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About New Shaft... (Please think this update)


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İ could write this to V-LOG, but it is only about shaft.

 

Really, what were you think while adding laser on shaft?  : :angry: We get most of kills with ambush. This weapons skill is this. How can we use with laser this turret?

 

Before:

1.You can do assassinate for team, sneakly enter enemy base and kill opponents for help

This is absolutely dynamic battle!

2. You can use herbs for hiding and shot. All of other players can use A LOT OF walls effectively, but shaft only can use herbs effectively.

3.You can use walls for follow and hide, for kill opponents.

4.You can kill shot-and-hide railgunners too far from away because it doesn't see your turrets location far from away.

5. Opponent can not learn before you turn your turret: "Do you on scope mode or arcede mode?"

6.Opponent can not understand many times do you see opponents any small part.

7.İf you can get good point (too hardly) sometimes opponent can not understand.

8.İf opponent don't see you, opponent can not understand where you are seeing.

etc.. etc.. etc..

With all of this, we can do dynamic gameplay or camping etc...

 

But with new update, we can not any part of this list!!

 

And this list:

How to kill shaft:

 

1. You can turn around.

2. You can block scope-camera.

3. You can turn shaft with your impact force.

4. You can push.

5. You can quake with twins-ricochet.

6. You can wait shot, after you can attack.

7.You can shot any direction where shaft can not look while it was scope.

8.You can come to shaft's back .

 

The most easy-died turret ever! Shaft players should solute all of this list!

 

All of other players fight with each other.

 

We must fight against game!!

Because tanki made this weapon!

 

 

Thanks for help!

 

 

Somethings should fight against game. This part of the game is shaft.

Without shaft,  faster, quick and "shot and hide" tanks and players will be king! Only one blocker is shaft. 

 

So, generally most of players try to kill shafters, write curses in chat and complain because they think, shaft is for bad players they are moving so they are the most skilled players, shafters don't much move they are bad player(General word:Noob)! Actually, these players got angry, because shaft broked their plans. The most different part of the game still being barrier, so they though "These are different. They are not we! They are strangers!"

Maybe players didn't say, maybe said, but most of the players couldn't agree shaft and shafters.

 

This is absolutely the biggest misunderstanding in this game. All of equipments if opponent can use effectively, can be annoying for you. Sometimes players complain about some weapons. Many times i writed about railgun. Because this gun was looking unfair for me. Actually i think still same but shaft can something. İ saw topic about freeze and isida.Moreover, i voted isida on vote "Which is the most annoying weapon?" İ still think, ricochet and thunder have too much range for this weapons. SCD has changed all of the game but drugs are still a bit problem. İ hate falling boxes.

İ saw this in this game and in another games some falling boxes, and i really hate. What about another sources of getting win? Mults, sabotaur etc... 

 

All of players have some ideas itself. İt is not problem. You can write, complain.

 

But some players did unjustice actions for shaft.  They exaggerated... So result, shaft has been spoiled!

 

 

 

Players! Please write this situation! İ know this is too hard but maybe Tanki can look at this circumstance again. With laser, shaft will be collapsed! Laser is not solution. Look at the list and think! 

 

Tanki! Please think again. Game will lose what got with shaft!

 

 

Thanks...

 

 

Too important edit:

 

İ can see which types of players supported this update(My general collocation:Shaft Hater). Now, my probably the most important aim is specially kill these players(especially with my shaft), gain hatret, see curses, do fight against 2, 3 or more players, and get our "Most Annoying Weapon" title back! İ will show what is OP!  :excl:  :excl:

Edited by kayitsiz
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Somethings should fight against game. This part of the game is shaft.

Without shaft,  faster, quick and "shot and hide" tanks and players will be king! Only one blocker is shaft. 

 

So, generally most of players try to kill shafters, write curses in chat and complain because they think, shaft is for bad players they are moving so they are the most skilled players, shafters don't much move they are bad player(General word:Noob)! Actually, these players got angry, because shaft broked their plans. The most different part of the game still being barrier, so they though "These are different. They are not we! They are strangers!"

Maybe players didn't say, maybe said, but most of the players couldn't agree shaft and shafters.

