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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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6 minutes ago, qwds said:

If there's anyone here good at math, it would be interesting to see damage per minute of Shaft's arcade shot vs. the other mid and long range turrets.

Anyone willing to help out? It might be difficult with the critical hit damage, but maybe it can be done... ?

Damage per minute on Shaft's arcade is rather impractical to calculate.

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52 minutes ago, FrozenRailgun said:

Damage per minute on Shaft's arcade is rather impractical to calculate.

Why's that?

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33 minutes ago, FrozenRailgun said:

Mainly because Shaft does not focus on Damage Per Second thing.

 

What do you mean? 

Damage per minute can be calculated by looking at the stats of the turrets I believe.

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2 hours ago, qwds said:

What do you mean? 

Damage per minute can be calculated by looking at the stats of the turrets I believe.

DMG per sec or DMG per min are meaningless to high-damage turrets. 

It's the ability to one (or two) shot an enemy that matters.

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11 hours ago, wolverine848 said:

DMG per sec or DMG per min are meaningless to high-damage turrets. 

It's the ability to one (or two) shot an enemy that matters.

I know, but my question was about Shaft's arcade shot and how the arcade shot's damage output compares to other turrets, in particular Smoky and Thunder.

If that's meaningless or not to know is your opinion. I think it's quite interesting.

Edited by qwds

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I just tried out the new Rapid Fire Mode and.. it's probably the best Shaft augment now. Here's why:

Everyone knows 50% protection is a b---h. So when there are a lot of Eagle modules in the match, sniping mode is pretty much useless anyway. Critical damage is what champions the game nowadays, and you get that sweet sweet critical hit with arcade shots.

The +167% recharge rate makes it so you can go from 0 energy to full energy in around 3.74 sec- which is around the time it used to take to recover energy for one arcade shot before. This increased longevity makes it so that the time it takes to recover energy for one arcade shot is roughly equal to the reload time for stock arcade shots. Sometimes I even find that I have energy for more shots than I anticipated.

In short, RFM's sniping mode has been deleted but sniping is useless against Eagle modules and if someone's unprotected, 3-5 arcade shots can probably finish them off just the same. Plus you don't have to guess how much energy to charge and you get critical damage as well. Sweet. This recharge rate buff really makes all the difference. ❤️

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1 hour ago, Me0w_XP said:

I just tried out the new Rapid Fire Mode and.. it's probably the best Shaft augment now. Here's why:

Everyone knows 50% protection is a b---h. So when there are a lot of Eagle modules in the match, sniping mode is pretty much useless anyway. Critical damage is what champions the game nowadays, and you get that sweet sweet critical hit with arcade shots.

The +167% recharge rate makes it so you can go from 0 energy to full energy in around 3.74 sec- which is around the time it used to take to recover energy for one arcade shot before. This increased longevity makes it so that the time it takes to recover energy for one arcade shot is roughly equal to the reload time for stock arcade shots. Sometimes I even find that I have energy for more shots than I anticipated.

In short, RFM's sniping mode has been deleted but sniping is useless against Eagle modules and if someone's unprotected, 3-5 arcade shots can probably finish them off just the same. Plus you don't have to guess how much energy to charge and you get critical damage as well. Sweet. This recharge rate buff really makes all the difference. ❤️

very interesting for sure, but will likely go through some tweaking in the near future

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17 hours ago, Me0w_XP said:

I just tried out the new Rapid Fire Mode and.. it's probably the best Shaft augment now. Here's why:

Everyone knows 50% protection is a b---h. So when there are a lot of Eagle modules in the match, sniping mode is pretty much useless anyway. Critical damage is what champions the game nowadays, and you get that sweet sweet critical hit with arcade shots.

The +167% recharge rate makes it so you can go from 0 energy to full energy in around 3.74 sec- which is around the time it used to take to recover energy for one arcade shot before. This increased longevity makes it so that the time it takes to recover energy for one arcade shot is roughly equal to the reload time for stock arcade shots. Sometimes I even find that I have energy for more shots than I anticipated.

In short, RFM's sniping mode has been deleted but sniping is useless against Eagle modules and if someone's unprotected, 3-5 arcade shots can probably finish them off just the same. Plus you don't have to guess how much energy to charge and you get critical damage as well. Sweet. This recharge rate buff really makes all the difference. ❤️

I agree that it is probably more powerful on some maps but I don't think it's fair to instantly write off AP Shaft with its double scope playstyle or the sheer obnoxiousness of Healing Emitters. Also consider the following: Short-Band Emitters.

