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Shaft overcharge damage


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My last thoughts on this for now, only so much time for Tanki in life, but, that said...

 

 

 

Number of shots possible in one MM round (420 seconds)

 

M0                              M3

Smokey                            233                             280

Shaft(scope, full charge)     28                               32

 

Delta (Smokey's Favor)     255                             248

 

 

Max damage possible in one MM round (420 seconds)

 

M0                              M3

Smokey                            94710                          225551

Shaft(scope, full charge)     42000                          96000

 

Delta (Smokey's Favor)     52710                         129551

 

Time between shots

 

M0                              M3

Smokey                            1.8                              1.5

Shaft(scope, full charge)     15 .0                           13.0

 

Delta (Smokey's Favor)     13.2                            11.5

 

This is of course theoretical, but then, all variances apply equally in the engine, thus this works as an example.  I don't even know if I need to elaborate any further other than to say the Smokey CAN do that in theory while moving, a shaft could use part of that time to reposition, but could not shoot, lest it decrease it's recharge.

 

Take away is:

 

Please leave the beleaguered Shaft alone everyone.

 

PS: Yes we could do apple to apples for EVERY turret in the game and maybe find some closer parity (don't know, haven't tried), but Smokey is the base line for all turrets in Tanki,

What is "MM round (420 seconds)" ?

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Wolverine's question made me wonder why he'd even ask.  Stopped and thought to myself, and yes, 7 minutes is wrong, it's 10 minutes, butthe math is linear, so nothing changes in terms of percentages except over maybe those three minutes, SMOKEY's fractional rates of fire MIGHT GO UP actually, ergo, all the stats that follow as well.

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Wolverine's question made me wonder why he'd even ask.  Stopped and thought to myself, and yes, 7 minutes is wrong, it's 10 minutes, butthe math is linear, so nothing changes in terms of percentages except over maybe those three minutes, SMOKEY's fractional rates of fire MIGHT GO UP actually, ergo, all the stats that follow as well.

I get what you are saying about theoretically what each can do in 7 minutes (battles are  ~10 minutes no?)

But not sure how applicable that is for comparison-sake. 

Shaft is not a damage-per-second or damage-per-minute turret. It does it's thing in 4 seconds and in many cases target destroyed in that instant.

Smoky on the other hand, requires many shots to kill, and in many instances, the target gets away under cover, or is killed by someone else.

 

IMO it's apples-to-oranges comparison.  Better than apples-to-eggs comparison, but still...

Tanki battles are not static target practices. A lot of weight should be placed on opportunity.

 

You use the term "Max damage" in your  example.  Shaft does not need to move to inflict max damage, while smoky, in most cases would have to move closer to target to inflict maximum damage.  Hammer even more so with a shorter range.  Freeze? on highways that's a long trip.

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My last thoughts on this for now, only so much time for Tanki in life, but, that said...

 

PS: Yes we could do apple to apples for EVERY turret in the game and maybe find some closer parity (don't know, haven't tried), but Smokey is the base line for all turrets in Tanki,

PLS add Thunder so everyone could see how OP it is.

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The thing with Vulcan is that when you hold it you deal damage, Now with shaft when you hold it nothing happens except that a scope appears. Also if you end up getting trapped it was your fault in the first place so...

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This is where teamwork comes into play (if there is any). Personally, I look for snipers and make it my duty to neutralize them, even if it is for a few seconds. If they are focused on me, they are leaving my teammates alone so they can do their jobs.

 

I've turned the tide of a few battles by getting rid of the snipers. How can that happen? I've made 4 observations:

 

1...Most snipers, especially Magnum users, have a strong weapon but a weak hull. I've seen M0 hulls with M2 Magnums. What does that tell you?

2...Snipers can carry a team by their onslaught. Do away with the snipers and 2 things can happen:

                               A. It opens the door for your team to make a few points or even take over.

                               B. Without the snipers a team can completely fall apart, because, in reality, the team as a whole is weak. 

3...If you bug a sniper enough, that player will either leave or change weapons...no more snipers. 

4...A sniper's biggest weakness is not paying attention to their surroundings. Magnum and Shaft are more focused on the enemy and take a stance of false security because they are at their own base and depend on their spawning teammates to cover their backs. 

 

A lot of times, it's not the snipers that's the problem, it's the players who feel intimidated by them.

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that is sort of the whole point of the shaft, a real sniper wouldn't hurt its operator if he used the scope too much, it just doesnt make sense.

A real railgun would instakill everything, it just doesn't make sense why this shouldn't be the case in tanki. 

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Railgun is a more versatile weapon than shaft. And has a much larger FOV (field of view) than shafts scope mode, nor does it have to stay still.

 

 

I can think of many different scenarios where railgun is better than shaft. :rolleyes:

 

If you don't like being one shotted by shaft, you can always equip a mammy or titan and take one for the team.

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Railgun is a more versatile weapon than shaft.

Thunder and Smoky are even more versatile than Railgun xD

 

They can effectively kill enemies at ANY range thanks to 50% 'weak' damage. Thunder splash and Smoky crits are also quite useful.

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Thunder and Smoky are even more versatile than Railgun xD

They can effectively kill enemies at ANY range thanks to 50% 'weak' damage. Thunder splash and Smoky crits are also quite useful.

But I'm not as annoyed by thunder or smoky as I am by railgun. Rail doesn't have damage drop off like thunder and smoky does. Railgun is the only turret that doesn't need an alteration to move a hunter from afar.

 

 

Besides everyone has railgun these days.

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But I'm not as annoyed by thunder or smoky as I am by railgun. Rail doesn't have damage drop off like thunder and smoky does. Railgun is the only turret that doesn't need an alteration to move a hunter from afar.

 

Besides everyone has railgun these days.

Most players use Rail only in PRO battles. I see far more Smokies and Thunders in MM.

 

Rail is maybe a little bit better at long range than Thunder and Smoky but if Rail gets to a close range fight (especially Dictator Rail), it gets roasted...

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Most players use Rail only in PRO battles. I see far more Smokies and Thunders in MM.

Rail is maybe a little bit better at long range than Thunder and Smoky but if Rail gets to a close range fight (especially Dictator Rail), it gets roasted...

Are you implying that the railgun isn't smart enough to deal with a smoky or thunder? :O

 

 

The things that smoky and thunder have in common are their shots land instantly and the ability to deal a good amount of impact force. Yes you can use it to knock off a railgun aim before it fires. But the railgun can always counter by getting a much sturdier hull like hunter for example, which literally nullifies most turrets impact force.

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Are you implying that the railgun isn't smart enough to deal with a smoky or thunder? :o

 

 

The things that smoky and thunder have in common are their shots land instantly and the ability to deal a good amount of impact force. Yes you can use it to knock off a railgun aim before it fires. But the railgun can always counter by getting a much sturdier hull like hunter for example, which literally nullifies most turrets impact force.

Well even so Rail has like the lowest DPS and one of the longest reloads of any weapon so as long as you survive the first shot you'll most likely win. 

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Are you implying that the railgun isn't smart enough to deal with a smoky or thunder? :O

 

 

The things that smoky and thunder have in common are their shots land instantly and the ability to deal a good amount of impact force. Yes you can use it to knock off a railgun aim before it fires. But the railgun can always counter by getting a much sturdier hull like hunter for example, which literally nullifies most turrets impact force.

Smoky and Thunder win easily any DPS fight against Rail. Rail needs to be covered after each shot to win against Smoky or Thunder which can not shoot Rail during its reload. Of course, all Smoky and Thunder players know that they need to rush the Rail and use full DPS against it.

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