 

This is absolutely the biggest misunderstanding in this game. All of equipments if opponent can use effectively, can be annoying for you. Sometimes players complain about some weapons. Many times i writed about railgun. Because this gun was looking unfair for me. Actually i think still same but shaft can something. İ saw topic about freeze and isida.Moreover, i voted isida on vote "Which is the most annoying weapon?" İ still think, ricochet and thunder have too much range for this weapons. SCD has changed all of the game but drugs are still a bit problem. İ hate falling boxes.

İ saw this in this game and in another games some falling boxes, and i really hate. What about another sources of getting win? Mults, sabotaur etc... 

 

All of players have some ideas itself. İt is not problem. You can write, complain.

 

But some players did unjustice actions for shaft.  They exaggerated... So result, shaft has been spoiled!

 

 

You are basically posting from a shaft player point of view. Of course you aren't happy because your favourite toy, with which you could easily get lots of points without putting in much effort, is finally getting fixed. Yes, I said FIXED, because what will happen with this update is that Shaft will be made less annoying for other players and it will better fit into the gameplay.

 

At the moment shaft is a gun with which most people just sit in the bushes and pick off kills. It doesn't take much skill and it's simply annoying for the enemy team. It's impossible to avoid and generally you are driving through the map with a goal or strategy and all of a sudden you get one-shot by a shaft from across the map. It's just doesn't follow the moral of the game, which is to create dynamic battles. With shaft there is no way to avoid getting shot unless you are looking straight at the shaft player and are able to see where he is and where his turret is pointing, which doesn't happen very often. Even then, only long range guns with knockback (smoky, railgun, thunder, ricochet) will be able to knock the shaft's aim off and have a chance of not getting shot. Short range guns can do absolutely nothing other than to hope that the shaft misses.

 

Here, you precisely stated all of shaft's features, which make it an extremely unpredictable and "noob" gun on the battlefield:

Before:

1.You can do assassinate for team, sneakly enter enemy base and kill opponents for help

This is absolutely dynamic battle!

2. You can use herbs for hiding and shot. All of other players can use A LOT OF walls effectively, but shaft only can use herbs effectively.

3.You can use walls for follow and hide, for kill opponents.

4.You can kill shot-and-hide railgunners too far from away because it doesn't see your turrets location far from away.

5. Opponent can not learn before you turn your turret: "Do you on scope mode or arcede mode?"

6.Opponent can not understand many times do you see opponents any small part.

7.İf you can get good point (too hardly) sometimes opponent can not understand.

8.İf opponent don't see you, opponent can not understand where you are seeing.

etc.. etc.. etc..

With all of this, we can do dynamic gameplay or camping etc...

 

But with new update, we can not any part of this list!!

Having so many possible tactics to use makes shaft a rather overpowered turret, which it too easy to use and doesn't make the gameplay dynamic.

 

The new update makes it fair for other players, since now there is some interaction between the shaft and their enemy. Both have to use their skill - the enemy has to avoid the laser and the shaft has to be quick with his aim.

 

This update does balance the shaft a lot and makes it much more vulnerable, therefore they must do something to make it easier for shaft players to get kills. At the moment I think it's the fact that the aim will no longer shake, so instead of having the difficulty of a wobbly aim you will have the difficulty of enemies running away from your aim, rather than driving right into it, unawares. 

Gameplay with Shaft won't be ruined. It's just that now instead of finding some bushes, hiding in them and easily getting tons of kills, you will have to move around the map to avoid getting shot due to the laser exposure and you will have to be more advanced in sniper mode, as enemies won't simply drive into your aim anymore. It should make shaft a lot more interesting.

Edited by Maf
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I believe the new update would  make it fair for other players, first of all, shaft is a major part in the game, but people take advantage of it, so you have most players using it, making it very hard for the other team. The new update will bring shaft down to the other guns so it's not as if a cheat, still keeping it's main reason, assassination, and with this update it will make the game more intense, and for the most part if you are playing the game and moving across the map, it would be very hard to spot a small red dot. I think the update is very useful and will play a major part in Tanki's advance.

