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Shafts damage increased with distance


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All the time i see noobs who just camp behind a wall with a charged shot, knowing that no unorganized team will ever be able to go through. Thats why im suggesting that shafts damage be increased with distance.


 


Of course, shaft should get a damage increase to make up for this. (still not enough to 1 shot a medium without the alt)


 


Damage decrease values should look something like this: 5DuPEbO.jpg


 


 


 


This is to prevent people from doing this with a charged shot and getting a free one hit kill.


 


qUB8Sk9.jpg


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Valid    Completed

Other than the fact that increasing damage makes no logical sense (but sure, let's ignore it because tanki is unrealistic), I don't really see the point of this feature. I suppose it could encourage Shaft players to snipe more and make it more powerful in that mode, but at the same time gameplay would become very inconvenient if the snipe mode was useless/ineffective at short distances.

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First of all, I think you confused the words "increase" and "decrease" a couple times in your post.

A lot of turrets have decreasing damage and Shaft is not meant to be one of them. Just like Railgun, it's specifically meant to be a long range weapon, not to mention a weapon made for sniping. Reducing damage over distance will ruin its purpose.

I understood it this way, that he wrote INcrease of damage over range on purpose. There are a lot of weapons with damage decrease over distance and then there is the category of weapons without a damage decrease (= damage is independent from range, like Rail, Striker, Shaft and Isida). But what he suggested is to put Shaft into a third category. This one reverses the dependency of damage on range and turns into a damage increase over range, like Striker's missiles are flying faster over range.

 

What I don't like about this idea, is that it appears that this aim is to nerf Shaft's snipe mode even more. I'd rather expect it that it needs a buff. The recent Shaft update made it already this way, that it is in general way better to use the arcade mode for shots in near distance, than to use the snipe mode. So IMO the need for this idea, has become less important by the recent change. I also hope that the proposed % numbers in the picture and the number of meters between them are only there to show the principle how it should work and not actually to use these numbers as they would be a totally unacceptable parameter change for me.

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I understood it this way, that he wrote INcrease of damage over range on purpose. There are a lot of weapons with damage decrease over distance and then there is the category of weapons without a damage decrease (= damage is independent from range, like Rail, Striker, Shaft and Isida). But what he suggested is to put Shaft into a third category. This one reverses the dependency of damage on range and turns into a damage increase over range, like Striker's missiles are flying faster over range.

 

What I don't like about this idea, is that it appears that this aim is to nerf Shaft's snipe mode even more. I'd rather expect it that it needs a buff. The recent Shaft update made it already this way, that it is in general way better to use the arcade mode for shots in near distance, than to use the snipe mode. So IMO the need for this idea, has become less important by the recent change. I also hope that the proposed % numbers in the picture and the number of meters between them are only there to show the principle how it should work and not actually to use these numbers as they would be a totally unacceptable parameter change for me.

Its only a nerf if you use it for close range. The aim is to make people stop using shaft as an easy one hit kill for close range. As of the rebalance in october, shafts charging speed is completely broken and can destroy a light hull in seconds at any range. 

Theres a reason why even the most aggressive shaft users can get high KDs.

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Its only a nerf if you use it for close range. The aim is to make people stop using shaft as an easy one hit kill for close range. As of the rebalance in october, shafts charging speed is completely broken and can destroy a light hull in seconds at any range. 

Theres a reason why even the most aggressive shaft users can get high KDs.

I meant this shaft change here. It should take about 2 sec of charge up to kill a light hull (same M level) and this one sec. of not going on full charge doesn't have a big influence. Shaft players' KDs are in general rather high, because of the safe distance.

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I meant this shaft change here. It should take about 2 sec of charge up to kill a light hull (same M level) and this one sec. of not going on full charge doesn't have a big influence. Shaft players' KDs are in general rather high, because of the safe distance.

Its not because of the safe distance. Its because of the completely broken charging speed. I can easily just drive over to the enemy base and get a 3.00 KD. That means its OP.

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Maf pls.

Next time please quote my post if you need me to check the topic again. I only came here because of Tani_S's post.

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Completed

Marking this competed since the general idea of "increased damage with distance" has been implemented via Hyperspeed augments, currently available for Thunder and Railgun. It's possible (and even likely) that other turrets, including Shaft, will get a version of this augment in the future.

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