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Nerfing the shaft (turret)


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Nerfing the (Turret) Shaft  

37 members have voted

  1. 1. Does the (turret) Shaft need nerfed

    • Yes it should be nerfed its to overpowered
      15
    • no its fine it should not be nerfed it not overpowered
      19
    • Not sure
      3


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29 minutes ago, TheCongoSpider said:

I don't know why as well. Hammer has been broken ever since its clip reload buff, and no one seemed to be complaining about it. Now come in Blunderbuss, a constant, disgusting reminder of why the clip reload was buffed in the first place. Bring in its AP augment, which became god tier after that buff due to it being self-sufficient and able to chain the AP (by that time the target is already dead). In the Patch Note they said they removed the clip reload speed bonus, but it was never removed, so you had a Hammer with practically infinite ammo, disabling your protections with every 3rd shot.

Then it became bugged into almost unplayability. That was a breath of relief for me and then it got fixed, and became even better than before. Now they pretty much don't miss me at all and have become even more obnoxious with Booster. Bring in its latest UC augments to further justify its clip reload changes and to solidify that this is the new Hammer that is here to stay. 

 

As for why people yell to nerf Shaft, that's probably in its mechanics. No one likes being one-shotted without having a chance to fight back. No one likes a Shaft Titan sitting in one part of the map for 7 minutes racking up free kills while putting in no effort. Shaft's buffs since June 2020 have been exacerbating this phenomenon; making the sniping shot everyone hates fighting against more potent and making the arcade shot pitifully weak to justify it. The crux came with the latest buff, allowing it to charge it's sniping shot to full even faster. This made HC, the prime camping tool, powerful, even powercreeping LC. That's bad design off the bat. Then they attempt to justify it with reducing the charging of lower modifications, but endgame modifications remain untouched. HC is the biggest problem currently. This needs to get nuked first and foremost. 

Excellent review! So what folks should be asking for is a nerf to snipping damage and maybe increase in arcade to balance it? 

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30 minutes ago, TheCongoSpider said:

I don't know why as well. Hammer has been broken ever since its clip reload buff, and no one seemed to be complaining about it. Now come in Blunderbuss, a constant, disgusting reminder of why the clip reload was buffed in the first place. Bring in its AP augment, which became god tier after that buff due to it being self-sufficient and able to chain the AP (by that time the target is already dead). In the Patch Note they said they removed the clip reload speed bonus, but it was never removed, so you had a Hammer with practically infinite ammo, disabling your protections with every 3rd shot.

Then it became bugged into almost unplayability. That was a breath of relief for me and then it got fixed, and became even better than before. Now they pretty much don't miss me at all and have become even more obnoxious with Booster. Bring in its latest UC augments to further justify its clip reload changes and to solidify that this is the new Hammer that is here to stay. 

 

As for why people yell to nerf Shaft, that's probably in its mechanics. No one likes being one-shotted without having a chance to fight back. No one likes a Shaft Titan sitting in one part of the map for 7 minutes racking up free kills while putting in no effort. Shaft's buffs since June 2020 have been exacerbating this phenomenon; making the sniping shot everyone hates fighting against more potent and making the arcade shot pitifully weak to justify it. The crux came with the latest buff, allowing it to charge it's sniping shot to full even faster. This made HC, the prime camping tool, powerful, even powercreeping LC. That's bad design off the bat. Then they attempt to justify it with reducing the charging of lower modifications, but endgame modifications remain untouched. HC is the biggest problem currently. This needs to get nuked first and foremost. 

Excellent review! So what folks should be asking for is a nerf to snipping damage and maybe increase in arcade to balance it? 

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38 minutes ago, Potdindy said:

Excellent review! So what folks should be asking for is a nerf to snipping damage and maybe increase in arcade to balance it? 

I believe its damages should be bit nerfed. Shaft is a long range turret and should stay that way . Keeping damage of arcade mode intact whilst performing a little bit of nerf in the sniping damage seems fruitful. The ability of shaft to one- shot everytime is a bit OP.

  • Agree 1

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11 hours ago, nikunj04 said:

I believe its damages should be bit nerfed. Shaft is a long range turret and should stay that way . Keeping damage of arcade mode intact whilst performing a little bit of nerf in the sniping damage seems fruitful. The ability of shaft to one- shot everytime is a bit OP.

But if you nerf its damage, its a terrible turret. Tesla can kill almost instantly at decent range as can hammer etc, but those also can keep moving while shaft is stuck in one spot unless it uses arcade.

I dunno...I guess Ive been dying to other turrets a lot more than shaft lately, and I'd rather focus on those

Edited by Potdindy

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12 hours ago, Potdindy said:

Excellent review! So what folks should be asking for is a nerf to snipping damage and maybe increase in arcade to balance it? 

Clearly not happening since they've been doubling down on making the sniping shot more effective than the arcade shot. 

  • Haha 1

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Me watching this thread play out for three weeks before actually linking my email and saying something be like

Shaft is... well, isn't it supposed to be the one-shot turret? Yes it's annoying as heck when my cute little 7-2 Wasp with BA and a terribly-not-upgraded drone gets destroyed 15 times from that one stupid camper, but I think that's more on the fact that my Blaster is only 4/20 and I have no Eagle module rather than he keeps sniping me to the ground.

I dunno. Is Shaft supposed to be a one-shot turret?

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20 hours ago, TheCongoSpider said:

No one likes a Shaft Titan sitting in one part of the map for 7 minutes racking up free kills while putting in no effort.

THIS.

I see them all the time - usually in a corner where no one drives, and when they activate dome they are the only beneficiaries.

