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The inital reason for adding the wall...seems kinda silly tbh, but it does prevent camping which is good. (Still had a bad time trying to attack the person up there on the blue team even with Thunder. Camping is a tactic, but it should not be the majority of your gameplay. Not sure if i support or not, but i'm leaning towards supporting it.

It would appear that your name carries weight in the forums, so I'll defer a long anser, as most of mine are, and simply say that coming from you, enough said.  I think the opinion of many is better supported when it is supported by the opinion that many support, and yours seems to get it quite a bit.  I have read your thoughts on shafts elsewhere and you certainly keep fair perspective, if not conservative view, of shafts, so I appreciate you coming in and saying something.

 

Thank you.

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Cologne

Almost no point

Aleksandrowsk

Almost no point

last two map

@beaku is right

 

Edit:

@DarthvaderjonGTR's post

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Honestly, I disagree with this.

 

I'm not going to type out a thousand word essay to prove my point as others have already done so in a very stylistic manner, it's up to your personal discretion if you choose to disregard their arguments or not read those menacing text walls. 

 

I just have one thing to say. Shaft is a sniping weapon. i already thought the addition of the laser was somewhat bordering on ludicrous, given that that's the last thing a sniper with a decent scope would add to his gun. 

 

Now this change in map which ONLY targets shaft users. That's right, it specifically targets shaft users because no other turrets (who are playing the match seriously I might add) would venture there in the first place. 

 

So basically, there are only about less than 3-5 places for shafts to be used in Serpuhov because let's face it, camouflage behind any sort of vegetation is useless, given the addition of the laser. Shafts are now restricted to hiding behind the limited number of walls/alleys in Serpuhov while users of other turrets are free to roam the whole map. 

 

This update, as well as the last one (the laser thingy) has reduced the dynamics of shaft gameplay in a way I would never have imagined. 

 

I shall sum up the life of a shaft at the moment:

 

1. Spawn

2. Spend time to drive to one of the few  sniping spots

3. Charge and shoot once

4. Get spotted

5. Either get destroyed or spend time to drive to another of the few sniping spots left

6. Repeat step 1  - 5 .

 

A possible argument to my logic thus far would be: You just need a bit of skill and shaft can still be used effectively. 

The problem with this argument is that you are demanding an astronomical amount of skill for shaft to be used effectively at the moment, in comparison to other turrets. 

 

Shaft already has it's fair share of disadvantages. It's inability to roam around the map and collect supply boxes is an apt example. This means shaft users have to really on only their garage supplies with no assistance from map supplies at all. This is obviously very draining on one's drug hoards. Not to mention, in a balanced game, shafts only gain points by damaging opponents. Capturing the flag is out of the question, CP is unplayable. 

 

So why this update? With all due respect , I do not think it is sufficiently justified. 

 

I hope the feedback of the general population of tankers could be considered instead of only the feedback of the vocal few. 

 

Thank you for your time!

 

 

 

--------------------------------------------------------------------------------------------------------------------------------------------------

 

 

I haven't say that anywhere before, but now I say.

 

Shaft needs astronomical skills to use it except few special situations, so no one use it effectively(even me)

 

Really, how many skill will we need?

 

Okay, so lovely railgun need some and more for some situations, but anyways better for more situations.

 

 

Again, It would appear people of some import and time playing are also paying attention to this, and again, thank you for saying something about it.

 

In regards to shaft and skill, it is becoming outrageously difficult to play effectively, because even with skill, there is just so much you can do between reloads, and the advantages of even unskilled players vs shaft (and the drugging freely from drops they get) makes life almost unbearable as a shaft sometimes.  Regardless, I I will not go down the road of lament and "woe is me", but this is about the map and simply affording SOME game play to shafts that is in line with that platform's strengths.

 

Again, thank you.

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I hope the feedback of the general population of tankers could be considered instead of only the feedback of the vocal few. 

It does, this is why the change happend.

 

It got nothing to do with the shaft but as long as you mentioned it shaft is 1 of 11 other turrets in the game. I hardly can consider 1 of 11 as "general population". Welcome to "vocal few".

 

Blockers will remain for reasons stated in my previous posts. Shaft will have to either adapt or lose in its effectiveness which will lead to changes in its parameters.

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Blockers will remain for reasons stated in my previous posts. Shaft will have to either adapt or lose in its effectiveness which will lead to changes in its parameters.