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I believe the new update would  make it fair for other players, first of all, shaft is a major part in the game, but people take advantage of it, so you have most players using it, making it very hard for the other team. The new update will bring shaft down to the other guns so it's not as if a cheat, still keeping it's main reason, assassination, and with this update it will make the game more intense, and for the most part if you are playing the game and moving across the map, it would be very hard to spot a small red dot. I think the update is very useful and will play a major part in Tanki's advance.

Did you see the picture? What red dot? The beam is all across the map. The blind can feel it with his hand on the screen.

This update makes the shaft useless because its reload time is like half an hour and its damage is like that of one shot of twin turret. You can almost shoot, put the game on pause have coffee and come back in time for it to finish reloading.

 

The next best thing is to mark the shaft like they mark control points, so you know where exactly it is and say which direction it is facing.

Edited by Baby_Sam
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the only harm the laser is doing is making you switch camping spots more often, even if you see a laser pointed towards you there isn't much you can do but try to run, and chances are if the shaft is half decent he'll get you anyway :P, I'm not too bothered by this update, only in night maps it's going to be a homing beacon.

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You are basically posting from a shaft player point of view. Of course you aren't happy because your favourite toy, with which you could easily get lots of points without putting in much effort, is finally getting fixed. Yes, I said FIXED, because what will happen with this update is that Shaft will be made less annoying for other players and it will better fit into the gameplay.

 

At the moment shaft is a gun with which most people just sit in the bushes and pick off kills. It doesn't take much skill and it's simply annoying for the enemy team. It's impossible to avoid and generally you are driving through the map with a goal or strategy and all of a sudden you get one-shot by a shaft from across the map. It's just doesn't follow the moral of the game, which is to create dynamic battles. With shaft there is no way to avoid getting shot unless you are looking straight at the shaft player and are able to see where he is and where his turret is pointing, which doesn't happen very often. Even then, only long range guns with knockback (smoky, railgun, thunder, ricochet) will be able to knock the shaft's aim off and have a chance of not getting shot. Short range guns can do absolutely nothing other than to hope that the shaft misses.

 

Here, you precisely stated all of shaft's features, which make it an extremely unpredictable and "noob" gun on the battlefield:

Having so many possible tactics to use makes shaft a rather overpowered turret, which it too easy to use and doesn't make the gameplay dynamic.

 

The new update makes it fair for other players, since now there is some interaction between the shaft and their enemy. Both have to use their skill - the enemy has to avoid the laser and the shaft has to be quick with his aim.

 

This update does balance the shaft a lot and makes it much more vulnerable, therefore they must do something to make it easier for shaft players to get kills. At the moment I think it's the fact that the aim will no longer shake, so instead of having the difficulty of a wobbly aim you will have the difficulty of enemies running away from your aim, rather than driving right into it, unawares. 

Gameplay with Shaft won't be ruined. It's just that now instead of finding some bushes, hiding in them and easily getting tons of kills, you will have to move around the map to avoid getting shot due to the laser exposure and you will have to be more advanced in sniper mode, as enemies won't simply drive into your aim anymore. It should make shaft a lot more interesting.

 

İ agree first paragraph. But:

This gun need the best ideas for being "unprecidtable". Another way, other long and medium ranges can beat shafters quickly . All of railgunners, ricochets, thunders, smokies can shot and hide and i wait because i can't move  <_< At last, an army is shooting to my side. So shaft need be unpredictable. Shaft can not move while scope mode so, opponent should abandon doing defence for short time. Shaft have extremely disadvantages. Especially DM's. İn DM, alot of player can go to you from any aspect. Sometimes 3 or 4 player attack on the same time without any team!  :mellow: Which one is more annoying? 

 

Knockback weapons with shot-and-hide, have got great advantage, but no one think this is bad situation because this looks skill. Most of times, it isn't harder than killing this players with shaft.

