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[Issue 28] [Comparison] Railgun or Shaft?


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Railgun or Shaft?

Preamble

Large maps are where these two long range turrets thrive, their power uncompromised no matter what range they are shooting from. Combined with the ability to deal massive damage with every shot fired, these two weapons are a nightmarish prospect to face for any tanker. Both are great weapons. Both can dominate a battle in the hands of a skilled user. But is one better than the other?

In this issue's comparison, the fourth and last in the turret series, I hope to get to the bottom of this hotly-debated topic!


[The rank at which any item unlocks has some bearing on its power. So in order to successfully compare any two items, we must look at the fully micro-upgraded M3 statistics. This is also logical as many players want to plan ahead and start upgrading their ‘endgame’ equipment early on.]

Damage

With a weapon like Railgun or Shaft, you will not actually be aiming and shooting for very much of the time. This means you should be able to remain in cover, and thus when comparing these weapons, it isn't so much the DPM that's as useful, but rather the damage per shot.

Railgun inflicts 166 damage per shot. The shot, like Shaft, must be through direct line of sight. There is no splash or bouncing ability like Thunder or Rico.

Shaft, with a fully charged scope shot, can deal 260 damage points. When you think about how even a fully MUed Mammoth only has 420 hit points, this really does make Shaft look scary. It can one hit kill any tank with a double power, even if that tank has 15% Shaft protection on top.

Not only that, but Shaft has the versatility of being able to adjust its damage. Arcade mode, as well as the fact that the energy consumption and damage can be manipulated depending on how long you are charging the shot, gives the user, if skilled, the ability to not 'waste' damage. For example, an enemy on low health can be finished quickly and efficiently with a single arcade shot, where as a Railgun will have to wait to reload. Arcade mode itself does 50 damage points, which isn't something to sniff at.

Other Assets

Although the Railgun projectile/ray shoots and hits the target instantaneously, there is a short delay of about 1.1 seconds between pressing the spacebar and the shot being fired. This provides an additional skill to master with the Railgun, adding an element of prediction to the battle. However, not only does this waste time, but it also gives the enemy a window through which they may be able to put off your aim, or fire off key shots that might kill you.

The projectile itself is also a disadvantage. True, when a Shaft fires, the burst from its muzzle can give away location, but this is nothing compared to a brilliant golden beam shooting across the map. When camping, revealing location can mean the enemy lock onto you, making you more vulnerable.

While camping in shrubbery, it may impede your view as a Railgun user, but not with Shaft. The Shaft scope allows you to see clearly through trees and bushes, definitely an advantage to have.

But is Shaft's sniping ability such an advantage?

The Sniping Scope: Advantage or Liability?

While in sniping mode, although you can zoom in to pinpoint the enemy, this reduces your field of view. No longer can you see your immediate surroundings, or even your medium-range surroundings. This leaves you extremely vulnerable to enemies, especially short-range, sneaking up and getting too close for comfort.

Furthermore, while in scope mode, you lose the ability to move. This is one huge advantage that Railgun has over Shaft - the ability to remain mobile while shooting and stalking an enemy, and it severely reduces the aggressive ability of Shaft, especially in CTF. The turning speed of the turret itself is also very slow while in scope. If an enemy is nearby and is even slightly skilled, there is no chance you will be able to charge up a full powered shot against him.

Lastly, although with Railgun there is a one second delay between shooting and the actual shot being fired, with Shaft there is a charge bar when firing in sniping mode. A max power (260) Shaft shot takes 3 seconds to charge, and while the shot is charging the enemy may have moved, hidden, knocked off your aim... and your shot is wasted.

Maps and Modes

Small Maps: Shaft's sniping scope really cannot be used at short range. The slow turning speed of the turret while sniping is absolutely unsuitable for this sort of close range combat, and rarely will you be able to unleash a full power shot undisturbed.

Railgun may not be the best itself, but it definitely is better than Shaft.

Large Maps: Large maps are where these two turrets exert their dominance. And both can be used very effectively. As aforementioned, the ability of Shaft to maintain its location as well as its ability to shoot through shrubbery means that perhaps on maps such as Lost Temple, where there are many suitable camping spots, Shaft may be the better choice. Also note that although Shaft's turning speed while sniping is low, this is offset since the enemies will be further away. The relative speed of scanning across the ground is much faster.

