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

I agree with you there FogofWar; yeah super drones and nuclear energy. Especially in Siege with recent ARES Super balll buff sort of makes interesting but

gets silly. Fight hard for a control point and some mega buyer with lots of nuclear energy just press SHIFT and game over with ARES Superball.

But shaft has a good role lately to kill these ARES before they launch their superball.

 

Ya right wouldn't hurt to ask; it would help shaft users at close range defence with arcade AP critical  hits. I can sort of quick scope good, but it is hard to aim fast

when some strong melee tank will kill you in 2-3 secs.

 

Share this post


Link to post
Share on other sites

On 7/19/2022 at 4:41 PM, FogOfWar_XXX said:

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.

 

I agree that shaft has been screwed for a while now. What you say here, however, only leads me to see Pony Tail as either picking favorites or just oblivious to how his game is really played. The likes of Magnum and Scorpion are far more cancerous when it comes to camping, as people using these turrets don't even have to expose themselves or have a direct line of sight to deal damage. Way too often is it on maps like Breast and Noise where someone with a Magnum will just sit still behind a far wall and aimlessly throw shells around for an entire match, completely untouchable. If any turrets should be removed under the charge of fostering camping, it's these two. 

  • Haha 1
  • Sad 1
  • Agree 1

Share this post


Link to post
Share on other sites

On 8/1/2022 at 5:25 PM, qwds said:

How good is rapid fire mode? I guess compared to other mid range turrets, as it seems its a mid range.

Rapid-Fire Mode is short range. Above all, RFM is a burst damage augment. Short range turrets on their own are complete with their own mechanics. RFM is a gimmick attached to a turret. It serves its purpose when put against the augments of Shaft. 

Share this post


Link to post
Share on other sites

On 8/2/2022 at 12:16 AM, TheCongoSpider said:

Rapid-Fire Mode is short range. Above all, RFM is a burst damage augment. Short range turrets on their own are complete with their own mechanics. RFM is a gimmick attached to a turret. It serves its purpose when put against the augments of Shaft. 

I appreciate the reply but I'm not sure you answered the question. I didn't wonder how it compares to other shaft augments but other short range turrets, like smoky, thunder, ricoshet. Is it inferior to those in battle do you think?

Share this post


Link to post
Share on other sites

On 8/2/2022 at 5:09 AM, qwds said:

I appreciate the reply but I'm not sure you answered the question. I didn't wonder how it compares to other shaft augments but other short range turrets, like smoky, thunder, ricoshet. Is it inferior to those in battle do you think?

Short range turrets consist of Ricochet, Twins and Hammer. 

 

On 8/2/2022 at 5:09 AM, qwds said:

 Is it inferior to those in battle do you think?

Not necessarily, but again, it is a gimmick placed on a long range turret. You have a reason to use RFM, its burst damage. You also have a reason to use Twins, Ricochet or Hammer with their respective augments. 

Share this post


Link to post
Share on other sites

On 8/2/2022 at 11:16 AM, TheCongoSpider said:

Short range turrets consist of Ricochet, Twins and Hammer. 

 

Not necessarily, but again, it is a gimmick placed on a long range turret. You have a reason to use RFM, its burst damage. You also have a reason to use Twins, Ricochet or Hammer with their respective augments. 

I'm confused why you consider it short-range. I looked at gameplay and it seemed strong at longish mid-range, like the maximum range of thunder before its damage drops to its lowest.

Share this post


Link to post
Share on other sites

On 8/2/2022 at 5:29 AM, qwds said:

I'm confused why you consider it short-range. I looked at gameplay and it seemed strong at longish mid-range, like the maximum range of thunder before its damage drops to its lowest.

You're probably watching an outdated video, then. RFM has a -50% penalty to its maximum and minimum damage range, which cuts it down to that of a short range turret. 

  • Like 1

Share this post


Link to post
Share on other sites

On 8/2/2022 at 12:02 PM, TheCongoSpider said:

You're probably watching an outdated video, then. RFM has a -50% penalty to its maximum and minimum damage range, which cuts it down to that of a short range turret. 

That might explain it.  Disappointing

  • Like 1

Share this post


Link to post
Share on other sites

On 8/2/2022 at 12:02 PM, TheCongoSpider said:

You're probably watching an outdated video, then. RFM has a -50% penalty to its maximum and minimum damage range, which cuts it down to that of a short range turret. 

Do you think short-band emitter is the best augment if you want to be better at mid-range? I'm thinking that the decreased rate of fire but more powerful arcade shots might be helpful for peek-a-boo tactics: less exposure, same damage.

Share this post


Link to post
Share on other sites

Well rapid fire is like a cheap man's helios, the burst damage attacks work well most of the time. Even when they have 50% eagle, the rapid fire 3 shots sometimes

gives you high critical damage. I have been using it without booster too, but I am slowly upgrading booster to even improve it further.