 

For big maps,a lot of medium-long range weapons can beat light-short players. We don't need shaft for this. Do i use firebird in Lost Temple? İ can, but player should think shafters. This is "strategy". Some players want use all equipments in all matches. İt is possible but not very suitable  :(

 

Being good with shaft is not easy. Railguners most of time beat shafters. Ricochets same. With a lot of disadvantage, tanki is uncomfortable from shaft's biggest advantage  :angry: Really how to i can do this tactic list again, i dont know. A bigger army going to try kill me  :blink: Maybe i can

break a record :" being killed by most number of players without team." At last, this number is 5. Match was 7 player and 4 railggunner 1 thunder killed me in same time without team. İ had double armor-sandstone-dictator so it took 10 second  :lol:

 

 

Only one think i am happy, no one can say:"Shaft is a noob weapon." in the future.  -_-

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Really, what were you think while adding laser on shaft?  : :angry: We get most of kills with ambush. This weapons skill is this. How can we use with laser this turret?

No more easy ambush kills — that is what where I thinking when proposing laser pointer. Ambush kills is too easy to use by shaft, but a lot harder to counterplay by other tanks. Laser pointer makes it different. Shaft is no longer safe to wreck up kills that easy and other players got means to fight back.

 

As long as you got no idea how to play with laser pointer there is a few tips from pro-shaft user:

  • Do not enter sniper mode unless you see your enemy. This will help you remain hidden and your enemy will not be aware of your presence until it is too late
  • Do not shoot more than twice from single position. Every sniper knows it. If you play, say, on Rio you should switch sides while reloading.
  • Do not aim directly at your enemy while your energy is not maxed. This way your enemy will probably see your laser, but he will not consider you as a threat while he thinks you aiming somewhere else
  • Hide your laser pointer by aiming at vision blockers that closer to your. Back to the Rio map, you can use trees as vision blockers so you can see far, but your laser is hidden. Also, you can aim to the ground so enemy won't see your laser. 
  • Again... DO NOT enter sniper mode unless you see your enemy and you sure it wont get away. 3 seconds is more then enough to take a quick aim as long as your laser is not clearly visible on low energy (~1-2 sec while aiming).
  • Do not aim your pointer in front of enemy tanks unless you are using heavy hull and your goal is to scare them off. If you ambushing behind a corner or a wall you should aim at that corner or a wall.
  • Scare your enemy. Laser pointer is not just a debuff, but an interesting psychological weapon if used properly. I love not to shoot at once but keep aiming at my target up to the last moment. It annoys him and makes it a lot of fun for me.
  • Team up with another shaft. Now you will never miss your shot because your allied shaft kill your target second before. With allied laser pointer you know where shot is going so you can pick another target and make more damage to the enemy team.
  • Quickscope like a boss. Scoring has been changed recently so you can get your points by assists. And you can shine with this technique. Aiming no longer than 1-2 seconds and not killing your enemies got more advantages than you think. Damaged enemy attacker is better target for your team, then respawned attacker at enemy base. While you are not at full energy your pointer is much harder to spot. Also, when you not using full energy to shoot your reload goes a lot faster, therefore you can gain a lot more point by assist kills. Just remember that enemy tank should be destroyed at least 10 seconds after you damaged him.
  • Convince your enemy that you can't aim. This goes especially well when your enemy thinks you can not aim high enough or you can't pixel-shot his tank in cover. This works better with your aim not jittering anymore. You are not aiming until your enemy stopes and then you got split-second to react and get him. Speaking about fun gameplay.
  • Hunt for enemy snipers. Yeah, you are an easy kill while you hang around in sniper mode, but this is equally true for enemy snipers. Counter-sniper role is generally good for your team's mood.
  • Help your teammates. As long as laser pointer is team-colored you can use it as, you won't belive it, a laser pointer! Showing your flag-carrier that he is in your kill-zone will make him feel alot better on his way back home. And you can be sure next time your ally will move aside when he sees your laser pointer aiming near his enemy, so you can get a clear shot.
  • It comes naturally from point before — shoot at targets that tied up by another tank. If your enemy fighting with another tank you can be sure he will be distracted enough to let you aim properly. This works for deathmatch as well.

Ok, I think I remembered everything you need to know.

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No more easy ambush kills — that is what where I thinking when proposing laser pointer. Ambush kills is too easy to use by shaft, but a lot harder to counterplay by other tanks. Laser pointer makes it different. Shaft is no longer safe to wreck up kills that easy and other players got means to fight back.

