was many years ago.

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I have Shaft on another account, but I haven't used it in quite a while. Can any of you answer this question?

 

When a tank is close to a wall, the turret sinks into the wall and extends out the other side. This can be seen when Shaft is in Scope Mode. You can zero in on a Magnum's turret when it's higher than the wall and do some damage. But if a turret is peeking out the other side of a wall, can you zero in on that turret and do damage?

I hope not - since I doubt your target can actually fire through that wall...

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In 2013, there was a glitch for 2 days similar to hyperspace rounds alteration of Railgun, only much much more overpowered.

Shaft's shots still had piercing ability back then. If you fired an arcade shot through an enemy or teammate and hit an enemy behind that tank, it was instanty killed; no matter double armor. You literally had unlimited damage after the first tank your shot traveled through. 

 

I remember I was killing full drugged Mammoth M3's in Silence map with a Shaft M0 - no drugs and just arcade shots. It was madness.

I recorded this stuff and it is stored on the harddrive on my old laptop. Sadly though, I can't acces the videos anymore since my harddrive broke down years ago.

 

There is more footage around on youtube from other players but so far I haven't found it.

EDIT: nevermind, I found it. 

Edited by splitterpoint
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