Which will lead to shaft becoming OP in non shaft- users, which will lead to this cycle running all over again. Why do you want headache :huh:

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Honestly, I disagree with this.

 

I'm not going to type out a thousand word essay to prove my point as others have already done so in a very stylistic manner, it's up to your personal discretion if you choose to disregard their arguments or not read those menacing text walls. 

 

I just have one thing to say. Shaft is a sniping weapon. i already thought the addition of the laser was somewhat bordering on ludicrous, given that that's the last thing a sniper with a decent scope would add to his gun. 

 

Now this change in map which ONLY targets shaft users. That's right, it specifically targets shaft users because no other turrets (who are playing the match seriously I might add) would venture there in the first place. 

 

So basically, there are only about less than 3-5 places for shafts to be used in Serpuhov because let's face it, camouflage behind any sort of vegetation is useless, given the addition of the laser. Shafts are now restricted to hiding behind the limited number of walls/alleys in Serpuhov while users of other turrets are free to roam the whole map. 

 

This update, as well as the last one (the laser thingy) has reduced the dynamics of shaft gameplay in a way I would never have imagined. 

 

I shall sum up the life of a shaft at the moment:

 

1. Spawn

2. Spend time to drive to one of the few  sniping spots

3. Charge and shoot once

4. Get spotted

5. Either get destroyed or spend time to drive to another of the few sniping spots left

6. Repeat step 1  - 5 .

 

A possible argument to my logic thus far would be: You just need a bit of skill and shaft can still be used effectively. 

The problem with this argument is that you are demanding an astronomical amount of skill for shaft to be used effectively at the moment, in comparison to other turrets. 

 

Shaft already has it's fair share of disadvantages. It's inability to roam around the map and collect supply boxes is an apt example. This means shaft users have to really on only their garage supplies with no assistance from map supplies at all. This is obviously very draining on one's drug hoards. Not to mention, in a balanced game, shafts only gain points by damaging opponents. Capturing the flag is out of the question, CP is unplayable. 

 

So why this update? With all due respect , I do not think it is sufficiently justified. 

 

I hope the feedback of the general population of tankers could be considered instead of only the feedback of the vocal few. 

 

Thank you for your time!

 

Very well said indeed. Your post reminds me exactly of the point why shouldn't have even made it to this game. Since it 's introduction shaft has been ruining the dynamic gameplay of tanki. This is exactly why I believe there are tons of haters to shaft (yeah that includes me as well). I appreciate hazel's decisions towards trying to simplifying this problem ( addition of laser etc. ) however I still believe that shaft shouldn't be a part of this game. Either it should have a faster firing rate in arcade mode with low sniper mode damage which will at least add something to make it move on with the dynamic gameplay it should never be a part of tanki at all.

 

Or else it will always be,

#ShaftEqualsNoobGenerator

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It does, this is why the change happend.

 

It got nothing to do with the shaft but as long as you mentioned it shaft is 1 of 11 other turrets in the game. I hardly can consider 1 of 11 as "general population". Welcome to "vocal few".

 

Blockers will remain for reasons stated in my previous posts. Shaft will have to either adapt or lose in its effectiveness which will lead to changes in its parameters.

Fair enough, your answer made me think quite a bit actually, I apologise for my assumptions about the majority or minority as indeed, I have no hard evidence or statistical proof. At the end of the day,it's still an assumption.

 

I know you guys are constantly trying to make it better for us and I appreciate that. Once again I apologise for my baseless insinuation.

 

The only thing fuelling my strong perspective is that shaft is a sniping weapon and it has been advertised as such, complete with the scope and all. Forcing shaft users to align themselves with a more "dynamic" style of gameplay as perceived by the developers and other players seems a bit restrictive and idealistic. Shouldn't shaft users be allowed to use the weapon in anyway they choose instead of having to conform with other people's opinions on how it should be used?

 

That's my opinion. Shaft is a sniping weapon. I do not think that ledge really ruins gameplay as shafts there can still be dealt with in one way or another. Not to mention, I'm pretty sure your data shows the numbers of shaft users are on a decline (I shall not make assumptions as to the nature of the decline but I'm pretty sure it is diminishing in popularity).

 

Oh well, change is the only constant in the world and I guess Shaft users will simply have to adapt (once more).

 

Sorry hazel-rah for echoing the populist opinion that developers dont listen to players, that was a tad dumb of me.