Short based emitter does more regular damage but the reload is so slow.

But I repeat I wished they improved AP SHAFT, so the arcade shots give you AP; which would help in close range defence.

Also the long range nerf hurt it abit, but if you have a fast hornet you can drive up close to get that nice mid range damage levels.

I find it one of the most fun shaft turret alternations to use; but sometimes frustrating after the 3shot burst the slow reload can be

aggrevating when you almost killed an enemy, heh...

 

Share this post


Link to post
Share on other sites

On 8/2/2022 at 9:53 AM, cybernite said:

Well rapid fire is like a cheap man's helios, the burst damage attacks work well most of the time. Even when they have 50% eagle, the rapid fire 3 shots sometimes

gives you high critical damage. I have been using it without booster too, but I am slowly upgrading booster to even improve it further.

Short based emitter does more regular damage but the reload is so slow.

But I repeat I wished they improved AP SHAFT, so the arcade shots give you AP; which would help in close range defence.

Also the long range nerf hurt it abit, but if you have a fast hornet you can drive up close to get that nice mid range damage levels.

I find it one of the most fun shaft turret alternations to use; but sometimes frustrating after the 3shot burst the slow reload can be

aggrevating when you almost killed an enemy, heh...

 

I saw you in a battle earlier this week. If you are using hover hulls, use them with mouse controls. You'll generally have a hard time if you try to use them with a keyboard. 

  • Agree 1

Share this post


Link to post
Share on other sites

On 2/23/2022 at 7:42 PM, TheCongoSpider said:

I'll be recording some of my battles of varying lengths on two separate accounts that main Shaft.

One of them is F2P-esque, where it is below Legend, using basic crystal augment, an unmaxed Crusader/Ares with one hull augment, a small set of upgraded protection modules, and a low-tier drone. 

 

The other is P2W-esque, where it is quite after Legend, using Armour-Piercing Sight and Healing Emitters, a number of maxed hulls with Immunity options, every relevant protection module decently upgraded to at least 40%, and a near meta drone. 

 

Here is the link to the playlist. It will periodically have newer recorded videos being added.  

 

 

Continuing from this with more modern gameplay. Here are two playlists with videos of me using Light Capacitors and Armour-Piercing Sight with either Crusader, Paladin or Ares (mostly Crusader). Most will be with the Assault drone but a few will be with the Driver drone as that account has nothing better. 

 

Light Capacitors:

 

 

Armour-Piercing Sight:

 

 

And yes Stadium is a bad map outside of Rugby. 

Edited by TheCongoSpider
  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

I bought short-band emitter today on sale and was very happy with it.

But does anyone know how the damage during snipe-shot charge-up is increased? As the lowest damage possible is increased while max damage stay the same, does that mean that damage during the entire charge is increased? (as in the 2nd image)

Or the 3rd image, only lowest damage is increased but doesnt increase for a moment and then charges the same as stock?

Thankful for answers. I can just test it but I figured I'd ask too.

qO9zasg.png

Share this post


Link to post
Share on other sites

On 8/13/2022 at 9:13 AM, qwds said:

I bought short-band emitter today on sale and was very happy with it.

But does anyone know how the damage during snipe-shot charge-up is increased? As the lowest damage possible is increased while max damage stay the same, does that mean that damage during the entire charge is increased? (as in the 2nd image)

Or the 3rd image, only lowest damage is increased but doesnt increase for a moment and then charges the same as stock?

Thankful for answers. I can just test it but I figured I'd ask too.

qO9zasg.png

It's the second image. 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

That is sad they nerfed Rapid fire shaft even more; I mean they recently nerfed the long range damage not they increase reload time which is very annoying.

Too bad they didn't have AP with arcade well GAUSS has it now; why not shaft?

But I think it is good they nerfed helios a little; see less of them lately. So many scorpions these days...

Ohya Congospider... I just use cursor keys (I find mouse awkward and would do worse...but useful I know for straffing...left/right.)....ya I sometimes hover funny with

my crusader.

BTW that was like a month ago some siege game, thanks for helping I think you were an isida. Just so much magnum lobbing at the certain CP of that

map.

 

Share this post


Link to post
Share on other sites

On 8/13/2022 at 8:13 AM, qwds said:

I bought short-band emitter today on sale and was very happy with it.

But does anyone know how the damage during snipe-shot charge-up is increased? As the lowest damage possible is increased while max damage stay the same, does that mean that damage during the entire charge is increased? (as in the 2nd image)

Or the 3rd image, only lowest damage is increased but doesnt increase for a moment and then charges the same as stock?

