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Damage Protection indicator in Shaft sniper mode


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You all know the protection upon spawning mechanic by now. And you all know that icon that shows you "hey, this enemy tank is immune for a few seconds, wait"

May I know why there is no icon and no indicator when you play Shaft in sniper mode? it's so irritating (to me at least) to waste a shot on someone who is immune to damage because it spawned a few seconds ago. 

Simply add a small shield icon above those tanks, so that we can focus our shots where it counts, sometimes it can be game-breaking. 

(for example, I see a titan with OD ready and a wasp/fire, I shoot the Titan because it's the most dangerous target, but no, 0 damage. Result: both enemy tanks still alive and point/flag captured.)

 

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5 hours ago, 2shots2kills said:

Simply add a small shield icon above those tanks, so that we can focus our shots where it counts, sometimes it can be game-breaking. 

But it already exist on the HTML5 Version. and you can also recognize if he is immune or not  by check if his tank is a little bit covered on white (immune protection)

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1 hour ago, TheCongoSpider said:

If Gauss, Railgun or Striker can't see if the enemy has spawn protection from the other side of the map, why should Shaft?

Shaft has to sit down to aim and quickly shoot not to be killed by an invisible Gauss (no indicator nor laser) or by other weapons. All the turrets you mentioned can move and run around while firing, so the spawn indicator becomes less cruicial.

 

1 hour ago, die3458 said:

shaft is broken enough already. 'nuff said

There is a ton of broken stuff in this game, and Shaft has always been able to oneshot tanks. After Gauss, Scout Railgun, Incendiary Band Vulcan, Autocannon Smoky, Hopper OD and Drones get all nerfed, then we can talk about nerfing Shaft. And by nerf I mean increasing its reload time, the range in arcade shots has already been reduced.

Edited by 2shots2kills
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12 minutes ago, 2shots2kills said:

Shaft has to sit down to aim and quickly shoot not to be killed by an invisible Gauss (no indicator nor laser) or by other weapons. All the turrets you mentioned can move and run around while firing, so the spawn indicator becomes less cruicial.

 

Spawn protection prevents spawn killing, something that Shaft was the worst offender of.

 

14 minutes ago, 2shots2kills said:

Shaft has to sit down to aim and quickly shoot not to be killed by an invisible Gauss (no indicator nor laser) or by other weapons.

How is this any different for the three turrets I mentioned? 

 

15 minutes ago, 2shots2kills said:

All the turrets you mentioned can move and run around while firing, so the spawn indicator becomes less cruicial.

I said across the map. The current Shaft already greatly rewards brainless camping gameplay. Letting Shaft and only Shaft see if an enemy has spawn protection or not is a no. It is there to prevent the spawn killing that you would have been doing if that spawn protection was not there. 

 

Is it so hard to count to 2 after they materialise? 

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i think my friend doesn't want to remove the spawn protection

he just wants to know which positive effects a tank has while in sniper mode

if you are aiming into the enemy base and you fire to an enemy that has just respawned, you won't kill it (spawn protection saved me many times and i'm thankful it exists

it's a turret that is supposed to be accurate on long distances 

A turret that allows you to achieve pixels shots, unlike railgun, it's super funny sniping the magnums that hide behind a wall, but to fire they have to expose their gun, which is more than enough for an experienced sniper to shoot at.

 

If this gets implemented, it doesn't mean that the spawn protected enemies will die, it just means that the shaft player can keep his shot for a better target.

Edited by JustBlackWolf
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11 hours ago, TheCongoSpider said:

How is this any different for the three turrets I mentioned? 

I don't know you, but I never stay still when I shoot with any other weapon.

Nobody said to remove spawn protection, I only suggested to give an indicator. And I never said It had to be exclusive to Shaft alone, other turrets could benefit from it as well, if they are at a long enough distance.

 

11 hours ago, TheCongoSpider said:

Is it so hard to count to 2 after they materialise? 

I don't know f you play this Turret mate. Do you actually sit with your aim in one place waiting for enemies to spawn and then count other 2 seconds? By that time you have a Firebird on your butt or you get evaporated by a Gauss. I always hide my laser aiming elsewhere, then if I see a target I move my sights to them and shoot. As I said in my first post, sometimes those tanks have protection and I don't know that. And I add, I never stay in aiming mode for more then 4-5 seconds in total.