On the other hand, where the map is open and where maneuverability becomes key (being stationary leaves you very vulnerable), Railgun may be the better choice.

Deathmatch: Both turrets have great potential for kill stealing with their high damages per shot. However, I think which is better is really map dependent. (see above)

On a large map where camping spots are plentiful, Shaft users can dominate. But on small/medium sized maps, where the battles are a lot more immediate and dynamic, there won't be time to move to your favourite spot, with enemies everywhere. Rail gives maneuverability, which can be essentially useful.

Team Deathmatch: Shaft really cannot be effective when used affront in the battle. But while staying behind the lines and providing support, especially against the heavy tanks, it can be extremely effective. Rail is not so suited for stationary play, and is more versatile - it can be used pretty effectively in aggression in midfield and upfront.

Capture the Flag: Both turrets play a much more supportive role, although when grabbing the flag, Railgun comes out on top due to its maneuverability. Shaft is pretty awful in the attacking respect, but its high damage can devastate attackers going for your flag.

Capture Points: As long range weapons, neither is well suited for actually capturing the points themselves. Both can be used effectively: Shaft users can snipe while stationary, and Railgun users can play a more hybrid role - providing supporting fire from distance while rushing to help capture points when the path is free.

Light Hulls: Shaft doesn't need maneuverability generally, and so doesn't suit light hulls as well as Railgun. Furthermore, light hulls are... lighter! And so, it is easier for enemies to knock off your aim while in sniping mode.

Light hulls complement Railgun very well.

Heavy Hulls: Here the opposite is true. heavy hulls do not generally play to Railgun's strengths, while they do with Shaft's.

Note: We cannot also forget to mention XP, which is a major game 'mode' in Tanki. Of course, if you want to enjoy this gameplay, you need Railgun!

The Verdict

While both are very effective long-range turrets, they are in fact quite different in the way they work and in the roles they should be played in. Of course, there are many situations, especially camping, when Shaft is just the best there is. But ultimately, if you are struggling to decide, for once I would advise Railgun, which offers a much more diverse and varied gameplay, as well as giving you access to XP and cybersport battles.

Thanks for reading! Feel free to give any feedback, or ask for clarification on anything I've said below!

Edited by Remaine
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Just bought M1 rail a week ago, (was kicking myself for not waiting for the discount yesterday) and it helped me rank up 3x as fast as my M1 smokey. Railgun can also be effectively used on attack, but shaft is, as kirby said, awful for attacking. 

 

Railgun all the way!!!

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when I was till in my m0 age I only used shaft. In sandbox the shaft can dominate, just be in the bushes in the corner and you will kill everyone.

I bought m1 shaft before any other m1. Shaft rules. if you have any objection, talk to M1-A2, he it the supreme king of shaft.

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NthB2sK.png

 

Railgun or Shaft?

 

Preamble

 

Large maps are where these two long range turrets thrive, their power uncompromised no matter what range they are shooting from. Combined with the ability to deal massive damage with every shot fired, these two weapons are a nightmarish prospect to face for any tanker. Both are great weapons. Both can dominate a battle in the hands of a skilled user. But is one better than the other?

 

In this issue's comparison, the fourth and last in the turret series, I hope to get to the bottom of this hotly-debated topic!

 

[The rank at which any item unlocks has some bearing on its power. So in order to successfully compare any two items, we must look at the fully micro-upgraded M3 statistics. This is also logical as many players want to plan ahead and start upgrading their ‘endgame’ equipment early on.]

 

Damage

 

With a weapon like Railgun or Shaft, you will not actually be aiming and shooting for very much of the time. This means you should be able to remain in cover, and thus when comparing these weapons, it isn't so much the DPM that's as useful, but rather the damage per shot.

 

Railgun inflicts 166 damage per shot. The shot, like Shaft, must be through direct line of sight. There is no splash or bouncing ability like Thunder or Rico.

