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Shaft overcharge damage


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Once Shaft is fully charged, after a interval of a few seconds, it begins to "overheat" like Vulcan. This would prevent it from pinning other players down, which leads to a stalemate where whoever peeks out first dies. This is a pretty simple idea, and so does not take a long paragraph.

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snipers are supposed to do just that for days if they need to

Real snipers also don't have laser beams giving away their location. This is a nerf intended to improve game balance. And I personally agree with it - it's annoying when Shafts just sit in scope mode in one place and wait for enemies to walk into their line of sight. Would be much better if Shaft players were forced to be more dynamic and only go into scope mode when they actually see the enemy they could snipe.

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Real snipers also don't have laser beams giving away their location. This is a nerf intended to improve game balance. And I personally agree with it - it's annoying when Shafts just sit in scope mode in one place and wait for enemies to walk into their line of sight. Would be much better if Shaft players were forced to be more dynamic and only go into scope mode when they actually see the enemy they could snipe.

so basically you want shaft to become the old smoky... except they decide excatly when they want to land their critical one shot kill.

 

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so basically you want shaft to become the old smoky... except they decide excatly when they want to land their critical one shot kill.

 

Yeah, sort of.

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My idea is that Shafts only do full damage when they shoot the turret. Shots to hulls would give less damage.

 

Maybe then they can remove the laser but add a trail of smoke to let others know where that shaft is.

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Shaft players like me have already LOTS of problems with Railguns, Mammoths and drugging spawn-camping noobs. Never ever nerf Shaft or I will switch to Rico forever xD (maybe not, arcade shots are also very powerful)

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Shaft should deal an addition 10% damage when fully charged instead of the overheating effect which is not needed. What shaft also needs is more impact force so that it can flip enemies upside down.

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Shaft should deal an addition 10% damage when fully charged instead of the overheating effect which is not needed. What shaft also needs is more impact force so that it can flip enemies upside down.

Also add missiles and laser-beams to the Shaft turret too!  amirite?

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shaft is already underused and only usable in big maps (and some medium ranged ones) , it most definitely doesn't need a nerf of any kind

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I think that Shaft should not be able to indefinitely hold fire without penalty.

 

Shaft holding fire is extremely powerful because it can trap targets this way by locking down their escape routes. So many times I've had a Shaft do this, and I could not get rid of him because as soon as I tried to leave or make a move he could just release his finger on the spacebar and insta-kill me, and I could only watch as a Freeze or Smoky or whatever comes along to weed me out. I've also had plenty of times where I finally managed to open up a route to enemy base, then find it all naught as a single Shaft simply trains his scope on the flag and prevents me from taking it (or he trains his scope on my (often only) escape route). Finally, in the case that the Shaft misjudges and aims at an enemy who moves away, they suffer basically no penalty as they can just hold their shot and wait until the next enemy comes along and suddenly hit them with enough damage to insta-kill a medium hull.

 

To balance this, I suggest that the Shaft overheat after a certain amount of time holding fire, just like Vulcan does. In fact, this is a very reasonable suggestion because Vulcan has overheat for this exact same thing, to prevent holding fire. This would mean that Shafts would actually have to count on spotting an enemy and THEN sniping them instead of just being like a mine and waiting for something to appear. It would also mean that in the case of say a Railgun/Shaft duel, they can't just train their scope on the Railgun's cover and "reflex-snipe" them as they come out. And of course, it would solve the issues above with indefinitely locking down routes and areas, and trapping players. This is also really easy to "logically" explain the overheat in the description; its capacitors overheat from storing charge for too long.

 

Final thought: If Vulcan, a DPS weapon can't hold fire indefinitely, why should Shaft, a BURST weapon, that can also

instantly zap with enough damage to kill a medium hull WITHOUT double damage from ANY range, get to do so?

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 its capacitors overheat from storing charge for too long.

That is what i thought after reading the alteration for shaft  :lol:

 

nice idea 

this will solve the issue od Shaft domination on some maps

but with this in game shaft will be suffering a lot on short range maps ?

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