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[Guide] Shaft


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What gives you the most trouble?  

155 members have voted

  1. 1. Which hull are you using with shaft?

    • Wasp
      13
    • Hunter
      7
    • Titan
      16
    • Dictator
      9
    • Hornet
      39
    • Mammoth
      48
    • Viking
      33
    • I don't use shaft
      26
  2. 2. What gun is giving you the most trouble when you use shaft?

    • Smoky
      9
    • Firebird
      7
    • Twins
      13
    • Railgun
      16
    • Thunder
      5
    • Freeze
      49
    • Shaft
      6
    • Isida
      4
    • Ricochet
      25
    • I don't use shaft
      21


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Tanki Online Guide to Shaft

 

Though there are many people who think shaft is very cool, most do not realize how profitable it can be. Shaft is the most powerful weapon, but also the slowest. This guide is here to show you just how to use it, and is made by someone who gained 12,000 crystals in 3 days using this weapon.

 

Positive Facts:

  1. Shaft is the most powerful weapon in tankionline.
  2. Shaft has a sniper scope, allowing you to pinpoint targets.
  3. Shaft's scope allows you to see through bushes and shrubbery.
  4. Shaft can use different shot strengths to allow for a faster reload.
  5. Shaft's turret shape is difficult to sight, making shaft-on-shaft warfare difficult.

 

Negative Facts:

  1. Shaft has the slowest turret rotation in tankionline.
  2. Shaft has a slow reload speed.
  3. Shaft's sniper scope can be blocked by Firebird, Freeze, Isida, and Ricochet.
  4. When sniping your shot can be thrown of completely by many turrets.
  5. When sniping your shot will sometimes fire automatically if tanks are bumping into you.

 

Numerical Data:

          Damage      Damage     Shots/          Shots/       Rotation       Rank                       Cost

          W/OUT       With           min w/out     min w/       Grad/

          Scope         Scope        scope          scope        second

M0      20-28          24-120       17.5             4.9            29.2            Master Corporal        1200

M1      26-35          30-150       18.5             5.1            31.5            Sergeant-Major         17900

M2      33-45          39-195       20.3             5.3            35.5            Major                       103600

M3      37-49          42-214       21.1             5.4            37.2            Major General           207200

 

Protective Paints: (These guys require additional effort.)

 

Paint                   Protection           Cost

Lead                   18%                    2000

Carbon                5%                   13000

Dirty                    26%                 17500

Corrosion             15%                 34500

Python                14%                 50500

Sandstone           15%                 82500

Digital                 10%                 79500

Winter                 38%               102500

Jade                   45%                159000

Prodigi               15%                192500

Needle                25%                210000

Picasso              30%                276000

 

Now lets find out how to use shaft:

(Tip: Never use shaft at close range).

Solid Numbers:

In order to use shaft to the maximum performance, it helps to know what is needed to kill your enemy.

 

Turret/Hull Combos: What is ok and what to avoid.

 

Shaft/Wasp: This is just begging for trouble. Shaft always needs a reasonable health bar to give it some leaning space while you aim at your target. Because you are always going to be singled out, you need to have at least 100 on your health bar.

 

Shaft/Hunter: Use this combo only when saving cystals to get a better one. It will get you through, but just barely. It gives average performance in drug wars.

 

Shaft/Titan: This is a highly functional combo that works well for most sniping. It offers more speed than Mammoth, but less armor.

 

Shaft/Dictator: Though some players make good use of this combo, I do not recommend it. Dictator raises the gun dangerously high, giving enemy shafts a good target. That, combined with its turning base, makes the user need extra skill. It does work reasonably well in drug wars.

 

Shaft/Hornet: This is a favored combo for a reason I have never figured out. Perhaps people like it because it makes up for the speed lost in shaft's turret. This combo, however, will not suit you sniping needs, since it is the second-least armored hull in the game. Use plenty of double armor.

 

Shaft/Mammoth: This is my favourite combo. It has the best lifespan, but does not turn or move well. I suggest you use it only in team battles.

 

Shaft/Viking: This combo is in the exact middle. It has good armor, good speed, a good rotation gradient, and good performance. This is your average MBT.

 

Enemy Turret/Hull Combos: Who to avoid attention from.

 

Smoky/Wasp: Easily destroyed.

 

Smoky/Hunter, Dictator: Not much of a hassle, but use a full-power shot.

 

Smoky/Titan, Mammoth: Try to stay out of sight while shooting.

 

Smoky/Hornet: Quickly destroyed (if you can keep you sights on him!)

 

Smoky/Viking: You will need two shots, so use the wisely.

 

Firebird, Freeze, Isida/Wasp, Hornet: Take care of them at a distance, they cause trouble if you miss.

 

Firebird, Freeze, Isida/Titan, Mammoth: Their slow speed gives you a lot of time for multiple shots, but they are to be killed with the utmost caution. Drug wars means imminent death to you.