 

Shaft, with a fully charged scope shot, can deal 260 damage points. When you think about how even a fully MUed Mammoth only has 420 hit points, this really does make Shaft look scary. It can one hit kill any tank with a double power, even if that tank has 15% Shaft protection on top.

 

Not only that, but Shaft has the versatility of being able to adjust its damage. Arcade mode, as well as the fact that the energy consumption and damage can be manipulated depending on how long you are charging the shot, gives the user, if skilled, the ability to not 'waste' damage. For example, an enemy on low health can be finished quickly and efficiently with a single arcade shot, where as a Railgun will have to wait to reload. Arcade mode itself does 50 damage points, which isn't something to sniff at.

 

Other Assets

 

Although the Railgun projectile/ray shoots and hits the target instantaneously, there is a short delay of about 1.1 seconds between pressing the spacebar and the shot being fired. This provides an additional skill to master with the Railgun, adding an element of prediction to the battle. However, not only does this waste time, but it also gives the enemy a window through which they may be able to put off your aim, or fire off key shots that might kill you.

 

The projectile itself is also a disadvantage. True, when a Shaft fires, the burst from its muzzle can give away location, but this is nothing compared to a brilliant golden beam shooting across the map. When camping, revealing location can mean the enemy lock onto you, making you more vulnerable.

 

While camping in shrubbery, it may impede your view as a Railgun user, but not with Shaft. The Shaft scope allows you to see clearly through trees and bushes, definitely an advantage to have.

 

But is Shaft's sniping ability such an advantage?

 

The Sniping Scope: Advantage or Liability?

 

While in sniping mode, although you can zoom in to pinpoint the enemy, this reduces your field of view. No longer can you see your immediate surroundings, or even your medium-range surroundings. This leaves you extremely vulnerable to enemies, especially short-range, sneaking up and getting too close for comfort.

 

Furthermore, while in scope mode, you lose the ability to move. This is one huge advantage that Railgun has over Shaft - the ability to remain mobile while shooting and stalking an enemy, and it severely reduces the aggressive ability of Shaft, especially in CTF. The turning speed of the turret itself is also very slow while in scope. If an enemy is nearby and is even slightly skilled, there is no chance you will be able to charge up a full powered shot against him.

 

Lastly, although with Railgun there is a one second delay between shooting and the actual shot being fired, with Shaft there is a charge bar when firing in sniping mode. A max power (260) Shaft shot takes 3 seconds to charge, and while the shot is charging the enemy may have moved, hidden, knocked off your aim... and your shot is wasted.

 

Maps and Modes

 

Small Maps: Shaft's sniping scope really cannot be used at short range. The slow turning speed of the turret while sniping is absolutely unsuitable for this sort of close range combat, and rarely will you be able to unleash a full power shot undisturbed.

 

Railgun may not be the best itself, but it definitely is better than Shaft.

 

Large Maps: Large maps are where these two turrets exert their dominance. And both can be used very effectively. As aforementioned, the ability of Shaft to maintain its location as well as its ability to shoot through shrubbery means that perhaps on maps such as Lost Temple, where there are many suitable camping spots, Shaft may be the better choice. Also note that although Shaft's turning speed while sniping is low, this is offset since the enemies will be further away. The relative speed of scanning across the ground is much faster.

 

On the other hand, where the map is open and where maneuverability becomes key (being stationary leaves you very vulnerable), Railgun may be the better choice.

 

Deathmatch: Both turrets have great potential for kill stealing with their high damages per shot. However, I think which is better is really map dependent. (see above)

 

On a large map where camping spots are plentiful, Shaft users can dominate. But on small/medium sized maps, where the battles are a lot more immediate and dynamic, there won't be time to move to your favourite spot, with enemies everywhere. Rail gives maneuverability, which can be essentially useful.

 

Team Deathmatch: Shaft really cannot be effective when used affront in the battle. But while staying behind the lines and providing support, especially against the heavy tanks, it can be extremely effective. Rail is not so suited for stationary play, and is more versatile - it can be used pretty effectively in aggression in midfield and upfront.