 

On another note, I hope my views on shaft have given you insight into the minds of shaft users :)

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It does, this is why the change happend.

 

It got nothing to do with the shaft but as long as you mentioned it shaft is 1 of 11 other turrets in the game. I hardly can consider 1 of 11 as "general population". Welcome to "vocal few".

 

Blockers will remain for reasons stated in my previous posts. Shaft will have to either adapt or lose in its effectiveness which will lead to changes in its parameters.

Hazel,

 

I understand completely of the demands in a commercial application with 10 of 11 turrets generate revenue and game play, and thus, they get their fair share of voice, but then, tell me, what is the percentage of non-shaft playing (ie, majority of play being any other turret) that complains about the shafts?   An actually, the better put question, forget about turrets, HULLS.  I would be curious to know if the majority of the complaints lodged are by players that play primarily Wasp and Hornet?  Again, an honest question.  Also, as shafts, can we inquire as the the percentage of players that complain about shafts vs the total number players?

 

Not trying to create some macabre set up here to rail on you and the rest of the developers, I'm very straight forward about what I think is going on, and I genunely want to understand what the issues are with this gun.  There is a limit to everything, even the minority gets a voice in civil society, and as of yet, I see no inquiries or "talks" TO SHAFTS about what's going on.  It's clear to me, very clear, that shafts upset the balance of the "dynamic game play", and as such this speaks to an idea that is otherwise never explained to players when they first join and start playing tanki, that being that if you are not moving and shooting all the time, you are not playing as intended.  I started playing and it was clear to me that the best strategy (and that word obviously also a problem, because dynamic in this instance of reality would assume a tactical approach constantly, rather than a grand plan) for my style of play was sit in ambush of enemies and support long range engagements.  There was the shaft, well, excellent, I'll use it.  The  point is there is no disclaimer when you buy a shaft telling you NO CAMPING and NO GAINING POSITION over your enemies.  This idea that tanki is a brawl all the time, "in your face" fighting, it's apparently a school of thought here, but not an official rule or way of playing.  If developers wanted a lot of in your face combat, why was the shaft ever introduced then?  How was shaft envisioned by developers to be used then in the otherwise faster moving game?

Edited by FogOfWar_XXX

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Well Elizabeth, I just watched the latest VBLOG and they spent some time explaining balance.  They have some valid concerns, because as they tweak the engine and the physics, platforms can gain major advantages, but with that said, I am completely with you on this.  The Shaft is getting the shaft constantly.  This is a combat based game, even if very arcadish and not overly realistic in terms of all the effects and mechanics of the game, but that said, it's turning into a football game, like my analogy, and not a fighting game.  Faster units move in for objectives, heavier and more powerful units trail behind and support.  This is combat, this is how armored and vehicle combat works, combined arms effectiveness.  This is turning into a FPS on tracks, and not a vehicle combat game.  Rails rule here now simply because they are very powerful and they have auto aim.  Learn to time the firing and the game engine does the rest.  I"M SICK of fools says that learning to play a shaft is easy, just requires patience.  Patience is paramount in sniping, but we don't sit around waiting for things to cross our paths, especially now that lasers tell all where you are.  I spend more time scoped OUT and observing from a distance and then engaging then I do scoped anymore.  You need to take shots, otherwise we aren't doing anything for the team and we ACTUALLY HAVE AIM, not like the ricos, twins, and rails that can point in our general direction and poof, rounds come our way, it's infuriating.  Now I'm not going to complain, I started playing and it was this way, what kills me is that the shaft WASN'T this way before and people expected to have it changed while their game play didn't change.  This brings me to something VERY poignant about change.

 

The VLOG developer that mentioned it said something that is an issue I think the Tanki Development Team should reconsider and use EXTREMELY careful judgement on.  It was stated "Tanki is always changing . . . ".  Lets talk about that for a moment.

