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


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Well, if we have to follow this path, does shaft "shaking aim" make sense?

In the game there are nanotech, railguns, freeze, protective paints and so on...but "engineers" were not able to design a stable crosshair!!! :)

 

Shaking has been added to counter balance shaft power, and it's ok, even if it is quite out of place.

It's being removed now, so your argument is invalid  :)  However, the idea was that the aim shakes because the charge is being built up and the energy is causing vibrations. By the way, you can't really talk about super advances technologies with this game, for example for Freeze, the original garage description (at least in Russian) was that a bored mechanic joined a fridge with a fan and created "the freeze gun", which he used to fend off annoying children. An engineer at a local tank assembly factory heard about the invention and soon, the Freeze was created.  :D So yeah...

Edited by Maf

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The answer to that "problem"  is teamwork. Those points can usually be shot at from some other place. So, first someone eliminates the shaft from a distance, then the light hulls come in. Another option is coming to the enemy base not alone - the first one get kiled, but the others kill the shaft user. The same camping can be done with a railgun, btw, and wasps  can be killed in one shot. Do you propose to nerf railgun as well? A third option is to accelerate and come in at top speed by surprise, a small light hull can get past thew scope quckly and kill the shaft easily while the turret rotates. A fourth way is to appear and to turn immediately. A human can't react instantly, so the aim is usually along the taarget's predicted path, so that the shafter can see the incoming target, estimate its velocity and fire, knowing of the delay between the brain's command and the keypress. So, any sudden change in velocity - both absolute value and direction - can make the shafter fire at the empty space. A fifth way is to use Rico to deal damage and disrupt the aim - while one person fires at the camper disrupting the aim, others go in and destroy him.

 

Basically, any gun here is a "point and shoot" one, do you consider every turret a noob weapon? Perhaps a person who can't develop a way of countering the turret should be called a noob instead? I get killed by Freeze lotss of times, but I don't cry "Freeze is OP,  nerf it".

Does Railgun do 110 damage? Does railgun have an arcade mode? Does railgun have a sniping mode?

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Does Railgun do 110 damage? Does railgun have an arcade mode? Does railgun have a sniping mode?

Yes, starting from M1 (or M0 with DD)

Yes, it does, like all turrets

No, it doesn't, so what?

 

 

Actually problem, "control the doors" is not fruitfull. And you can not kill all of the targets. A lot of opponent shaft and railgun can kill these players. Good point, but not true generally. Eapecially if shaft don't use a heavy hull.

 

I was answering to the post describing a "problem" with "door control". Heavy  hulls are equally vulnerable to the tactics described above.

 

I had another idea!!!

 

Assumptions:

1. A single DOT is too difficult to see: no benefit for player who has been targeted

2. A whole beam (starting from shaft barrel and ending to target) gives a benefit to the target and, at the same time, is a penalty for the shaft user.

 

Well, the idea is:

The beam could be just 10 meters (30 feet) long, starting from target tank (or wall/building). In this way, the player is aware that he has been targeted; other players will see the segment of the beam and will know an approximate direction to discover the shaft, but not the exact location of the tank itself.

 

I think this could be a WIN-WIN solution.

What do you think?

perhaps adding burning staff with smoke to the game is the best solutiuon. Make the laser visible in the smoke only (just like the real one), voila, problem solved.

 

 

If some shaft hacker joined and shot you from random places you don't know, then you won't be able to vote him cuz he'll just say you couldn't spot him. the new laser thing helps this case a lot

 

If some shaft hacker joined and shot you from random places you don't know, then you won't be able to vote him cuz he'll just say you couldn't spot him. the new laser thing helps this case a lot

Just look around. Think like the enemy, predict his hiding spots. A shaft that doesn't move is easily detected, a shaft that moves is often exposed and vulnerable.

