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TO Guides - Shaft


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Hello tankers. I am TO Guides, or better known as @Zekrom, and I am here to tell you how to use Shaft effectively (works for non-buyers as well). Note: There is a similar guide to @Tidebreaker's guide to Shaft, but I'm not copying his guide. I'll rate them from A+ (best), to F (worst)

 

First, let's look at equipment combos. The 3rd most devastating turret in the game (also the most devastating at low-ranks) doesn't need a strong hull, necessarily. It just needs a hull with great co-operation from it's over (or OD/overdrive). So, let's get into it!

 

Wasp: 

 

 

 

This has somewhat terrible synergy, because the enemy is already dead once you snipe them. The only time this works, is if there's an ambush to your base in either CTF or ASL, when there's a group of tanks charging towards your base. Just plop it down to a nearby ramp and it will do the trick. Unless they have the Lifeguard drone, they are already dead.

 

Great in CTF and also for the blue team in ASL. This is a rather defensive OD in ASL, but mostly offensive for the red team in ASL. D

 

 

 

Hornet:

 

 

 

This has perfect synergy, as the sheer number of modules and Titan ODs in the game right now is massive. Also, DA is Shaft's worst enemy. Hornet's OD negates all that. Just grab your favorite Shaft alteration (if you have one), equip the Booster/Driver drone, and join the battle! Wait for that juicy OD to come into effect. Since Shaft has a potential 2572 damage with M2 Shaft. With DD, this doubles to a potential 5134 damage, which can one-shot any M4 tank excluding the Juggernaut. Unless if the said target is the Juggernaut or has the Lifeguard drone active, you are guaranteed to get a kill.

 

Great in all game modes, especially DM, as there is plenty of enemies to kill, and ASL (especially in the blue team), as the red team are trying to attack the base. A+

 

 

 

Hunter:

 

 

 

The synergy here only works if you're not sniping, which, to dominate with Hunter, you need to have either SBE (short-band emitters) or RFM (rapid-fire mode). This is more useful for gold boxes, though! Not much to say here, really. Just freeze the enemies, then shoot them and watch their health go down! C

 

 

 

Viking:

 

 

 

Like Hunter, this only works if you have an alteration which positively effects the arcade damage, but, you must have the SBE alteration. Since there's no reload, if a friendly Hunter freezes a large group of enemy tankers nearby, you can steal multiple kills from the Hunter. Also, DD is required if you don't have the SBE alteration, and optional with it. Press Space and 3, then just spam/hold the space bar at the enemies and watch them die!

 

Recommended in modes like CP and ASL. In CP, you can kill (multiple) enemies that are at or en route to a control point. In ASL, you can spawn-kill or even defend the base with this alteration + OD combo. A-

 

 

 

Dictator:

 

 

 

This synergy between the turret and the hull is as divorced as Wasp's synergy. Not much to say here, but scope, and, when you get low on health, use a RK. When you get low on health again, use your OD. But, you shouldn't be at the same enemy you were when you used that RK from earlier!

 

Meh, I would take it or leave it. I wouldn't use the OD unless if some allies, as well as myself, are nearby. D-

 

 

 

Titan:

 

 

 

With this OD, your battle will turn into a war! This is a camper's dream. I would recommend it to anyone who wants to boost their K/D or need protection from the enemy team in their base in TJR. Plus, unless if a Hornet-Shaft/Hunter with OD comes along with DD and/or Booster drone, you're nearly invincible for that 20 seconds. Use it wisely, and you will come on top. 

 

Nice, but the OD can be wasted pretty easily. C+

 

 

 

Mammoth:

 

 

 

Oh, hell naw! This provides invulnerability and massive damage to enemies for 5 seconds, but a Wasp OD can cancel that out. Not much to say here, but, don't go for this horrific monstrosity unless if you're very close to capturing the ball in RGB, or if there's a gold drop zone nearby.