 

We play and learn to play based upon our experiences in the game.  We form our expertise and talent by discerning the abilities of our equipment and the terrain we play upon.  We learn how the opposing equipment functions, when it is strong, weak, etc, again, all by playing the game, in short, experience.  Change is sometimes inevitable, I understand this, but it should be improvement without impacting the core of the game, what we all know and understand.  If maintaining balance constantly means shifting the paradigms of the things we have come to know in game play, it null and voids our ability to make decisions in the game because the rules have changed.  If you make a shaft and sell it as it is, then people DO DESERVE to have it as it is, otherwise you have taken their monies and then played bait and switch on them.  Same goes for any other turret, change a dynamic enough that affects them and you have fundamentally changed them, and their capabilities.  If Tanki wants to implement change, they really need to be FAR MORE thoughtful about the impacts upon the HISTORICAL aspects of the game.  They are very good at maintaining the technical standards, and ensuring that the new is always functional and not broken, broke they spend far less time ensuring that what was historically a reality for players is not broken.  People spent inordinate amounts of crystals buying powerful shafts, and they were summarily cut to ribbons basically with the laser penalty (yes, I will no longer refer to the laser as a upgrade or update, it was a pure and simple attack on shafts).  Change should be about creating the environment that is better for game play, but the platforms that have been historically used, unless it is a change that cuts across all platforms in a uniform fashion to solve an issue that otherwise made the overall game less reliable or functional.  I am the first one to stand up for rail players and say"while I think your auto aim is bs compared to my shaft's having to carefully select constantly where that round goes, the ability to flip others in the game has been there and you bought into that platform for it's capabilities.  Now, if every tank on the field seemed to be flipped over all the time, I'd say then yes, there is a problem with game play, but given the difficulty of those shots sometimes, it was just a reality that as player I had to account for when engaging a shaft, knowing that they might flip me over if I get into a sniping brawl with them.  Oh well, if I get flipped, I get flipped.  I have not played at the M2 and above levels, so maybe it was there that it became untenable, but still, I never the forums awash with complaints of this, so I'm guessing it wasn't as bad as it might have been presented.  They wanted a rail, the bought a rail, learned to play a rail, they should get their rail as is, period.  Afterburn to me is highly over powered, that said, I know it's a flame tank and that's what it does, I need to plan for that in advance once I know that's what that team is using.  Thus change is a insidious enemy of consistency in Tanki, and it needs to be addressed by developers in a manner that change easily applied without throwing the "balance" of platforms off.  This then takes me to my next point, balance, shafts, and change.

 

Shafts were given a raw deal, we complained, we pointed out the sheer stupidity of putting visible laser on a sniping platform, and then we retreated back to the game in anger and ire and made the best of terrible situation.  We figured out where and how to snipe under the new conditions, we figured out how to position ourselves to be less vulnerable to counter attacks once we took that first shot, we figured out how to close more wit hthe enemies and "semi-camp", as I like to call it, nearer the flag and "shoot and scoot", and we learned how to move around more to avoid the annoying rage players that can['t have their stupid wasp shot down as they run with the flag and are popped off by us 5 times in a row because we are doing more than driving in circles really fast.  Notice, there is a word there that repeats itself OVER and OVER.  That word is "we".  Us, the shaft players, we have changed, and we have adapted to the new paradigms.  We have taken a very bad situation and turned it on it's head as best we could.  What do we get for our efforts to cease the complaining the settle for the stupid reality of our tanks now?  Further impediment.  This is EXTREMELY telling.

 

DEVELOPERS INTENTIONALLY cut off our power plays in Serpuhov, but this isn't a laser, or powerful cannon shot, or overpowered hulls vs speed and agility.  This time, this time we are being attacked for using OUR BRAINS and being clever and effective and shunning the status quo and NOT conforming to XP battle mentality.  WE ARE BEING forced to dumb down our game play so idiots in wasps and rails can do the ever so boring and ever so overdone, rush, snag and grab, and run away thing over and over.  Wasps now rule the first place positions it seems on all maps with CTF and even CP.  Why?  Because going real fast and running away now is basically easy, with little chance of reprisal, except for other "go fasts" chasing them en-mass.  Very much like a Rubgy or Football game.  If a shaft can't get a wide field of vision from a distance to tack a bead on a target, it becomes fairly useless.  Again, WE out thought the limitations, we took back some advantage, with the "balanced" circumstances, and we are AGAIN penalized for it.  The fact of the matter is shaft players are THE smartest, hands down, of all the turret lover types, and our acumen is being attacked constantly.  This is absolutely NO REASON for this and this IS developers INTENTIONALLY trying to sink shafts.