 

 

That 's if you're playing in an organised team. In a random battle there is barely any teamwork and getting your team to do something organised is nearly impossible. It's much easier to just avoid the shaft and hope that he doesn't see you, which is why shaft needs to be changed to add that interaction between the shaft and the player.

Random teams can be effective just as well as ineffective. So, the thing you describes seems to be bad luck. Alas, there is no remedy for that. :-)

 

if you want to avoid the shaft, don't move in open spaces. Just as you do when trying to avod railguns.

 

The proposed update will make shafters camp even more. I use to go to the enemy base, kill one of the defenders while not being seen and take the flag, now anyone will see me some seconds BEFORE I do that.

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Hmm since there is going to be a laser pointer attached to shaft. So I was thinking that if you guys can Change maps and edit them with much better place to ambush. Like RIo there are hardly any places to ambush and as I shoot from multiple places. So it becomes kinda hard to find other place to hide.


And it would be so cool if there is a lot of places to hide and shaft with laser pointer. This will make game much better and much skillful.

And will give fair and equal chance to both shaft user and (other) turret user.

Edited by zainslimshady

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I typically use Shaft or Isida in Capture the Flag (CTF) battles. 

 

One thing not mentioned is that Shaft is the pefect gun for people with bad framerates. In the Rio map I regularly get 2-3 FPS depending. But if I switch to Shaft, i can contribute to the team because the framerate FPS goes up when I am not moving around so much. If the game is going to be more 'dynamic' then it also means the people who choose Shaft for low-framerate issues will not be able to play the new style. Perhaps that is not a large number of people but I'm sure it's not zero. Running around Rio, Future, and even the new heavy-tree Serpuhov can grind the rendering engine to single digit FPS rather easily on some computers. 

 

However, the recent Supplies Update (smart timers update) has made changing Shaft kind of necessary. Most old 'fighting' druggers (like Thunder, Ricochet, Fire, Freeze) had to engage 3 supplies - defense, offense, and speed. With Shaft in a sniping position, you really only ever needed one, Double Power. Double armor was nice, but not necessary to get a lot of kills. Speed was not really an issue. So Shaft has gotten a bit of a 'boost' from the supplies update - since a lot of targets are no longer going to have Double Armor turned on most of the time... it provides easier kills for Shaft. So I can see the need for the change.

 

However, this will change the game in dramatic ways. Some maps are apparently specifically designed for 'old shaft', especially Lost Temple, which has a bunch of trees and bushes that hide shafts on purpose from being seen. This will no longer be possible - those snipers will be dead instantly. Also snipers in Serpuhov who protect the flag by hiding and shooting all flag-stealers, well, they will be instantly dead too. The attackers will simply see the red light, go around behind the building, and kill Shaft right there. Shaft is nearly helpless at short range combat vs, say, Isida. 

 

I know the idea is "dont go into sniper mode until you can see the enemy". But the Serpuhov flag-protection sniper only has a split-second to make a shot, an enemy Wasp can run in, grab the flag, and be gone from view in less than a second. This will fundamentally alter Serpuhov gameplay (at least for the ranks I am used to).

 

I think it will be a very interesting update.... I am looking forward to the new experiments. That's what shaft was always about -- experimenting. Seeing where you can hide, how you can contribute to the team, whether your enemy knows your hiding spots, what kind of weapons your enemy is using, etc etc.

 

My only real worry is that Monte Carlo will just be a massive confusing mess of laser pointers. 

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Yes, starting from M1 (or M0 with DD)

Yes, it does, like all turrets

No, it doesn't, so what?

 

 

I was answering to the post describing a "problem" with "door control". Heavy  hulls are equally vulnerable to the tactics described above.

 

perhaps adding burning staff with smoke to the game is the best solutiuon. Make the laser visible in the smoke only (just like the real one), voila, problem solved.

 

 

 

Just look around. Think like the enemy, predict his hiding spots. A shaft that doesn't move is easily detected, a shaft that moves is often exposed and vulnerable.

