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Idea for Shaft Nerf


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shaft isn't the most broken turret, but it is the most cowardly, yet one of the most rewarding turrets to play.

I think shaft should have some changes that would make it require more skill to play, and a more dynamic playstyle.

here are the changes.

Critical hit - fully charged shots can one hit a heavy hull, if shot on the turret (Top of tank) (double damage)

charging. charges up much faster (3.0 sec to 2.0 sec mk1-mk7)

arcade. revert the change for arcade range

turret rotation. can only rotate withing 45 degrees of original area ADS is used

ADS can only be activated for 5-10 seconds (mk1-mk7+) at a time. (targeted towards shaft campers)

charge damage rises exponentially, 1 second is 60 damage to three seconds is 1300 (mk1).

short range damage is cut in half 0m-40m (30-1000 dmg) (ADS only) (this is a sniper, its not supposed to be viable close range)

bullet drop and bullet travel time added. this will bring more skill into play. (must calculate for drop and lead, although there won't be much, as tonks have huge hitboxes)

one last thing. bullets can travel 1m through walls, but damage will be taken away from the shots. 0.3333m through wall = 1/4 damage off

yep... seems like ive gone too far...

post ur comments...

yes, this sounds and reeks of sniper balancing from fps games.

 

 

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22 minutes ago, die3458 said:

shaft isn't the most broken turret, but it is the most cowardly, yet one of the most rewarding turrets to play.

I think shaft should have some changes that would make it require more skill to play, and a more dynamic playstyle.

here are the changes.

Critical hit - fully charged shots can one hit a heavy hull, if shot on the turret (Top of tank) (double damage)

charging. charges up much faster (3.0 sec to 2.0 sec mk1-mk7)

arcade. revert the change for arcade range

turret rotation. can only rotate withing 45 degrees of original area ADS is used

ADS can only be activated for 5-10 seconds (mk1-mk7+) at a time. (targeted towards shaft campers)

charge damage rises exponentially, 1 second is 60 damage to three seconds is 1300 (mk1).

short range damage is cut in half 0m-40m (30-1000 dmg) (ADS only) (this is a sniper, its not supposed to be viable close range)

bullet drop and bullet travel time added. this will bring more skill into play. (must calculate for drop and lead, although there won't be much, as tonks have huge hitboxes)

one last thing. bullets can travel 1m through walls, but damage will be taken away from the shots. 0.3333m through wall = 1/4 damage off

yep... seems like ive gone too far...

post ur comments...

yes, this sounds and reeks of sniper balancing from fps games.

 

 

ADS?

With a scope it's not all that hard to hit a specific part of a tank.

One shot a heavy hull?

Damage through walls?  (yes, you went too far)

This does not sound like a nerf to me.  Sounds like a Buff.  I think many campers would prefer this version.

Travel time for a sniper weapon?  Don't have that in ANY similar games.  We don't need to be truly realistic.

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11 minutes ago, die3458 said:

Critical hit - fully charged shots can one hit a heavy hull, if shot on the turret (Top of tank) (double damage)

That was a feature on Tanki X. Implement this RN, here comes armies of Eagles. Just like there are armies of Falcons/Owls at this very moment.

13 minutes ago, die3458 said:

charging. charges up much faster (3.0 sec to 2.0 sec mk1-mk7)

I'm confused. I need some clarifications for that.

14 minutes ago, die3458 said:

arcade. revert the change for arcade range

But then its reload time may have to be increased.

15 minutes ago, die3458 said:

turret rotation. can only rotate withing 45 degrees of original area ADS is used

Huh?

16 minutes ago, die3458 said:

charge damage rises exponentially, 1 second is 60 damage to three seconds is 1300 (mk1).

Encourage camping overall.

21 minutes ago, die3458 said:

short range damage is cut in half 0m-40m (30-1000 dmg)

Really confused....

22 minutes ago, die3458 said:

ADS can only be activated for 5-10 seconds (mk1-mk7+) at a time

No. Encourages even more camping. 

24 minutes ago, die3458 said:

bullet drop and bullet travel time added. this will bring more skill into play. (must calculate for drop and lead, although there won't be much, as tonks have huge hitboxes)

Shaft fires super-concentrated plasma that has instant travel time, not like real life Anti-Material Rifle (yes AMR can destroy tanks) that fires bullet. 

25 minutes ago, die3458 said:

one last thing. bullets can travel 1m through walls, but damage will be taken away from the shots. 0.3333m through wall = 1/4 damage off

Um what? 

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so... i should just slap on eag;e, mk7-15, and i should be fine? i'm colonel rn... guess i need to grind...

Edited by die3458
fix mistake
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11 hours ago, FrozenRailgun said:

Um what? 

The Shaft of many many years ago had the ability to pierce tanks just like railgun, that feature was one of my favorite of the turret, it actually required skill to use

Though, shots going through walls sounds extremely broken, that's a nono, we already have artilleries firing over every possible building.

Edited by JustBlackWolf

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