 

To your point of Vulcans, it is funny that another shaft player would bring it up, I have NOT vocalized it, BUT I noticed the same thing.  Vulcans were supposed to be long range solutions to "I don't know what", and as long range engagement units they have been mediocre at best, and GREAT for my kill count.  They are annoying, but certainly NOT worrisome.  I'll let one open up on me and take half my bar while I charge snipe them.  The explode quite nicely with the tall and narrow necked turret, comical almost to think they are real contenders in the game.  THAT SAID, I do have a fearful prediction.  For the sake of GAME BALANCE, maybe there will be "too many long range options" available now, I mean with rails and vulcans, and maybe shafts should be removed, maybe?  Think about that again, what I just said.  A long range weapon with auto aim and even gyro locking on a target.  No aiming, no skill, just a button mashers delight.  Is this the excuse to be used somewhere down the line to get rid of shafts, as they "fall out of favor" since they simply cannot be played effectively anymore?

 

I was thinking about starting thread that went into the deeper aspects of shaft, but now I fear to even mention anything would because for examination and attack on the part of players and devs alike.  Shafts do need to start banding together and thinking about what can be done to keep the ever constant rolling attack against us at bay.  Some might say I'm not "high rank" enough to know what I'm talking about, but this is a newer account, I've been playing for almost a year now, and I can tell you I know better than some who have been playing for years, my place in most matches will attest to that.

 

Anyways, we as shafts can discuss this all we want, but right, the thread at hand is a good place to start, get a real answer about a real and obvious change and start a dialogue there, with hopefully people that matter.  It's just a game, but so is NHL, NFL, MLS, MLB, ML WHATEVER.  We take our fun seriously.

:huh:  :wacko:

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Very well said indeed. Your post reminds me exactly of the point why shouldn't have even made it to this game. Since it 's introduction shaft has been ruining the dynamic gameplay of tanki. This is exactly why I believe there are tons of haters to shaft (yeah that includes me as well). I appreciate hazel's decisions towards trying to simplifying this problem ( addition of laser etc. ) however I still believe that shaft shouldn't be a part of this game. Either it should have a faster firing rate in arcade mode with low sniper mode damage which will at least add something to make it move on with the dynamic gameplay it should never be a part of tanki at all.

 

Or else it will always be,

#ShaftEqualsNoobGenerator

You point out the idea I just stated to Hazel.  But in YOUR CASE, this is what I take issue with.  It's not Tanki Online saying this, it's loud mouth, vociferous, type A personality flag runners  that want to quarter the way this game is shaped and formed.  Again, the sport analogy.  This is a combat based game, to all players of Tanki, we as shafts apologize if you got . . . . wait for it . . . .

 

SHOT

 

We are very sorry our guns kill little you in a single hit so you can't drug up on shields, nitro, and a repair kit, and capture the flag, you [censored for the sake of decency and the issue of keeping peace]. and there is little for you.  Stop running around in planed CIRCLES to follow drug drops.

Learn to fight, not run, [censored fo . . . . well, you know ].

 

And as for "#ShaftEqualsNoobGenerator", I consistently take 1 through 3rd place at least half the time in play, I almost never fall below 6th, always in the top third if I start in the start and end it.  Please note, ALL SHAFT, ALL THE TIME, ALL NATURAL(none of those stupid drugs),   So forgive me when I see that and all I can reply with is "PUNK AZZ BITZ every time someone comes around with their asinine "swagger jagger".  "Got shot little tanki?  Sorry Cher, hit the powder room and come back when your rump stops hurting," Sheesh, this is what pisses all the shafts off and then people look at us LIKE WE'RE the bad guys when we raise our tone of voice with you guys!  Get shot, get used to it, it's a damn tank combat game, get over it,

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Get shot, get used to it, it's a damn tank combat game, get over it,

This is briefly truth.

 

Need skill or not, conflict or not, others like or not, there is shaft and allone have to deal with it.

Edited by kayitsiz

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*another wall of text*

Shaft is best at camping, true, but it doesn't meen Shaft allowed to camp in non playable zones.

 

If you want to camp successfully you need to move constantly, change positions and play it smart. Or pick a heavy hull unstead. I said it several times during this topic, I'll say it one last time — adapt. Nothing said in this topic will remove blockers on Serpukhov.

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You point out the idea I just stated to Hazel. But in YOUR CASE, this is what I take issue with. It's not Tanki Online saying this, it's loud mouth, vociferous, type A personality flag runners that want to quarter the way this game is shaped and formed. Again, the sport analogy. This is a combat based game, to all players of Tanki, we as shafts apologize if you got . . . . wait for it . . . .