It deals 991 damage with a 2.01 second reload - practically identical to stock Thunder. Also, it lets you break the 2k damage barrier on a quick scope about as fast as Light Capacitors does - whilst retaining the capacity to charge past 3k damage.

It is one of the top tier all rounders in the "nearly 1k damage, 2 second template" category - it competes quite nicely with Sledgehammer, RRE, and Adrenaline Thunder, by bringing versatility rather than raw power. 

I will agree that RFM quite comfortably competes with things like berserk, plasma torch, blunderbuss, and duplet, and actually reaches very close to Helios as well. Frankly, I think it's just nice that we have two solid free to play Shaft augments lol

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Can anyone say how much the reload time in sniping mode was increased with the recent update in the high ranks  (Mk7, Mk7+) from what they were before?

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2 hours ago, qwds said:

Can anyone say how much the reload time in sniping mode was increased with the recent update in the high ranks  (Mk7, Mk7+) from what they were before?

Recovery rate spans from 69-100 now instead of 100-100.

 

Mk7+ is unchanged. Mk7's reload is 10.78 seconds. 

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2 hours ago, TheCongoSpider said:

Recovery rate spans from 69-100 now instead of 100-100.

 

Mk7+ is unchanged. Mk7's reload is 10.78 seconds. 

Sorry but I don't know what recovery means. I couldn't find anything called recovery in Shaft's stats on wiki.

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9 minutes ago, qwds said:

Sorry but I don't know what recovery means. I couldn't find anything called recovery in Shaft's stats on wiki.

Recovery is the rate at which Shaft reloads after a sniper shot.

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8 minutes ago, Me0w_XP said:

Recovery is the rate at which Shaft reloads after a sniper shot.

So 100 is Mk7+'s reload time and 69 is Mk1's?

Edited by qwds

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Just now, qwds said:

 

Energy turrets, those primarily being Firebird, Freeze, Isida, Ricochet and Shaft, have a maximum capacity of 1,000 energy. Each of these turrets have different rates at which this energy is spent and replenished. Taking Freeze as an example. It has an energy consumption of 125/sec when firing. It will take 8 seconds to empty the tank if fired continuously. It then has an energy recovery rate of 111/sec. It will take 9 seconds in total to fully replenish all of its energy after it has been fully depleted.

 

Some deplete them in different ways. Shaft depletes energy when charging a sniping shot and requires 1,000 energy to enter it. Firebird, Freeze and Isida have their energy recovery paused when firing. Ricochet will always be recovering energy even while firing. 

 

The reload after a sniping shot was previously fixed at "10 seconds", meaning it has a recovery rate of 100/sec, 1000 divided by 10. The current reload ranges from 14.5 seconds to 10 seconds across the modifications. That is, MK1 will have a recovery rate of 69/sec and Mk7+ will have a recovery rate of 100/sec. 

 

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12 minutes ago, TheCongoSpider said:

Energy turrets, those primarily being Firebird, Freeze, Isida, Ricochet and Shaft, have a maximum capacity of 1,000 energy. Each of these turrets have different rates at which this energy is spent and replenished. Taking Freeze as an example. It has an energy consumption of 125/sec when firing. It will take 8 seconds to empty the tank if fired continuously. It then has an energy recovery rate of 111/sec. It will take 9 seconds in total to fully replenish all of its energy after it has been fully depleted.

 

Some deplete them in different ways. Shaft depletes energy when charging a sniping shot and requires 1,000 energy to enter it. Firebird, Freeze and Isida have their energy recovery paused when firing. Ricochet will always be recovering energy even while firing. 

 

The reload after a sniping shot was previously fixed at "10 seconds", meaning it has a recovery rate of 100/sec, 1000 divided by 10. The current reload ranges from 14.5 seconds to 10 seconds across the modifications. That is, MK1 will have a recovery rate of 69/sec and Mk7+ will have a recovery rate of 100/sec. 

 

Thanks for the explanation! I really appreciate it.

Could you say whether the reload time decreases in a smooth decline from Mk1 to Mk7, or if it's significantly longer in Mk1, Mk2 etc before quickly increasing close to 10 sec?

I'm asking because I play on a new acc with Mk1 Shaft.

Edited by qwds

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8 minutes ago, qwds said:

Could you say whether the reload time decreases in a smooth decline from Mk1 to Mk7, or is it significantly longer in Mk1, Mk2 etc?

I'm asking because on my new acc with Mk1 Shaft I hope to get close to 10 sec old reload asap.