 

Capture the Flag: Both turrets play a much more supportive role, although when grabbing the flag, Railgun comes out on top due to its maneuverability. Shaft is pretty awful in the attacking respect, but its high damage can devastate attackers going for your flag.

 

Capture Points: As long range weapons, neither is well suited for actually capturing the points themselves. Both can be used effectively: Shaft users can snipe while stationary, and Railgun users can play a more hybrid role - providing supporting fire from distance while rushing to help capture points when the path is free.

 

Light Hulls: Shaft doesn't need maneuverability generally, and so doesn't suit light hulls as well as Railgun. Furthermore, light hulls are... lighter! And so, it is easier for enemies to knock off your aim while in sniping mode.

 

Light hulls complement Railgun very well.

 

Heavy Hulls: Here the opposite is true. heavy hulls do not generally play to Railgun's strengths, while they do with Shaft's.

 

Note: We cannot also forget to mention XP, which is a major game 'mode' in Tanki. Of course, if you want to enjoy this gameplay, you need Railgun!

 

The Verdict

 

While both are very effective long-range turrets, they are in fact quite different in the way they work and in the roles they should be played in. Of course, there are many situations, especially camping, when Shaft is just the best there is. But ultimately, if you are struggling to decide, for once I would advise Railgun, which offers a much more diverse and varied gameplay, as well as giving you access to XP and cybersport battles.

 

Thanks for reading! Feel free to give any feedback, or ask for clarification on anything I've said below!

you need to state facts( All of Them) instead of showing opinion.

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RAIL FTW

 

Alrighty, let me state this right up: Rail is definitely better. A good railgunner can act just as good or better than a Shaft in the sniper role, and simply blows the Shaft out of the water for everything else. Maneuverability (and thus, the ability to take cover) is a key asset. Let me put it this way: a double armor Mammoth can take 840 hit points...but good cover can provide infinite armor. This is compounded by the fact that there is no such thing as a sniping position that can be only taken from one angle. While Shafty is staring at one spot, shoot from the other. (Another weakness of Shaft, right there: predictability. Unless at extreme distance, you can generally tell where a Shaft is looking by where his gun is pointing. Not so with rail.) While it is true that rail takes 1.1 seconds to charge, most of that time can still be spent behind cover, whereas the Shaft has no choice but to wait in an exposed position. Also, a good player can tell where a Shaft is after being shot once (or before, if they have a good eye and know the map). (Sorry for rambling.)

 

One last fact: Do you know how many of the "pro" teams use Shafts in tournament games? Zip (last time I checked). Do you know how many use rails? Almost all of them. Case settled.

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RAIL FTW

 

Alrighty, let me state this right up: Rail is definitely better. A good railgunner can act just as good or better than a Shaft in the sniper role, and simply blows the Shaft out of the water for everything else. Maneuverability (and thus, the ability to take cover) is a key asset. Let me put it this way: a double armor Mammoth can take 840 hit points...but good cover can provide infinite armor. This is compounded by the fact that there is no such thing as a sniping position that can be only taken from one angle. While Shafty is staring at one spot, shoot from the other. (Another weakness of Shaft, right there: predictability. Unless at extreme distance, you can generally tell where a Shaft is looking by where his gun is pointing. Not so with rail.) While it is true that rail takes 1.1 seconds to charge, most of that time can still be spent behind cover, whereas the Shaft has no choice but to wait in an exposed position. Also, a good player can tell where a Shaft is after being shot once (or before, if they have a good eye and know the map). (Sorry for rambling.)

 

One last fact: Do you know how many of the "pro" teams use Shafts in tournament games? Zip (last time I checked). Do you know how many use rails? Almost all of them. Case settled.

The pro teams don't use shaft in am or star series because they use light format which only includes smoky rail and certain hulls like hornet wasp and hunter.

 

I agree with your other points though :)

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whats an "XP game"?

XP is a format of game play where Railgun and Hornet are used.

They are mostly Probattles and most of the users playing this mode can be found on server: RU1. 

However people sometimes use Wasp instead of Hornet (not very sure if that's allowed in XP).

XP can also be played as a normal battle. 

The most used map for XP is Sandbox.

Hope this helps.  :)

Edited by Gamma

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