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Raise the skill roof for Shaft


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 Currently, Shaft rules. It's an uncontrollable damage beast that destroys everything in its sights. And I find that a bit unfair, I'm sure light hull users would also agree.  What I'm suggesting is that the skill roof for Shaft needs be increased, a lot. Make Shaft harder to use, seriously, Snipers are supposed to be difficult to use effectively, not overpowered self-propelled artillery. All you have to do to conquer Shaft is point your laser at someone and shoot, not that hard to be honest. So don't nerf the damage and reload time like you always do devs, instead you can just: 

  • Add a wobble when scoping in for too long. This should solve the problem where Shafts block entrances by pointing there lasers at them. 
  • Add a bit of gravity so that Shaft shots get dragged down a bit when fired.
  • Nerf the speed of Shaft shots so that they move about as fast as a fully charged Magnum shot, this to make it harder for campers to shoot moving targets where they’ll have to lead their shots to hit a target. 
  • Add a small noticeable glint  that appears whenever a Shaft user scopes in to give away his/her position, I feel that a small laser just isn't enough. 
  • Add a small possibility that a Shaft shot would penetrate the target and pass through to anyone behind him/her, this possibility should be very low though. 
  • Make scopes customizable, this doesn't really change anything buy it'd be cool and perhaps a money maker too. 

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Shaft is totally balanced IMO. Just get close to them. If you cant, find cover right away. While they are focused on your position waiting for you to come out, a teammate can kill them.

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  • Make scopes customizable, this doesn't really change anything buy it'd be cool and perhaps a money maker too. 

 

yes yes yes yes yes yes yes yes yes yes yes yes yes yes  useleess cosmetic of course always a yes yes yes yes yes yes yes yes yes yes yes 

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Just buy protections against it.

 

At m2 and above, it requires more skill than you think. Because up there, hulls move faster, more people know how to hit corners of a hull, plus people have better knowledge of the maps.

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Shaft Rules? Not really, it's the least popular turret except Isida. And most maps you can't use it hardly at all with most people using stuff like Twins and Hammer or Thunder

You are just right. Shaft is UP and it needs buff. I do not understand why some people want to nerf Shaft when it already got a huge arcade shot nerf (at the same time when Thunder got his reload buff which made it OP).

 

OP Magnum and Thunder dominate the battles and kill Shafts and Rails with ease. Twins is not OP but its impact force definitely needs a nerf. Huge impact force is one of the reasons why so many players use Twins.

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You are just right. Shaft is UP and it needs buff. I do not understand why some people want to nerf Shaft when it already got a huge arcade shot nerf (at the same time when Thunder got his reload buff which made it OP).

 

OP Magnum and Thunder dominate the battles and kill Shafts and Rails with ease. Twins is not OP but its impact force definitely needs a nerf. Huge impact force is one of the reasons why so many players use Twins.

exactly, that post was based on the title, now that I actually read the O.P I think it's just stupid. The Glint is just useless cause the Laser already completely exposes Shaft. The Bullet time is just B.S ( like seriously, this isn't WoT or Sniper Elite) and overall Shaft may he OP in terms of Pure damage, but even at my rank it's hard to use with literally everyone using DA constantly and light hulls are rare unless you are playing CTF

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exactly, that post was based on the title, now that I actually read the O.P I think it's just stupid. The Glint is just useless cause the Laser already completely exposes Shaft. 

The laser is only visible once you reach full charge. You can one-shot light hulls before that.

 

 

...but even at my rank it's hard to use with literally everyone using DA constantly and light hulls are rare unless you are playing CTF

Are your enemies using Double Armor and shrugging off your "skillful" snipes? With our revolutionary, all-new, Double Damage supply, you can easily blast through any Double Armor! Now available for only 50 crystals, the same price as a Double Armor! Buy your Double Damage now! 

 

New study finds that Shaft, Tanki Online's "UP" turret, is capable of sniping out 90% of a medium hull's HP! Just get them a bit damaged and snipe away! 

OP Magnum and Thunder dominate the battles and kill Shafts and Rails with ease. Twins is not OP but its impact force definitely needs a nerf. Huge impact force is one of the reasons why so many players use Twins.

Magnum and Thunder may overpower Shaft but that doesn't automatically mean Shaft isn't OP, it may just mean Magnum and Thunder are more OP. 

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First: Shaft doesn't need a nerf. It's easy to counter.

 

Second: Artificially expanding the skill ceiling does not make a turret more balanced. Magnum is case in point - hardest turret to learn to use, but is still OP.

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First: Shaft doesn't need a nerf. It's easy to counter.

 

Second: Artificially expanding the skill ceiling does not make a turret more balanced. Magnum is case in point - hardest turret to learn to use if used as an actual artillery turret instead of a turret that can lob shots off ledges, but is still OP.

Fixed it slightly.

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To be honest, I think Shaft is one of those turrets where it seems OP how it can pin you down and one shot you, but the end-result is that your team wins because the Shaft is literally doing nothing to help its team. 

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The laser is only visible once you reach full charge. You can one-shot light hulls before that.