 

 

Random teams can be effective just as well as ineffective. So, the thing you describes seems to be bad luck. Alas, there is no remedy for that. :-)

 

if you want to avoid the shaft, don't move in open spaces. Just as you do when trying to avod railguns.

 

The proposed update will make shafters camp even more. I use to go to the enemy base, kill one of the defenders while not being seen and take the flag, now anyone will see me some seconds BEFORE I do that.

First your opinion whether the railgun has an arcade mode is false. The arcade mode of shaft is trigger friendly while it takes 1 second of charge up time to make every single shot.

 

Simply NO!. lol Why would be the point of having a laser beam if it's only visible while there is smoke dust..etc. Remember this update is meant to nerf the OP shaft.

 

Random teams can never ever be effective. Even when it's tons hard to coordinate an attack with your own friends/ clan mates do you really think randoms will help you in it? You are not playing with Star series or Pro series players here. You're playing with random players who just make up their mind to do their own stuff within the game.

 

Also on your previous reply asking me whether I consider every turret to be a noob turret. , No I don't. The only turret I consider as a noobly one is shaft which requires no skills at all to use. Maybe it's just a turret made to attract unskilled "kids" into this game. Shaft should've never made it to this game.

 

I don't know why you try so hard to defend the shaft. Maybe you are one of the noobs using it? (I'm sorry if I offended you in any manner but it's my way of thinking)

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First your opinion whether the railgun has an arcade mode is false. The arcade mode of shaft is trigger friendly while it takes 1 second of charge up time to make every single shot.

Well, define "arcade mode" please.  By my classification, there are two modes - "arcade" and "scope". All turrets have the first one, shaft has the second as well.

 

If random teams can never be effective, why do effective teams emerge on maps I create? You do not understand randomness (don't worry, people usually don't) - anything is possible, but the probabilities can be low. If a person willing to win joins the battle, he will try to play effectively. Even such small aount of effort can sometimes be enough. I see people joining and asking something like "i am on smoky now, but i can play an offensive isida, should i do that now?", people coordinating atacks (from both short and long range) and defending effectively. If you mean something different by an "effective team", pleae give a definition.

 

 

 

Also on your previous reply asking me whether I consider every turret to be a noob turret. , No I don't. The only turret I consider as a noobly one is shaft which requires no skills at all to use. Maybe it's just a turret made to attract unskilled "kids" into this game. Shaft should've never made it to this game.

 

The "unskilled kids" make the game profitable, that is a frequent problem in online games. However, skilled players can by definition defeat unskilled ones, so what is your problem? :)

 

That statement about skills needs proof. Have you ever used a shaft?

 

 

I don't know why you try so hard to defend the shaft. Maybe you are one of the noobs using it? (I'm sorry if I offended you in any manner but it's my way of thinking)

 

Yes, I am a shaft user. But I don't get offended by people in online games (after all, I come here for fun). Hope you feel the same. It is pleasant to argue with you.

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However, the recent Supplies Update (smart timers update) has made changing Shaft kind of necessary. Most old 'fighting' druggers (like Thunder, Ricochet, Fire, Freeze) had to engage 3 supplies - defense, offense, and speed. With Shaft in a sniping position, you really only ever needed one, Double Power. Double armor was nice, but not necessary to get a lot of kills. Speed was not really an issue. So Shaft has gotten a bit of a 'boost' from the supplies update - since a lot of targets are no longer going to have Double Armor turned on most of the time... it provides easier kills for Shaft. So I can see the need for the change.

 

I agree when you say that shaft uses mostly double power. I do not agree when you say that shaft got a boost from the supply update. Let me explain my point of view: before smart cooldown, there were few full druggers and many not-druggers, at least in battles I used to play in. Believe me, I had to use double power only very few times. If the battle was too unfair because of druggers, I simply disconnected to find another one.