 

As long as you got no idea how to play with laser pointer there is a few tips from pro-shaft user:

  • Do not enter sniper mode unless you see your enemy. This will help you remain hidden and your enemy will not be aware of your presence until it is too late
  • Do not shoot more than twice from single position. Every sniper knows it. If you play, say, on Rio you should switch sides while reloading.
  • Do not aim directly at your enemy while your energy is not maxed. This way your enemy will probably see your laser, but he will not consider you as a threat while he thinks you aiming somewhere else
  • Hide your laser pointer by aiming at vision blockers that closer to your. Back to the Rio map, you can use trees as vision blockers so you can see far, but your laser is hidden. Also, you can aim to the ground so enemy won't see your laser. 
  • Again... DO NOT enter sniper mode unless you see your enemy and you sure it wont get away. 3 seconds is more then enough to take a quick aim as long as your laser is not clearly visible on low energy (~1-2 sec while aiming).
  • Do not aim your pointer in front of enemy tanks unless you are using heavy hull and your goal is to scare them off. If you ambushing behind a corner or a wall you should aim at that corner or a wall.
  • Scare your enemy. Laser pointer is not just a debuff, but an interesting psychological weapon if used properly. I love not to shoot at once but keep aiming at my target up to the last moment. It annoys him and makes it a lot of fun for me.
  • Team up with another shaft. Now you will never miss your shot because your allied shaft kill your target second before. With allied laser pointer you know where shot is going so you can pick another target and make more damage to the enemy team.
  • Quickscope like a boss. Scoring has been changed recently so you can get your points by assists. And you can shine with this technique. Aiming no longer than 1-2 seconds and not killing your enemies got more advantages than you think. Damaged enemy attacker is better target for your team, then respawned attacker at enemy base. While you are not at full energy your pointer is much harder to spot. Also, when you not using full energy to shoot your reload goes a lot faster, therefore you can gain a lot more point by assist kills. Just remember that enemy tank should be destroyed at least 10 seconds after you damaged him.
  • Convince your enemy that you can't aim. This goes especially well when your enemy thinks you can not aim high enough or you can't pixel-shot his tank in cover. This works better with your aim not jittering anymore. You are not aiming until your enemy stopes and then you got split-second to react and get him. Speaking about fun gameplay.
  • Hunt for enemy snipers. Yeah, you are an easy kill while you hang around in sniper mode, but this is equally true for enemy snipers. Counter-sniper role is generally good for your team's mood.
  • Help your teammates. As long as laser pointer is team-colored you can use it as, you won't belive it, a laser pointer! Showing your flag-carrier that he is in your kill-zone will make him feel alot better on his way back home. And you can be sure next time your ally will move aside when he sees your laser pointer aiming near his enemy, so you can get a clear shot.
  • It comes naturally from point before — shoot at targets that tied up by another tank. If your enemy fighting with another tank you can be sure he will be distracted enough to let you aim properly. This works for deathmatch as well.

Ok, I think I remembered everything you need to know.

Thanks for help. But i lost half of my tactics. İ can build new tactics, but ambush was the best way to kill. İ will continue to use shaft but now it is not probably my favorite turret. Now, the hardest turret  :ph34r:

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No more easy ambush kills — that is what where I thinking when proposing laser pointer. Ambush kills is too easy to use by shaft, but a lot harder to counterplay by other tanks. Laser pointer makes it different. Shaft is no longer safe to wreck up kills that easy and other players got means to fight back.