 

 

Are your enemies using Double Armor and shrugging off your "skillful" snipes? With our revolutionary, all-new, Double Damage supply, you can easily blast through any Double Armor! Now available for only 50 crystals, the same price as a Double Armor! Buy your Double Damage now!

 

New study finds that Shaft, Tanki Online's "UP" turret, is capable of sniping out 90% of a medium hull's HP! Just get them a bit damaged and snipe away!

 

Magnum and Thunder may overpower Shaft but that doesn't automatically mean Shaft isn't OP, it may just mean Magnum and Thunder are more OP.

Light hulls aren't meant to take damage, that's what mediums are for, which is why EVERYONE uses them at mid-high ranks. And I know how to use DD but not everyone is rich and

can buy however many they want

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To be honest, I think Shaft is one of those turrets where it seems OP how it can pin you down and one shot you, but the end-result is that your team wins because the Shaft is literally doing nothing to help its team.

it does seem OP when your on the receiving end but when your using it, that's when it's UP cause the only thing it's useful for is sniping flag carriers and other campers

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Magnum and Thunder may overpower Shaft but that doesn't automatically mean Shaft isn't OP, it may just mean Magnum and Thunder are more OP.

Long range turret should be compared mainly with other long range turrets. The point is that Shaft must be exposed for 3 seconds to deal its full damage and it is taking huge damage from enemy Thunders and Rails. After it hides, it needs a RK for sure and then it waits forever, finally exposes itself to kill another enemy, gets wrecked again, waits for RK to cool down...

 

My idea to balance long range turrets:

 

Magnum- 10% damage nerf

Thunder- 10% damage nerf

Railgun- 20% min damage buff

Shaft- 25% arcade shot damage nerf BUT infinite arcade shot range

Smoky- 25% weak damage (or did Smoky get it in the recent buff?)

Striker- 2-rocket salvos OR even faster rocket speed

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My idea to balance long range turrets:

 

Magnum- 10% damage nerf

Thunder- 10% damage nerf

Railgun- 20% min damage buff good idea. 

Shaft- 25% arcade shot damage nerf BUT infinite arcade shot range heck no the arcade shots are not supposed to be long range anyways

Smoky- 25% weak damage (or did Smoky get it in the recent buff?)

Striker- 2-rocket salvos OR even faster rocket speed or fix the thing where it keeps missing by like 1 nanometer

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Long range turret should be compared mainly with other long range turrets. The point is that Shaft must be exposed for 3 seconds to deal its full damage and it is taking huge damage from enemy Thunders and Rails. After it hides, it needs a RK for sure and then it waits forever, finally exposes itself to kill another enemy, gets wrecked again, waits for RK to cool down...

My idea to balance long range turrets:

Magnum- 10% damage nerf

Thunder- 10% damage nerf

Railgun- 20% min damage buff

Shaft- 25% arcade shot damage nerf BUT infinite arcade shot range

Smoky- 25% weak damage (or did Smoky get it in the recent buff?)

Striker- 2-rocket salvos OR even faster rocket speed

Ok first off thunder and smoky aren't long range turrets, they are mid range turrets.

 

A 10% damage nerf isn't enough to deOP magnum, but it could potentially cripple thunder to the point of uselessness.

 

No buff to railgun that involves its damage please, it's really strong as is and would make the HCA even more OP than it already is.

 

Smoky already got a buff.

 

Striker needs a vertical aiming buff.

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No buff to railgun that involves its damage please, it's really strong as is and would make the HCA even more OP than it already is. 

Not even minimum damage? I think it's kind of dumb that you have a random chance of needing 3 shots on light hulls. It's not like they gonna buff Rail's max damage. 

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Not even minimum damage? I think it's kind of dumb that you have a random chance of needing 3 shots on light hulls. It's not like they gonna buff Rail's max damage.

 

But think about it, when the rail has DD activated, it could mostly kill a light in one shot. But the wide damage variable means that the light hull could possibly have a second chance to do something about it.

 

Because that railgun shot can come out of no where and just nail you with devastating damage that will cripple you if not kill you.

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My idea to balance long range turrets:

 

Magnum- 10% damage nerf

Thunder- 10% damage nerf

Railgun- 20% min damage buff good idea.

Shaft- 25% arcade shot damage nerf BUT infinite arcade shot range heck no the arcade shots are not supposed to be long range anyways

Smoky- 25% weak damage (or did Smoky get it in the recent buff?)

Striker- 2-rocket salvos OR even faster rocket speed or fix the thing where it keeps missing by like 1 nanometer

yeah the thing with it missing by like a nothing is really annoying

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Ok first off thunder and smoky aren't long range turrets, they are mid range turrets.

 

A 10% damage nerf isn't enough to deOP magnum, but it could potentially cripple thunder to the point of uselessness.

 

Smoky already got a buff.

Thunder is a mid range gun but it can be used as a long range gun due to 50% weak damage. Every Railgun player can use Thunder like this.

 

How can 10% damage nerf cripple an OP turret? It would just balance it. I even think that Thunder would stay above average just because of 50% weak damage which makes Thunder extremely effective when used properly (long range, fast deadly aiming, peek-a-boo). Just like Rail.

 

Smoky wiki page is STILL not updated. Did its weak damage change?

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