Thankful for answers. I can just test it but I figured I'd ask too.

qO9zasg.png

The SBE only impacts the minimum damage from scoped shots. It elevates the bottom damage without increasing the max damage. Don't know if that answers it or not. I use SBE on the shaft and it is a formidable weapon at range simply using arcade shots...double damage on critical damage eliminates light hulls and often medium hulls who have been hit prior to the critical shot. If you have the crisis drone you will find lots of kills (or booster drone) at all ranges. I love the game play with it, but rarely do I use it scoped. Since they nerfed the reload time on scoped shots it wrecks the fun of the turret IMO.

  • Like 1

Share this post


Link to post
Share on other sites

On 10/8/2022 at 12:32 AM, jdo_unbeatable said:

man they ruin sniper so bad! will never spend a dime on this game agin have not over  a year now and never will agin until they fix the reload! sucks they try to kill this game so much 

The reload nerf is warranted. But I do admit though, Alternativa overkilled the reload nerf. 

  • Like 1

Share this post


Link to post
Share on other sites

Is there a way to get out of scope-mode without firing?

I think I remember a very old video that showed a bug in the game where if you pressed several buttons at the same time or something, you could.

  • Sad 1

Share this post


Link to post
Share on other sites

On 12/30/2022 at 12:48 PM, ekf said:

Is there a way to get out of scope-mode without firing?

I think I remember a very old video that showed a bug in the game where if you pressed several buttons at the same time or something, you could.

I think it used to work when you paused while sniping. Don't think it works anymore though.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

On 12/30/2022 at 6:48 PM, ekf said:

Is there a way to get out of scope-mode without firing?

I think I remember a very old video that showed a bug in the game where if you pressed several buttons at the same time or something, you could.

There used to be a variety of keys you could press to cancel your scope-mode (e.g. ESC, P or ENTER). But as @Me0w_XP said above, this glitch/mechanic no longer exists

  • Like 1

Share this post


Link to post
Share on other sites

Just an observation,

 

Shafts appear more lately than before.  Most on Ares and Hoppers, a few on Viking.  The days of all Shafts on Mammoths are gone, but you still see those too, albeit less.  I assume that floating hulls are preferred simply because they can coast and move while in scope.  I find those hulls ridiculous and should never had been added, but that's not a conversation for here.  The point is Shaft is finding some love again.  Now the bad part.  In order for them to excel in battle though, they now rely HEAVILY on drugs.  They're deadly aspect has been much removed.  No more are the simple one shots on medium hulls, hell, even light hulls.  I know, I play drug free and full charge heavy caps with some light hull drone and module combinations make my hits laughable against them, damage under a 1000.  With drugs though, while NOT back to full power, they seem to take on more activity on the battle field.  Shafts really can only support, are a strange hold over now and that's their role, no doubt, but there is a steep price to pay to be marginally effective and useful.

Anyone have any thoughts on why Shafts are seen a little more than before?

Share this post


Link to post
Share on other sites

On 2/27/2023 at 8:23 PM, FogOfWar_XXX said:

Just an observation,

 

Shafts appear more lately than before.  Most on Ares and Hoppers, a few on Viking.  The days of all Shafts on Mammoths are gone, but you still see those too, albeit less.  I assume that floating hulls are preferred simply because they can coast and move while in scope.  I find those hulls ridiculous and should never had been added, but that's not a conversation for here.  The point is Shaft is finding some love again.  Now the bad part.  In order for them to excel in battle though, they now rely HEAVILY on drugs.  They're deadly aspect has been much removed.  No more are the simple one shots on medium hulls, hell, even light hulls.  I know, I play drug free and full charge heavy caps with some light hull drone and module combinations make my hits laughable against them, damage under a 1000.  With drugs though, while NOT back to full power, they seem to take on more activity on the battle field.  Shafts really can only support, are a strange hold over now and that's their role, no doubt, but there is a steep price to pay to be marginally effective and useful.

Anyone have any thoughts on why Shafts are seen a little more than before?

No idea, but maybe some of the people who used Scorpion back when it was extremely popular switched to Shaft, finding that they like long range battle and wanted something more specialized.

It's surprising that Shafts on Mammoths is still a somewhat common combo, when Ares seems like a more obvious choice for a long ranged turret due to its OD. I think that hovering hulls have some pretty bad drawbacks though when in scope mode, like that you can't stand on a slope or near an edge of a cliff, and if you're hit or pushed by a teammate you can glide away, maybe losing your view- maybe that's why they avoid Ares.

As for having to rely on drugs, I think the gameplay revolves around drugs and drones by design, so it's just how the game works, and drugs aren't like a bonus thing but just how the game is meant to be played at all times I think. And if you're a Shaft, your effectiveness rely on being able to one shot tanks I think, so you really want to be certain to kill tanks with your shot.

Edited by ekf
  • Like 1
  • Agree 1

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...