 

As long as you got no idea how to play with laser pointer there is a few tips from pro-shaft user:

  • Do not enter sniper mode unless you see your enemy. This will help you remain hidden and your enemy will not be aware of your presence until it is too late
  • Do not shoot more than twice from single position. Every sniper knows it. If you play, say, on Rio you should switch sides while reloading.
  • Do not aim directly at your enemy while your energy is not maxed. This way your enemy will probably see your laser, but he will not consider you as a threat while he thinks you aiming somewhere else
  • Hide your laser pointer by aiming at vision blockers that closer to your. Back to the Rio map, you can use trees as vision blockers so you can see far, but your laser is hidden. Also, you can aim to the ground so enemy won't see your laser. 
  • Again... DO NOT enter sniper mode unless you see your enemy and you sure it wont get away. 3 seconds is more then enough to take a quick aim as long as your laser is not clearly visible on low energy (~1-2 sec while aiming).
  • Do not aim your pointer in front of enemy tanks unless you are using heavy hull and your goal is to scare them off. If you ambushing behind a corner or a wall you should aim at that corner or a wall.
  • Scare your enemy. Laser pointer is not just a debuff, but an interesting psychological weapon if used properly. I love not to shoot at once but keep aiming at my target up to the last moment. It annoys him and makes it a lot of fun for me.
  • Team up with another shaft. Now you will never miss your shot because your allied shaft kill your target second before. With allied laser pointer you know where shot is going so you can pick another target and make more damage to the enemy team.
  • Quickscope like a boss. Scoring has been changed recently so you can get your points by assists. And you can shine with this technique. Aiming no longer than 1-2 seconds and not killing your enemies got more advantages than you think. Damaged enemy attacker is better target for your team, then respawned attacker at enemy base. While you are not at full energy your pointer is much harder to spot. Also, when you not using full energy to shoot your reload goes a lot faster, therefore you can gain a lot more point by assist kills. Just remember that enemy tank should be destroyed at least 10 seconds after you damaged him.
  • Convince your enemy that you can't aim. This goes especially well when your enemy thinks you can not aim high enough or you can't pixel-shot his tank in cover. This works better with your aim not jittering anymore. You are not aiming until your enemy stopes and then you got split-second to react and get him. Speaking about fun gameplay.
  • Hunt for enemy snipers. Yeah, you are an easy kill while you hang around in sniper mode, but this is equally true for enemy snipers. Counter-sniper role is generally good for your team's mood.
  • Help your teammates. As long as laser pointer is team-colored you can use it as, you won't belive it, a laser pointer! Showing your flag-carrier that he is in your kill-zone will make him feel alot better on his way back home. And you can be sure next time your ally will move aside when he sees your laser pointer aiming near his enemy, so you can get a clear shot.
  • It comes naturally from point before — shoot at targets that tied up by another tank. If your enemy fighting with another tank you can be sure he will be distracted enough to let you aim properly. This works for deathmatch as well.

Ok, I think I remembered everything you need to know.

 

You sure that pro-Shaft user isn't you? You said Shaft is your favourite turret not so long ago. :P


By they way, nice tips. ;)

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You sure that pro-Shaft user isn't you? You said Shaft is your favourite turret not so long ago. :P


By they way, nice tips. ;)

Shaft is, indeed, his very much favorite gun  :D

 

iDUlYTJ.jpg

 

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I’d like to comment shaft modification (I am a shaft / isida player), taking cues from Hazel-Rah words: 

 

 

As long as you got no idea how to play with laser pointer there is a few tips from pro-shaft user:

  • Hide your laser pointer by aiming at vision blockers that closer to your. Back to the Rio map, you can use trees as vision blockers so you can see far, but your laser is hidden. Also, you can aim to the ground so enemy won't see your laser. 
  • Do not aim your pointer in front of enemy tanks unless you are using heavy hull and your goal is to scare them off. If you ambushing behind a corner or a wall you should aim at that corner or a wall

I could agree with these 2 suggestions if Tanki was a First Person Shooter. The problem is that the game is in 3rd person so, even if the opponent is hidden behind a house/wall, he can see the laser beam aiming at the other side of the house/wall: he just has to slightly adjust camera view, if necessary. Same if the shaft uses a “vision blocker” or aims at the ground/ceiling nearby or at the back of the tank: opponents can see the beam (or at least a part of it) thanks to 3rd person visual. I think this is quite unfair.

 

Another negative side-effect is that the enemy will understand if shaft is in scope mode or arcade mode. I sometimes “fake” to be in scope mode, especially in maps like monte-carlo, to trick my opponents. With laser sight this trick will no longer be possible.