 

SHOT

 

We are very sorry our guns kill little you in a single hit so you can't drug up on shields, nitro, and a repair kit, and capture the flag, you [censored for the sake of decency and the issue of keeping peace]. and there is little for you. Stop running around in planed CIRCLES to follow drug drops.

Learn to fight, not run, [censored fo . . . . well, you know ].

 

And as for "#ShaftEqualsNoobGenerator", I consistently take 1 through 3rd place at least half the time in play, I almost never fall below 6th, always in the top third if I start in the start and end it. Please note, ALL SHAFT, ALL THE TIME, ALL NATURAL(none of those stupid drugs), So forgive me when I see that and all I can reply with is "PUNK AZZ BITZ every time someone comes around with their asinine "swagger jagger". "Got shot little tanki? Sorry Cher, hit the powder room and come back when your rump stops hurting," Sheesh, this is what pisses all the shafts off and then people look at us LIKE WE'RE the bad guys when we raise our tone of voice with you guys! Get shot, get used to it, it's a damn tank combat game, get over it,

 

Your reply to my post didn't contain anything valuably informative or helpful thus I wont spend my time going to waste my time replying to it. FYI I have never been one of those wasps running around the map as you mentioned, I mostly prefer playing with medium hulls equipped with medium ranged turrets (I.e thunder or smoky). The following two posts were initially made on the let's discuss shaft topic. I do believe they will give you yet another slice of why I believe shaft shouldn't be a part of this game at all.

 

Ok there are many reasons I hate shaft . Since you asked I will politely list down 2 of my reasons.

1) Shaft simply gives birth to noobs- While playing with shaft one simply CANNOT move his hull. Getting to know how to move your tank around is a great skill that is even hard to be mastered at the highest level of this game. (If you have seen any of the starseries matches you may have seen those players moving in reverse "knowing" the map and the stats of their hull like the back of their hand) do you think such skills are earned easily and playing with shaft will help a player grow such skills?

The same thing goes with targeting and many other sets of skills well. A player who is avidly playing with his beloved shaft may lose his targeting, turret rotation, turret hull co ordination etc, in the long run. These skills play a vital role while playing with every single one of those other turrets in this game. Not to mention if such players are planning to enter an official tournament or a recognized clan in starladder in latter stages of their game it is then they will realize that their career has been ruined by shaft.

I know what you are thinking of right now... Doesnt shafts arcade mode/being a mobile Shafter help one improve his skills? Yes it does, but the amount it helps is minimal due to the fact that you do the same thing 100x times more with every other combo.

2) Shaft totally ruins the dynamic centered gameplay of this game- I really really don't understand the reason why shaft was introduced to this game in the first place. After it was added it totally ruined the dynamic gameplay which was was one of the greatest aspects of this game. ( Maybe this is one of the reasons why shaft is being hated by many other players? )

I can list down many more reasons. But I wont waste my time going into them since I think these 2 will be clearly enough to prove my point. I don't also blame lower rankers for choosing shaft either. The main reason being shaft I really OP at lower ranks and they will simply be choosing it because of the high damage and the lack of protection paints against it at that level.

You might also want to know whether I have any experience with shaft to be talk like this. Yes , I do. In one of my alts I have a M4 shaft and I have used it for quite some time. I was at the exact same spot currently most of you guys are in, admiring shaft. It's just I don't want to see damage done to my skills at the beginning of my career ( which led me to start over) to be done to any other lower ranker.

hi there fellow shafters. I'm sure most of you here are already loving me big time. ( I love you all too :wub: :D ). Anyway since a long time my fellow buddy dark.kido has been eagerly asking me to stop the hate over shaft. ( which I'm pretty sure I wont be able to get over with) but I have been thinking recently through his point that arguing here wont do any good :D. I will be leaving this thread ( but of course I'll post once in a while or else I know you guys will miss me :D ). Thanks everyone for providing me with valuable feedback over hundreds of my posts filled with love :wub:.

For a final price of advice, let me give a brief description about myself.

