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An Idea To Balance Out Shaft


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Okay its time for someone to say something about this. A sniping turret such as shaft should not be able to always get 100% accuracy and use no skill to destroy tanks. Here is what I am gonna propose, if the user is using shaft it will have 100% accuracy with the laser on the tank within 80-90 radius and any further outside the radius, will result to actually using the cross-hairs and skill to aim with shaft. Also slightly weaker sniping damage by 10% when farther outside the radius when using shaft. I would like this idea to be implemented because it would discourage heavy camping. 2. Also this will give melee turrets a chance to be more playable. *Let the rotten tomatoes commence from A.K.A Heavy shaft users or shaft users in general.* (Lets be real, Shaft Needs to have more skill involved especially when it has cross-hairs on the scope otherwise I see it as a waste of design also.) 

Edited by MysticBlood
changed the 70-80 radius to 80-90
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Under review

Valid

That's interesting, you got a point there. I noticed that using shaft is quite easy.

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13 minutes ago, MysticBlood said:

Also slightly weaker sniping damage the farther you are when using shaft. I would like this idea to be implemented because it would discourage heavy camping

Punishing campers ain't gonna work but encouraging dynamic gameplay may do it.

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8 minutes ago, FrozenRailgun said:

Punishing campers ain't gonna work but encouraging dynamic gameplay may do it.

At the same time its not always good to promote 1 hit turrets that tend to be long range turrets like Gauss and shaft and not give any melee turrets a chance either. So i think it would be fair in this aspect. Statistically answer me this how often would you see a melee turret actually being played, and compare it those that use long range turrets like Gauss and shaft. In almost every battle ill see more long range turrets than melee turrets. 

Edited by MysticBlood
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2 minutes ago, MysticBlood said:

At the same time its not always good to promote 1 hit turrets that tend to be long range turrets like Gauss and shaft and not give any melee turrets a chance either. So i think it would be fair in this aspect. 

You do know that Eagle module exists for a reason. And that is counter-act its OHKO ability.

Edited by FrozenRailgun
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7 hours ago, FrozenRailgun said:

You do know that Eagle module exists for a reason. And that is counter-act its OHKO ability.

Still I believe that having a variety use of all types of turrets and different moduals still exist. There's a lot of people that don't even use half of the moduals except people commonly using Falcon, Owl, and Eagle the most thus not seeing an equal balance between all moduals. 

Edited by MysticBlood

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4 minutes ago, MysticBlood said:

There's not a lot of people that don't even use half of the moduals except people commonly using Falcon, Owl,

This yes.

4 minutes ago, MysticBlood said:

and Eagle the most thus not seeing an equal balance between all moduals. 

Eagle is fairly often used but not as much as Falcon, Griffin and Owl.

If you are going to implement the damage-decreasing in certain distance, I say up to 100 meters it does full damage. Any farther than that, reduces damage by 10% (should be good enough to reduce its OHKO).

Edited by FrozenRailgun
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7 minutes ago, FrozenRailgun said:

This yes.

Eagle is fairly often used but not as much as Falcon, Griffin and Owl.

If you are going to implement the damage-decreasing in certain distance, I say up to 100 meters it does full damage. Any farther than that, reduces damage by 10%.

seems fair enough, how about 90 radius it is still far enough.

 

 

Edited by MysticBlood
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1 hour ago, FrozenRailgun said:

Punishing campers ain't gonna work but encouraging dynamic gameplay may do it.

Still remember couple years ago, I gave an idea of boosting Arcade shot capability (its reload speed to 1 second) but removing sniper shot completely. Might as well use that idea to rework RFM.

Edited by FrozenRailgun

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1 hour ago, MysticBlood said:

Statistically answer me this how often would you see a melee turret actually being played, 

Very often. 

 

1 hour ago, MysticBlood said:

Okay its time for someone to say something about this. 

Shaft has been like this for 10 months. Now we're speaking of it?  ?

 

Yes I agree, Shaft in its current state is too easy and encourages the camping playstyle you all despise. I don't like seeing the Shaft Titans being rewarded even more for their gameplay. The options are to revert Shaft back to what is was pre-June 2020, or implement some complicated thing to try to balance it out. Seeing how game balance is now, I don't think anything will be done about it in the near future, if at all. 

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8 minutes ago, TheCongoSpider said:

Very often. 

 

Shaft has been like this for 10 months. Now we're speaking of it?  ?

 

Yes I agree, Shaft in its current state is too easy and encourages the camping playstyle you all despise. I don't like seeing the Shaft Titans being rewarded even more for their gameplay. The options are to revert Shaft back to what is was pre-June 2020, or implement some complicated thing to try to balance it out. Seeing how game balance is now, I don't think anything will be done about it in the near future, if at all. 