 

Steady aim modification: small perk compared to the loss of “stealth” benefit. Besides, newbies shafters will benefit much more of this mod compared to skilled shafters.

 

I have a suggestion if you really decide to implement this modification: make the laser sight appear only when full charge is reached, not while charging, and add a bonus for damage at full charge. So partial-charged shots will still be stealth shots.

 

Example:

Shot before full charge is reached: no laser appears, nothing changes (as it was before the modification).

When at full charge: laser appears, scope does not shake and max damage is increased (for example 10%). So, if I decide to expose my position, at least I have a small bonus if I succeed in hitting the target.

 

 

Or, better, as M1-A2 already suggested: let a red dot appear, not a whole beam.

 

 

Personal thought: I guess that this modification was invented because players complain against shaft. Well, I think that it is always easier to complain against something instead of trying to improve ourselves. When I use wasp+isida, shafts are not my worse nightmare. Of course they kill me, but I can live with that without whining...it's part of the game.

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I could agree with these 2 suggestions if Tanki was a First Person Shooter. The problem is that the game is in 3rd person so, even if the opponent is hidden behind a house/wall, he can see the laser beam aiming at the other side of the house/wall: he just has to slightly adjust camera view, if necessary. Same if the shaft uses a “vision blocker” or aims at the ground/ceiling nearby or at the back of the tank: opponents can see the beam (or at least a part of it) thanks to 3rd person visual. I think this is quite unfair.

That's not how this tactic is supposed to be used in this game. You re supposed to hide the laser by aiming at something REALLY close to you. I'll show a screenshot example soon.

 

Steady aim modification: small perk compared to the loss of “stealth” benefit. Besides, newbies shafters will benefit much more of this mod compared to skilled shafters.

The steady aim is supposed to counteract the fat that your opponents will try to avoid the laser. Now, you have the issue of the wobbly aim, while after the update you will have the issue of moving opponents.

 

 

I have a suggestion if you really decide to implement this modification: make the laser sight appear only when full charge is reached, not while charging, and add a bonus for damage at full charge. So partial-charged shots will still be stealth shots.

This feature pretty much already exists - the laser start out very faint and transparent when you enter sniping mode and it gradually gets brighter and more visible as you charge up. Making the laser invisible until the charge is full pretty much destroys its purpose. I can just shoot pretty much full damage shots with almost full charge, while the laser will still be invisible, or I can wait until I charge up the full shot and shoot the second it charges up. The enemy won't have time to react and escape the laser, yet you still get the 10% damage bonus. I don't think that's fair.

 

let a red dot appear, not a whole beam.

A red dot will only be visible on the front of the tank and the player never sees the front of their tank, making such a feature completely useless. You can't expect teammates to notice the dot and warn the player in chat before they get shot....

 

 When I use wasp+isida, shafts are not my worse nightmare. Of course they kill me, but I can live with that without whining...it's part of the game.

You said it yourself - shaft snipes players, racking up kills and they can't do anything about it other than "dealing with it". This update is meant to add some interaction between the shafts and their enemies, so that there's some dynamic gameplay between the two, rather than players helplessly driving into the line of fire and getting shot.

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Really do you think what is annoying for shaft? İ understand all of this writings, you don't know why shaft is a hard weapon.

 

Okay only one question? Why is shaft the rarest weapon? Because all of the players think, this is a weak and bad gun. 

 

Really i can explain why shaft is a hard weapon but no onw will care. This update is only about complains. İf there are a lot of shaft in the game, developers don't do this. But now, they do.

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Really do you think what is annoying for shaft? İ understand all of this writings, you don't know why shaft is a hard weapon.

 

Okay only one question? Why is shaft the rarest weapon? Because all of the players think, this is a weak and bad gun. 

I play with shaft - it's not difficult to use and the reason it's rare is because it's just boring...

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I play with shaft - it's not difficult to use and the reason it's rare is because it's just boring...

You can get crystals with "boring" gun and after you can play with any gun.

 

Why anyone don't do this with shaft? İ bought twins for getting more crystal.

İ tried all of other weapons expect freeze, and i think, the most complicated gun.

Edited by kayitsiz

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