I was here even before the first rebalance was even here. I was her when shaft was SO OP that it could one shot nearly every medium hull even with a m1 or m0 and like everyone of you over here I was sooooo fond of my shaft and enjoyed using it to the highest extent. Like all of you I faced those shaft haters, and I too had the same reply that most of you guys are pulling at me to fight those anti shafters. My career with shaft went on to the rank around marshal where I currently have a m4 shaft. ( to dfoofnik, kid you simpky don't know about me........ ). The thing I realized then was that my skills over other turrets were minimal or nothing at all. ( yes I only used shaft till that rank and occasionally Viking freeze). I know it may not be most of your dream but, it was my dream to join a good clan and join the cybersports section in the latter stages of my career. My dream was totally ruined by shaft when I realized that I simply couldn't operate a railgun ( which Is intact a basic need if you are planning to join a good clan in tanki). That is when I decided to give up and start over my tanki career again. I know how much bad it sounds for you guys( I have been exactly there hearing the same thing ) but unfortunately with all my experience I believe that rail needs tons more skills to operate than shaft and that is the simplest of truth. My advice for you would be do keep using shaft but only at the risk of knowing it certainly WILL affect you'd skills and if you're planning to join a good clan or starladder in the future I suggest not using shaft at all. I am sure most of you have tons of pointa to rack up against my post but believe it or not what I said was the truth that I have gained through my experience. ( I have more than 3500000+ xp altogether in all my accounts) <----- sorry for showing off :D.

Good luck and if you need any help feel free to ask for it :D

With loads of live

Athena

 

 

I wouldn't like to appoint myself either as a pro shafter neither a pro with any other turret. But I do however believe that I have enough experience to have my own opinion and support myself with it.

Edited by Athena369

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Shaft is best at camping, true, but it doesn't meen Shaft allowed to camp in non playable zones.

 

If you want to camp successfully you need to move constantly, change positions and play it smart. Or pick a heavy hull unstead. I said it several times during this topic, I'll say it one last time — adapt. Nothing said in this topic will remove blockers on Serpukhov.

So you mean that if a keep a cookie in front of a mouse, it won't eat it??

Seriously, what were you thinking when designing such obvious ways to that area and now you are saying that they are unplayable?? What were you doing past 4 years... I mean, even a viking could get up there.

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So you mean that if a keep a cookie in front of a mouse, it won't eat it??

Seriously, what were you thinking when designing such obvious ways to that area and now you are saying that they are unplayable?? What were you doing past 4 years... I mean, even a viking could get up there.

72 maps! I can't keep an eye on 72 at once!

Besides, for a long time Serpukhov never been famous map. It wasn't an issue back then.

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72 maps! I can't keep an eye on 72 at once!

Besides, for a long time Serpukhov never been famous map. It wasn't an issue back then.

And it is now!?? I don't think so. Even though being a non shaft users I don't have any grudge against them. Laser update was enough to keep me away from them. My thunder/railgun then could easily beat them. Edited by beaku

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72 maps! I can't keep an eye on 72 at once!

Besides, for a long time Serpukhov never been famous map. It wasn't an issue back then.

there were just 9 guns and you have added the laser after 3 year.

 

And by the way, I have a complain. So if we sohuldn't play on unplayable zones, can anyone explain to me that:

 

Some railgunners get top positions on the roofs and top of big buildings in the "Industrial Zone" map. They get "unfair advantage". If my camper spot has gone, I want to remove that points.

Edited by Hazel-Rah

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And it is now!?? I don't think so. Even though being a non shaft users I don't have any grudge against them. Laser update was enough to keep me away from them. My thunder/railgun then could easily beat them.

Haven't I stated this got nothing to do with Shafts?

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^^ I agree with @kayitsiz . I would also like the top hole in the wall in silence be removed. It gives unfair advantage to campers.

I can say lots of point that railgunners get and use and they are basically "unplayable zone".

 

Please remove all them. You can start with industrial zone, noise, highland...

Edited by kayitsiz

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I can say lots of point that railgunners get and use and they are basically "unplayable zone".

 

Please remove all them. You can start with industrial zone, noise, highland...

Yes, block the top spots near red flag in Highland.

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there were just 9 guns and you have added the laser after 3 year.

And by the way, I have a complain. So if we sohuldn't play on unplayable zones, can anyone explain to me that:

Some railgunners get top positions on the roofs and top of big buildings in the "Industrial Zone" map. They get "unfair advantage". If my camper spot has gone, I want to remove that points.

"If MY camper spot has gone, I want to..." - how childish of you.

 

This is getting out of hand. Blockers on Serpukhov map will stay. They got nothing to do with Shaft in particular. End of story.

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