 

The worst synergy with Shaft in the game. F

 

 

 

Now that the ODs are covered, let's move on to the drones! Here's the top drones for the job:

 

 

 

 

Brutus: Boosts extra protection and damage by up to 20%. A lot of other better drones can beat this. D

 

Assault: Very good if you're a Hornet-Shaft. It also has that extra protection boost that Brutus provides. C+

 

Trooper: Make sure to get that kill during that active supplies time, or you're in trouble! B-

 

Driver: Depends on the OD, but recommended with Hornet OD. Ranges from C- to an impressive A-

 

Sprinter: It increases active supply time. Sounds good if you're a Hornet-Shaft or a Viking-Shaft. C+

 

Booster: Better for Viking, Hunter and Hornet OD, than any other OD. A+

 

Trickster/Camper. Both share the same spot because they have the same grade. Camper cancels the recharge time by up to 500% and the Trickster cancels out the recharge time of all the other drugs altogether once you press 4 for SB. A

 

 

 

 

That's all! Please post your feedback in the comments and I'll see you guys next time!

Edited by Zekrom
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Edits:


Nope.


 


Approved.


 


Although it isn't a text wall like my guide, you do go over all the main points that I discussed and break it down in a style that is very easy to read. After playing with certain combos, I'm inclined to say that my views have changed, although I can definitely see where you're coming from as a player who isn't as competitive a sniper like myself  :ph34r: 


 


By the way, what came first and second on your list of most devastating turrets? No other turrets really have a guaranteed oneshot against any hull (and Juggernaut, for that matter) provided you use the right alterations. 


 


I hope to see a lot more of your content in the AWS sometime soon!


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It is annoying to have to open all the spoilers to get to the information. You don't need spoilers for this.

 

Good job otherwise, good start. Can't wait to see more writing from you.

Edited by Merovingian

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Hrmmm, grading scale looks very familiar *wink wink*.  Yeah, I agree the spoilers are highly bothersome.  Also, it could do with a touch of color, and maybe the descriptions could be lengthened in some cases.  It felt a little brief in my opinion.  Overall though, great work with the guide, might go ad try playing with shaft.

Edited by Person_Random
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I may or may not be doing a kit review on Chiropractor kit next year as well.  :ph34r:

 

 

Hrmmm, grading scale looks very familiar *wink wink*. 

 

Yeah, I agree the spoilers are highly bothersome.  Also, it could do with a touch of color, and maybe the descriptions could be lengthened in some cases.  It felt a little brief in my opinion. 

 

Overall though, great work with the guide, might go and try playing with shaft.

The grading system used in schools in the US? used in your Newspaper Article? that I "borrowed"?

 

 

 

Nice to know, but I won't do that in this thread. I also make it brief, because sometimes, I really don't have anything to say. In the Drones section, I really like to make those descriptions brief, because I'm listing the "best" drones for the job with Shaft and rating them. If it's D- or F, then it wouldn't be on the list.

 

Thank you, and this is my intentions, to make more people realize Shaft's true potential with different combos, and choose it. I chose Shaft first, because it's my favorite combos and arguably the deadliest turret, with Gauss being in second and Magnum being in a close third.

Edited by Zekrom

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I will be publishing the next TO Guides guide. 

 

Hint: It was in this year's TOF Solo tournament. 

 

Expect it to be released very soon!

Please note: I will be starting with a new grading system (German grading system) in the next few guides.

Edited by Zekrom

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Edits:

Nope.

 

Approved.

 

Although it isn't a text wall like my guide, you do go over all the main points that I discussed and break it down in a style that is very easy to read. After playing with certain combos, I'm inclined to say that my views have changed, although I can definitely see where you're coming from as a player who isn't as competitive a sniper like myself  :ph34r: 

 

By the way, what came first and second on your list of most devastating turrets? No other turrets really have a guaranteed oneshot against any hull (and Juggernaut, for that matter) provided you use the right alterations. 

 

I hope to see a lot more of your content in the AWS sometime soon!

 

1. Magnum

2.  Railgun with LCR/RD or Gauss

Edited by Zekrom

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