Possibly, but shaft is too easy to use and its one of the hindrances that disturbs not just the long range turret balance but also moduals balance. I still see long range turrets are still used quite often. And yes I do admit I use Railgun as a long range turret but I wanna use my melee turrets more, and equip other moduals besides falcon or other long range moduals. 

Edited by MysticBlood
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44 minutes ago, Tidebreaker said:

I hope what you're suggesting affects campers and not the people who actually move around with Light Capacitors, Adrenaline, or Short-band emitter.

What I meant is that it will affect campers and no changes  needed to the augments and the arcade shots, since arcade shots are relatively balanced in damage. I typed this idea to reduce on sniping damage and accuracy changes when used too far out of the suggested radius I typed above. So yes this idea will affect campers.

Edited by MysticBlood
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8 hours ago, FrozenRailgun said:

 

If you are going to implement the damage-decreasing in certain distance, I say up to 100 meters it does full damage. Any farther than that, reduces damage by 10% (should be good enough to reduce its OHKO).

That will defeat its purpose as a sniper . I mean sniper is valued for its range and damage so any reduction will defeat its purpose.

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13 hours ago, At_Shin said:


But, then what about Gauss? Why does it get to be 100% accurate with every shot? Incredible AI-sensors? NO!!! If we are of mind to make shaft a little less accurate at longer distances then we must do something about Gauss - It should have lesser accuracy at longer distances as well.

How do you propose to decrease accuracy beyond the 90 meter radius - Due to what reason will the player need more skills and why would they need to depend more upon the cross-hairs? I believe you need to give us more details regarding these points of your idea.

Well to answer the first part of your sentence, I would say something about Gauss but according to the Rules of Ideas and suggestions, 1 topic is one idea so its hard to say two ideas in one place. I was gonna make a separate topic for that later on after the shaft idea.  And about your second statement, the players should have to rely on the cross hairs because having 100% accuracy all the time even outside 100 radius makes melee turrets and hulls like wasp unplayable and not fun to use if someone is somehow getting one shot by a shaft out of nowhere. I mean shaft would be still playable in the radius I suggested above, but this idea is to discourage camping, plus shaft has always been too easy to use. And when shaft is used on large maps like berlin, breast, Hisghways and ect, it made modes like ctf, asl, rugby, and possibly siege too impossible to complete the objectives due to heavy campers like gauss and shaft. And yes I believe that shaft should have a drawback of some sort because all the other turrets has some consequence to it and it seems like shaft doesn't have a consequence of some sort. 

Edited by MysticBlood

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Easy fix: Nerf damage, nerf reload. 

 

This topic is too complicated. Tanki strives for interesting mechanics, but very easy to understand. This will change the characteristics for Shaft.

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3 minutes ago, yellowghetto said:

Easy fix: Nerf damage, nerf reload. 

 

This topic is too complicated. Tanki strives for interesting mechanics, but very easy to understand. This will change the characteristics for Shaft.

Its not that complicated to change the functions slightly.. what I mentioned above  and I was specific how it would work.

Edited by MysticBlood

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2 minutes ago, MysticBlood said:

Its not that complicated to change the range and functions slightly. 

 

On 4/17/2021 at 1:33 PM, MysticBlood said:

Here is what I am gonna propose, if the user is using shaft it will have 100% accuracy with the laser on the tank within 80-90 radius and any further outside the radius  will result to actually using the cross-hairs and skill to aim with shaft.

What does this even mean?

Run-on sentence, no commas, periods.

Edited by yellowghetto

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Just now, yellowghetto said:

 

What does this even mean?

This means that the shaft user will always give 100% accuracy on enemy tanks within  its suggested radius but if the enemy is outside the suggested radius the aiming will take more skill. 

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1 minute ago, MysticBlood said:

This means that the shaft user will always give 100% accuracy on enemy tanks within  its suggested radius but if the enemy is outside the suggested radius the aiming will take more skill. 

What skill? That is not a common parameter, and changes Shaft's characteristics!

You can argue about Vulcan getting its characteristics changes, but Vulcan in general was always a bullet shooting turret. Shaft is its own unique class.

Edited by yellowghetto

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2 minutes ago, yellowghetto said:

 

What does this even mean?

Run-on sentence, no commas, periods.

Man such a nit pick on my grammar. but yes I meant to put some commas.

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1 minute ago, MysticBlood said:

Man such a nit pick on my grammar. but yes I meant to put some commas.

It's not a nit pick if anyone reading would have a hard time. No one just wants to point it out.

Edited by yellowghetto

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