 

Now, with smart cooldown, players in drugs are increased in number. Plus, duration of powerups has increased on average (45 seconds both for garage and box supplies). Plus, boxes do not disappear, so it is quite easy to have at least 2 powerups active at the same time. The result is that now I have to use double power many more times that I did before, but it is a matter of survival!

 

So, double power for shaft is now often mandatory if you need to do some acceptable defense. IMHO shaft was a little OP before smart cooldown, not now.

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The "unskilled kids" make the game profitable, that is a frequent problem in online games. However, skilled players can by definition defeat unskilled ones, so what is your problem? :)

 

 

 

That is why many of the players write disgusting curses to shaft. Sorry but i had to say.

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While this is still relevant, I'll post the results of a Team Deathmatch battle on Serpukhov, where the red team was all shafts and the blue team was all Railguns:

 

First round:

uQhd4ag.jpg

 

Second round:

RFKiX2Y.png

 

 

And then there was a battle of Shaft vs. Thunder. This time we battled in TDM mode first and then changed to CTF to make the test fair for Thunders. You guessed it - Shafts won the TDM, but Thunders beat Shafts in CTF, however Shafts still managed to capture 2 flags, surprisingly.

 

First battle (TDM):

EgeK07V.png

 

Second battle (CTF):

oV0M43D.png

 


 

We'll repeat the experiment with Shaft vs. Railgun after the Shaft laser update. Hopefully the results will be interesting.

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Now, with smart cooldown, players in drugs are increased in number.

 

I personally have seen less druggers since the update. Maybe it is the rank I am, or that I almost always do CTF? I dont know. If I was seeing what you are seeing, id agree shaft is going to be hurt alot. But Mafioza121 has just posted Generalissimo shafts doing very well. I dont know. 

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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...

This is only for the night time affect.

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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.

 

yeah your pro-shafter is just that a shafter... not a sniper... there is a differance... and your proposel and implimentation of a snitch becon on a sniper is asinine.

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Yes, starting from M1 (or M0 with DD)

Yes, it does, like all turrets

No, it doesn't, so what?

 

I am talking about the m0. By arcade I mean can we directly shoot without powering up? No this just proves that the Shaft is much more OP than the Railgun but I still see people complaining about the raigun.

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İt is not so bad. Laser is so unclear(no one care laser in night mode  :D ) And i found some new ways to kill  :lol:

 

But, i will do what i can most for getting our title: "The Most Annoying Weapon!"  :excl:  :excl:  :angry:  :angry:  :angry:  :angry:  :angry:

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First of all, the title of this forum should be "About New Shaft...(Please REthink this update)"

 

The entire concept of sniping is based on stealth.  To be successful, the enemy cannot know where the sniper is located. With the addition of the laser, a sniper is broadcasting his location to the world. The use of the Shaft turret will decline and ultimately stop entirely. In the brief time that I have used Shaft with the laser feature, I have been destroyed far more frequently than before. The removal of the "shake" aspect of the sight is wonderful and should have been done long ago. The Only defense an out-gunned team has is to stop being overrun by stopping the enemy before they get in the midst of a weaker-gunned team. That means accurate long-range shooting. Shaft is the only defense that can keep a skilled, but out-gunned, team in a battle. Without Shaft, the weaker team might as well just sit there and get destroyed again and again with no hope of defense. Game over.

 

Please remove the laser feature from Shaft.

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The "update" is a disaster. There are players who invested much time and play for shaft upgrades, who will lose the whole purpose of the play. The only beauty of this weapon is to stay hidden and shoot, the weapon itself may be powerfull but it already had some big disatvantages like longer time to charge, very low manevrability in "face to face" fights, full power only in snipe mode, etc.

I mean, what the hell, the railgun is almost as much powerfull as shaft but had a lot more manevrability, quicker charge, and on top of all, you didnt have to aim exactly to kill the enemy. I have been killed a lot of times when the railgun laser beam didnt even toutched me! Why didnt you fixed that bug instead of fooling around and make fool of players who love shaft just for what it was!? This is at least the same annoying than a hidden sniper. With railgun you can just aim "aproximatively" on the position of a far enemy and the game will do the job for you, but with shaft, if you miss one pixel on the screen, you didnt shoot anything.