 

Firebird, Freeze, Isida/Hunter: This won't be hard if you play it right. Beware of one using nitro.

 

Firebird, Freeze, Isida/Dictator, Viking: A very dangerous foe, on not to be taken lightly. Use drugs if they are necissary for keeping your tank safe.

 

Twins/Wasp,Hornet: Kill them before they get close.

 

Twins/Hunter, Dictator: Not much trouble, but kill them quickly.

 

Twins/Titan,Mammoth: Shoot them far away, stay out of sight while they're close.

 

Twins/Viking: Same as with Mammoth, but not so hard to kill.

 

Railgun/Wasp, Hunter, Dictator, Hornet: Not much trouble if they don't see you.

 

Railgun/Titan, Mammoth, Viking: Stay out of sight, even if it means losing the shot.

 

Thunder/Wasp: Easily taken out. Not nessisarily a dange, but can be a real bother.

Shaft/Small hulls: Easily killed, but don't catch their eye.

Shaft/Big hulls: Kill this tank without being seen if possible, but duel it out if you are fired upon.

Ricochet/Small hulls: This tank requires your best skill.

Ricochet/Big hulls: Hide or relocate. This is not worth fighting.

 

How to fight: What to do in battle.

Deathmatch:

This will be the most uncertain of all you battles. Every tank works better with a friend, and shaft is no exeption. Once you are put into the game try to move to a good sniping position (a place where you are only exposed from 1-2 sides). If you are far away from them, shoot from where you are until you are killed, the try again once you respawn.

Picking out HVTs:

High Value Targets are always a sniper's priority. When aiming, kill your biggest threats first.

Polygon:

Polygon Deathmatches are the hardest battles a shaft will ever fight. Until you respawn at a sniping location, you will be exposed from all sides. This battle is for the guys who know what they're doing.

 

Team Deathmatch:

This will be you easiest battle class, and the one you should use until confident in you skills. Find an area at the rear of your team's side and pick off tanks at you leisure.

Silence and Moon Silence:

These are the easiest maps you will ever face, and they are sniping fields full of good spots.

 

Capture the Flag:

Shaft should never be used at close range, so don't try capturing any flags. Set up somewhere safe where you can watch the enemy's flag, your teamates going after the flag, or the routes your enemy will use to attack you flag. Always remember to keep a constant look-out for approaching enemy troops.

Team Support:

During CTF's your Highest Value Targets are the enemys that stop your troops from getting the flag.

Crash:

Crash map has the most sniping locations of any map. Find a good spot and stay there, or else!

 

Control Points:

Follow TDM and CTF rules, but keep a very close watch around you.

Iran:

Iran map has plenty of cover, but because of the interlocking paths, sniping through the scope is extremely dangerous.

Dueling:

 

Duels fought against Smoky, Firebird, Twins, Freeze, and Isida should be very easy if you are sniping properly. It's the others you have to worry about.

Railgun/Small hull: Wait for your shaft to have full killing power before firing. You should remeber certain stats for you second shot.

Railgun/Big hull: Try to aim for the corner of the hull, in order to nock you enemy of balance. Wait until you have full power and fire as soon as the blue flash comes out of the rail. (This tactic may not work on Mammoth or Titan, in some cases).

Thunder/Anything: Duel it out one-on-one or change positions between shots if possible. Remember stats to calculate your shots.

Shaft/Small hull: Aim for the corner again, and fire when you have full power.

Shaft/Big hull: Dueling it out may kill you unless you use double power (and sometimes double armour to). Try to relocate between full-power shots.

Ricochet/Small hull: Aiming for corners is essential here.

Ricochet/Big hull: Aviod this if you can, but if it is in your way, use full power shots (and double armour if you have it), and relocate between each shot.

Tip: If any of these tanks are being replenished by Isida, give it up and go somewhere else.

 

Sniping: Straight-forward facts

These principles apply to all tanki snipers.

  1. Always be on your guard. Keep a constant watch around you and check your score only when you die.
  2. Never stay in one place. If you are sighted or shot at, relocate.
  3. Be conservative with your shots. Shoot HVT's first before other Tanks. Use this guide to find HVT's.
  • Shoot your biggest threats first.
  • Shoot you team's biggest threats second.
  • Shoot possible threats third.
  • Leave those you are not worried about for last.

This is not a complete guide but it should get you well on your way. Happy Sniping!

 

no this is not the most powerful weapon now after rebalance.. being a real tank driver and tank mechanic buying any upgrade for shaft is worthless ..you have to spend to much real money to get crystals and when you do upgrade its only .03 percent which is nothing.. i dont like the way they decreased power on shaft and made railgun so powerful that one shot would blow up shaft  even with shield on  thats what really made me mad about rebalance plus trying to save to upgrade is just way to exspinsive

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