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I'd have to say no to this one, because the overheating effect is a unique disadvantage exclusively for vulcan. Besides shaft already has a unique disadvantage, it's the inability to move while sniping and lack of field of view while sniping. Magnum can't horizontally rotate it's turret.

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I'd have to say no to this one, because the overheating effect is a unique disadvantage exclusively for vulcan. Besides shaft already has a unique disadvantage, it's the inability to move while sniping and lack of field of view while sniping. Magnum can't horizontally rotate it's turret.

It indeed has this unique disadvantage of not being able to move but it's not enough. 

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Can't you think of something else then? Like having the full charge being disrupted after 10 seconds of holding it in?

10 seconds is a long time, imagine it like this...

30 seconds left for the battle to end and our team needs just 1 flag to make it a tie and an enemy shaft is scoping on the flag, what disadvantage is he at now?

 

But with overheating there will also be a new disadvantage, the shaft will have to get a heavy hull thus making hard for it to move even if just to hide from other shafts or getting into it's position.

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10 seconds is a long time, imagine it like this...

30 seconds left for the battle to end and our team needs just 1 flag to make it a tie and an enemy shaft is scoping on the flag, what disadvantage is he at now?

But with overheating there will also be a new disadvantage, the shaft will have to get a heavy hull thus making hard for it to move even if just to hide from other shafts or getting into it's position.

Fine, we can make it 3-5 seconds. But do not put in overheating.

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Can't you think of something else then? Like having the full charge being disrupted after 10 seconds of holding it in?

 

Fine, we can make it 3-5 seconds. But do not put in overheating.

You are right, we can do that. But this overheating idea isn't any worse imo so I don't know why you're so vehemently opposed to that. 

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You are right, we can do that. But this overheating idea isn't any worse imo so I don't know why you're so vehemently opposed to that.

 

Well obviously the first reason is to keep it for vulcan as it's unique disadvantage. But the second reason is even more obvious, firebird is already OP, so adding an overheating effect to another turret would basically mean a buff for firebird, thus making it even more OP than it already is.

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But the second reason is even more obvious, firebird is already OP, so adding an overheating effect to another turret would basically mean a buff for firebird, thus making it even more OP than it already is.

How did you come to that conclusion? That's like saying if I added splash damage to Smoky I'm basically buffing Thunder, Striker, Magnum, and Twins. 

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I just used shaft on my alt account (M2) , It used to be perfect but now after the arcade nerf , you pretty much cant use it in any map except highways and brest . arcade shots are too weak and their range is awful . any further nerfing will turn shaft into a completely useless turret.

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I just used shaft on my alt account (M2) , It used to be perfect but now after the arcade nerf , you pretty much cant use it in any map except highways and brest . arcade shots are too weak and their range is awful . any further nerfing will turn shaft into a completely useless turret.

The arcade shots are supposed to have awful range anyways, they're not supposed to be for anything other than short range. Shaft's sniping shots are insanely powerful though, they can one-shot medium hulls without double damage, they can one-shot light hulls without a laser (and without double damage), and you can hold-fire indefinitely and you can also reflex-snipe. 

 

Shaft is far from weak; on the contrary, it's ridiculously OP. The only reason this isn't as evident as like Thunder is because it's not as common. 

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The arcade shots are supposed to have awful range anyways, they're not supposed to be for anything other than short range. Shaft's sniping shots are insanely powerful though, they can one-shot medium hulls without double damage, they can one-shot light hulls without a laser (and without double damage), and you can hold-fire indefinitely and you can also reflex-snipe. 

 

Shaft is far from weak; on the contrary, it's ridiculously OP. The only reason this isn't as evident as like Thunder is because it's not as common. 

the number of MM maps where sniping shots can be used effectively is quite limited since you'll be a sitting duck waiting for someone to cross , no one does that unless it's a really big map and the enemies cant go to the other side quickly .

if the enemy is not right in front of you ,you should bother wasting an arcade shot on him , your damage will not reach 100 damage even with DD , that's ridiculous .

 

I'm not suggesting that arcade shots can cross the map without damage loss , but currently they can't even cross a bridge !!

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How did you come to that conclusion? That's like saying if I added splash damage to Smoky I'm basically buffing Thunder, Striker, Magnum, and Twins.

 

That makes no sense in what you just said. If you add splash damage to smoky, you'll only be giving smoky a buff at mid ranges, but also a nerf in close combat. Besides, striker, thunder, magnum, twins, and ricochet with m2 alt each have their own splash mechanisms.

 

If you add overheating effect to shaft, it would buff firebird, because well, what other turret has the burn effect? And before you say Vulcan, let me remind you the Vulcan has the overheating disadvantage, firebird has the burning effect as it's unique ability.

 

And you at your rank should know that the overheating goes hand in hand with the burning effect of firebird.

 

Why do you think that Vulcan users buy protections against firebird? Ok maybe for some, it is to protect themselves from the turret. But most of the players that use Vulcan will most likely to use firebird protections to reduce the overheating effect.

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I just used shaft on my alt account (M2) , It used to be perfect but now after the arcade nerf , you pretty much cant use it in any map except highways and brest . arcade shots are too weak and their range is awful . any further nerfing will turn shaft into a completely useless turret.

You are just right. I used Shaft on my main acc, I switched to Rico. I used Shaft on my WO1 alt gorgoblesk99, I switched to Thunder.

 

Shaft arcade shots are supposed to finish off enemies who survived the sniper shot so they need their 50% weak damage again... Or nerf their damage to 75% and give them infinite range...

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The arcade shots are supposed to have awful range anyways, they're not supposed to be for anything other than short range. Shaft's sniping shots are insanely powerful though, they can one-shot medium hulls without double damage, they can one-shot light hulls without a laser (and without double damage), and you can hold-fire indefinitely and you can also reflex-snipe.

 

Shaft is far from weak; on the contrary, it's ridiculously OP. The only reason this isn't as evident as like Thunder is because it's not as common.

Arcade shots are supposed to finish off enemies who survived sniper shot and did not hide, use RK or shoot back.

 

Shaft needs to stay exposed for 3 seconds (!) to deal its full damage and sometimes even longer because all enemies are hidden and just peek-a-boo against it when Shaft is not looking somewhere near them.

 

While Shaft is exposed, Thunders, Strikers, Vulcans and Rails can deal huge damage to it (even though Striker, Vulcan and Rail are UP and need buff).

 

Part of Shaft skill is to arcade-shot a sniping enemy Shaft. I killed lots of enemy Shafts via arcade shots across the map and it was just so cool!

 

If I started to play Shaft again, I would be forced to put DD into every sniper shot to make (not 100%) sure that I kill the enemy.

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Experienced players hide their lasers behind a wall, newbie players just leave their lasers out in the open.

Experienced players don't have a laser until they're almost at max damage. Newbie players don't have a laser until they're almost at max damage. 

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Experienced players don't have a laser until they're almost at max damage. Newbie players don't have a laser until they're almost at max damage.

 

Why need max damage when you can just equip double damage and easily quick snipe them?

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He probably has a problem with both; holding fire and quick sniping.

You're right about that. 

 

 

Your topic is about a nerf to the ability to hold fire. Which do you have a problem with, holding fire or quick-scoping? Make up your mind.

It is about holding fire. But you guys started talking about how Shaft is oh so weak, so it's kind of my job to point out that it is actually not. 

Why need max damage when you can just equip double damage and easily quick snipe them?

Why Shaft is OP reason #2

 

Heck you can quick snipe and one-shot a light hull without double damage. 

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