 

Why should Firebird or Twins, turrets that truly promote brainless gameplay (hurr durr i get close i shoot) have the spawn protection indicator, and long range ones that actually require aim do not? 

Edited by 2shots2kills

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5 minutes ago, krish123_super said:

no please ...its a skill and already shaft is too op ...wasting one shot ..LOL only 3 sec reload

Oh its a skill seeing something invisible? So the players who use other turrets and can see the indicator are dumb and with no skill?

 

Why do I even post in this forum still.

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22 hours ago, TheCongoSpider said:

If Gauss, Railgun or Striker can't see if the enemy has spawn protection from the other side of the map, why should Shaft?

Shaft is expressly designed to have a better view of distant enemies. It has a scope, while other long-range turrets do not, so I don't think this comparison is apt.

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On 2/17/2021 at 6:35 AM, 2shots2kills said:

Why should Firebird or Twins, turrets that truly promote brainless gameplay (hurr durr i get close i shoot) have the spawn protection indicator, and long range ones that actually require aim do not? 

Simply that. They are melee/short range turrets. Those were the ones that were hurt the most with the spawn protection update. They have to be near that target during their spawn protection and cannot do anything about that player for the next 2 seconds. Meanwhile Shaft, on the other side of the map, loses nothing doing 0 damage on that enemy. 

 

On 2/17/2021 at 6:35 AM, 2shots2kills said:

And I never said It had to be exclusive to Shaft alone, other turrets could benefit from it as well, if they are at a long enough distance.

You had specifically said Shaft. 

 

On 2/17/2021 at 5:03 PM, ThirdOnion said:

Shaft is expressly designed to have a better view of distant enemies. It has a scope, while other long-range turrets do not, so I don't think this comparison is apt.

That may be true, but should the worst offender of spawnkilling really give aid to the user for this? Every time a Shaft hits someone for 0 damage across the map, they would have died if they did not have spawn protection. Why are you giving Shafts, the camping Shafts, this feature? 

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On 2/17/2021 at 2:52 PM, beachhouse said:

No pls. I love tricking shafts by getting in front of them with my spawn protection ?.

Mhm one of the best things I use it for irritates them so much then  very happy feeling  : D 

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On 2/17/2021 at 5:35 AM, 2shots2kills said:

Why should Firebird or Twins, turrets that truly promote brainless gameplay (hurr durr i get close i shoot) have the spawn protection indicator, and long range ones that actually require aim do not? 

Because Firebird and twins are putting themselves in danger to actually see that indicator.  Shafts, by their nature,  can avoid that danger.

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22 hours ago, TheCongoSpider said:

That may be true, but should the worst offender of spawnkilling really give aid to the user for this? Every time a Shaft hits someone for 0 damage across the map, they would have died if they did not have spawn protection. Why are you giving Shafts, the camping Shafts, this feature? 

Spawnkilling is a result of poor map design, and not the consequence of the mechanics of any particular turret. Attempting to address the problem of spawnkilling via a misleading visual inconsistency is not the right approach. Spawn locations should be designed in such a way so that players shouldn't need spawn protection.

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9 minutes ago, yellowghetto said:

Can the devs work on fixing Magnum first?

I am not lagging, and half my shots deal 0 damage. Counter doesn't even show.

Or maybe just remove the thing itself : p 

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31 minutes ago, yellowghetto said:

Can the devs work on fixing Magnum first?

I am not lagging, and half my shots deal 0 damage. Counter doesn't even show.

I'm starting to think that devellopers added this magnum bug on purpose, i'll explain myself: i know that they are aware of this bug from months but still they dont fix it. Magnum was my favorite weapon but im forced to not equip it anymore because it is frustrating to see myself giving useless shot with booster and waste X3 double damage. I think they created this bug on purpose because it is a html-only bug, it wasnt existing in the flash version, magnum was too OP compared to other weapons that they had to give it some bugs to make it balanced with other weapons. I remember back in june, there was atleast 4 magnum in each ctf battles, not its only 1 or 2, because of this bug only in html5.

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