 

After all, this is a battle. In real battles, snipers was always hated exactly for that, they were hard to be located. I ask you, what this game intend to be, a battle or a sci-fi Cartoon Network with laser beams on the sky?

 

I invested a lot of time to play just to upgrade shaft, but now I feel sorry. If you ruin this weapon, now I can sell it back!? This new  "s h i t  shaft" is nothing more than a parody of a railgun, and it is far from the shaft that we liked.

 

"Shaft is to powerful weapon"!? Did you think that if a team had to much snipers, this greatly reduces the chances to win because for a sniper is very hard to enter in a enemy base and take the flag, the sniper has almost zero fire-power when he moves!?

The main defence for a sniper is to find good place to hide, which is just not possible anymore. This weapon is now the weaker weapon in the game.

 

If this "upgrade" will remain, I will reduce my time spend on this game somewhere down to zero soon.

 

What the hell, if I have to spend again months or years to upgrade other weapons I dont like, I`d rather start to play online poker, where time invested brings you skill and good money. Skill that can not be downgraded, no one can downgrade you there because noobs complains that you are to good in the game.

 

So good luck with the new sh-it.

Edited by fefitata_online

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First of all, this game is a private business with limited liability. They let you play the game for free and if you invest money into it - you're just donating at your own will. They don't owe you anything and they reserve the right to change whatever they want without refund for those the change affects.

 

Second, you need to just stop complaining and get used to it. The easiest gun in Tanki was finally made more difficult, so that Shaft actually required more skill to play and other players have a chance to avoid it. Don't compare this game to real life - it's not. The developers change things not to make the game more realistic, but to make it more interesting for everyone to play. Hiding in the bushes was a very OP strategy that allowed you to easily gain lots of kills with very little effort. Now, that tactic was nerfed, however it's still very easy to aim and hit enemies, especially now that you don't have to get the kill to gain points.

 

Stop complaining and get used to it. It's a good update.

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First of all, this game is a private business with limited liability. They let you play the game for free and if you invest money into it - you're just donating at your own will. They don't owe you anything and they reserve the right to change whatever they want without refund for those the change affects.

 

Stop complaining and get used to it. It's a good update.

Sorry about the first paragraph. It is irrelevant. Tanki has been explicitly soliciting input and suggestions.

 

Second, why don't you answer his question about the railgun? I know they can't screw it up regardless of your first paragraph because of the huge Russian XP community behind it. Honestly, don't you think that now the railgun is a lot more superior to the updated shaft?

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This update is surprisingly mundane. I've asked my friends (who do use Shaft) about the update, and I was very surprised to hear they loved it. I suppose they were fine with trading off easy camping for no-shake scopes. Shaft has become a lot more mobile in recent months, thanks to the quick-charging change, and the laser scope simply reinforces that style of play.

 

Also, I've learned a new type of fear: that little line coming to rest on my hiding place, boxing me in.

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Stop complaining and get used to it. It's a good update.

Yes, of course it is. For noobs it is very good and usefull update. Make the sniper useless in the game, he will be killed after every aim he makes.

 

Just like the railgun-bug, you dont have to gain skill for play, the game make your job.

 

Instead of ruin the shaft, they could take out the laser beam of the railgun so they cant be seen either, I could be perfectly fine with than, and dont complain. And fix the railgun bug-for-noobs too, that would have been more balanced change.

Edited by fefitata_online
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hey mafioza,

 

first of all,   In a real war, that has snipers in it,   snipers really annoy people.

but can the people(and specially DEAD people) complain  so that the sniper developers add a laser on it so it becomes obvious

where are they? absolutely NOT! :)

 

second,you think the removal of the wobble was good for us? most of us actually used the "wobble" to get kills :)

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