Maximum reload time after a sniping shot, approximated to the nearest tenth:

 

Mk1 - 14.5

Mk2 - 13.1

Mk3 - 12.6

Mk4 - 12.1

Mk5 - 11.5

Mk6 - 11.1

Mk7 - 10.8

Mk7+ - 10

 

Time it takes to fully charge a sniping shot with Stock, approxmated to the nearest tenth:

 

Mk1 - 5

Mk2 - 4.3

Mk3 - 4.1

Mk4 - 3.9

Mk5 - 3.6

Mk6 - 3.5

Mk7 - 3.3

Mk7+ - 3

Edited by TheCongoSpider

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4 minutes ago, TheCongoSpider said:

Maximum reload time after a sniping shot, approximated to the nearest tenth:

 

Mk1 - 14.5

Mk2 - 13.1

Mk3 - 12.6

Mk4 - 12.1

Mk5 - 11.5

Mk6 - 11.1

Mk7 - 10.8

Mk7+ - 10

 

Time it takes to fully charge a sniping shot with Stock, approxmated to the nearest tenth:

 

Mk1 - 5

Mk2 - 4.3

Mk3 - 4.1

Mk4 - 3.9

Mk5 - 3.6

Mk6 - 3.5

Mk7 - 3.3

Mk7+ - 3

Thanks!

Good to see the large decrease from Mk1 to 2.

With stock you mean arcade shots? Shooting without scope

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7 minutes ago, qwds said:

With stock you mean arcade shots? Shooting without scope

It's how long it takes to reach your maximum sniping damage when entering sniping mode. it will take 5 seconds to go from 335 to 1650 at Mk1, and will take 3 seconds to go from 670 to 3,300 at Mk7+. 

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7 minutes ago, TheCongoSpider said:

It's how long it takes to reach your maximum sniping damage when entering sniping mode. it will take 5 seconds to go from 335 to 1650 at Mk1, and will take 3 seconds to go from 670 to 3,300 at Mk7+. 

Ah, I should've known. Thanks for all this info, friend

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So is shortband emiters an upgrade to stock? I still dont understand exactly what it does bsides raising minimum damage which seems like a strict upgrade

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1 hour ago, Potdindy said:

So is shortband emiters an upgrade to stock? I still dont understand exactly what it does bsides raising minimum damage which seems like a strict upgrade

It turns your Shaft's arcade damage output into a splashless Thunder. Same normal damage, same critical damage, same critical hit rate (pedantically, its potential crit rate is lower than Thunder due to Thunder having splash damage). This means an increase in normal and critical damage, and a complementary increase in minimum sniping damage to facilitate quickscoping. All of this comes with its arcade firing rate being reduced, so it isn't a direct upgrade. 

 

A direct upgrade is AP Shaft. 

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I just added SHAFT AP arcade buff topic in (Ideas and Suggestions). Since rico, twins, etc.. have CRITICAL HIT AP; then why

doesn't SHAFT AP have it as well.

Shaft AP arcade critical hit AP would really help with close range shaft defence especially against those fast light hull melee turrets with

eagle 50%.

 

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7 hours ago, cybernite said:

Since rico, twins, etc.. have CRITICAL HIT AP; then why

doesn't SHAFT AP have it as well.

The same reason Gauss, Magnum, Tesla, Striker and Hammer do not inflict AP on critical hits. Different status augments have different application methods. Some activate on every tick of damage whether or not they are critical hits (Firebird, Freeze). Some activate via secondary firing modes (Tesla, Shaft, Striker). Some activate when a certain condition is met (Target is within 5m from ground zero of the explosion, Magnum, target is hit with a pellet from the last shot of the clip, Hammer). It is up to the developers' discretion to change the way a status effect is applied to enemies. 
 

7 hours ago, cybernite said:

Shaft AP arcade critical hit AP would really help with close range shaft defence especially against those fast light hull melee turrets with

eagle 50%.

AP Shaft was initially meant to utilise Shaft's quickscoping mechanic. 

 

7 hours ago, cybernite said:

I just added SHAFT AP arcade buff topic in (Ideas and Suggestions).

It wouldn't hurt to suggest it if you felt that way, correct.

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I've given up with the whole Shaft thing.  We've been screwed, period.  They'll never rebuff it right.  Only way to play is drugged 24 seven and some super drone.  Even better if you have a floating turret you can skid into frame with while zooming prior to sticking your head out.  It's dumb, stupid, and wrong.

Glad to see some folks still fight the good fight, but pony tail will NEVER give it parity to the brawlers.  As I always said, if he could, he'd yank it from the game.  Scorpion you can keep moving, so he is all for it.  Anything that even remotely camps he wants gone.

 

Watch my custom map videos in Ideas for Maps or One Off Videos, they have Shafts in them.

 

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