 

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39 minutes ago, wolverine848 said:

THIS.

I see them all the time - usually in a corner where no one drives, and when they activate dome they are the only beneficiaries.

 

I admit, I do tend to camp alot with shaft, but that's because I'm just lazy.

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1 hour ago, wolverine848 said:

THIS.

I see them all the time - usually in a corner where no one drives, and when they activate dome they are the only beneficiaries.

 

I see those too but they get much score, which again makes me think they arent OP. I think its the camping players folks dont enjoy rather than the turret. 

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It's funny, when I camp using railgun on maps like stadium, nobody has a problem when I rack up kills, but I always see players getting triggered in the chat by shafts camping racking up kills. ?

Don't know what the difference is tho ?

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2 hours ago, Potdindy said:

I see those too but they get much score, which again makes me think they arent OP. I think its the camping players folks dont enjoy rather than the turret. 

Most campers can't can't kill you with one shot right after you re-spawn.

But Shaft can.

So it's both.

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On 9/1/2021 at 1:13 AM, wild001 said:

I have shaft mk7+ maxed, but it is least used,

as gauss is much better version than shaft, especially with emp augment,

railgun with AP augment is better than shaft with AP augment for mobility and viking OD, as least at later rank, 50% shaft protection is quite common if you kill them too often.

shaft is good only in large map like stadium, lost temple, highway, as it supposed to be OP in long distance, just like tesla in short range. just avoid large map is ok already.

I have a few accounts and one is shaft primarily...it is the lowest experience points per minute of play of all my turrets. It isn't really OP at all. It can be very fun to play if you are into assisting your team (such as setting the flag carrier free for your own team...or hunting down the flag carrier of the enemy). I can think back over the last 5-6 years at combos that truly were OP (murder hornets, current tesla combos, etc.). But shafts aren't too hard to avoid. I think playing with a shaft for a few years taught me what makes a target easy vs. hard.

And the suggestion of removing critical damage from the arcade shot really doesn't make sense. I think the highest chance of a critical shot in arcade mode is something like 20%. In other words it isn't very frequent and with its reload time really isn't very fast. If you remove it from arcade, then add it to the sniper mode. I'd love to one shot a JGR without a drone. 

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9 minutes ago, wolverine848 said:

Admitting you have a problem is the first step toward recovery.  ?

 

11 minutes ago, wolverine848 said:

Most campers can't can't kill you with one shot right after you re-spawn.

But Shaft can.

So it's both.

Shaft can't kill you after re-spawn. Now if you sit there after you spawn, that is on you:)  It will only happen once against me...just don't be unaware that there is a shaft that is hunting at the spawning grounds. I do have high shaft protection, high gauss protection and high rail protection. Any turret that can one shot me, I gear up for. 

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3 hours ago, PirateSpider said:

I admit, I do tend to camp alot with shaft, but that's because I'm just lazy.

What hull do you use? I hate camping...prefer the mobile sniper mode, but I recently reacquainted myself with the shaft and its dynamics are certainly tweaked a bit from a few years ago. The LC was my favorite augment, but now it seems too underpowered. What do you use?

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18 minutes ago, wolverine848 said:

Admitting you have a problem is the first step toward recovery.  ?

Underrated comment

19 minutes ago, wolverine848 said:

Most campers can't can't kill you with one shot right after you re-spawn.

But Shaft can.

So it's both.

I play mostly with wasp and rarely have any problems with shaft. So many other more powerful turrets that kill me quickly

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23 minutes ago, wolverine848 said:

Admitting you have a problem is the first step toward recovery.  ?

I'm far beyond repair though. :ph34r:

9 minutes ago, enri_chill said:

What hull do you use? I hate camping...prefer the mobile sniper mode, but I recently reacquainted myself with the shaft and its dynamics are certainly tweaked a bit from a few years ago. The LC was my favorite augment, but now it seems too underpowered. What do you use?

On this account, just stock shaft and stock viking. I do sometimes attack with it, but only if I feel like it. Lol. Otherwise, I'm just chilling at home base racking up kills so my team don't have to. ?

  • Haha 1

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Bruh when you spawn and see three red lights of shafts brushing aside you...... ?

even the spawn defence or untouchability stands for only 3 sec or 4 and after that ya know -_-

THE DOOM MUSIC Kicks in!!!!!!

  • Haha 1

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32 minutes ago, Potdindy said:

Underrated comment

I play mostly with wasp and rarely have any problems with shaft. So many other more powerful turrets that kill me quickly

Same here...but a confession was on the last sale I went all in on the defender drone. That has made the wasp much more long lasting in the battle field. Being small, fast, and nimble along with large shaft module and brutus or defender makes it a much easier escape vs spawn killers. Then I can hunt them down.

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I can totally agree shaft needs a nerf. But im suggesting it should only have a damage nerf to the sniper shot. Other than that it is fine. This is because the sniper shot damage is extremely high even for lower tier modifications and I don’t even find it surprising that I get one shotted very often by those turrets. 

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21 hours ago, enri_chill said:

 

Shaft can't kill you after re-spawn. Now if you sit there after you spawn, that is on you:)  It will only happen once against me...just don't be unaware that there is a shaft that is hunting at the spawning grounds. I do have high shaft protection, high gauss protection and high rail protection. Any turret that can one shot me, I gear up for. 

They kill you when you finish re-spawning which is ... "after you re-spawn". 

In many maps the spawning points are just awful, and even if you start moving when you can, they can still nail you.

I use Gauss and Shaft modules by default - still get killed by that suddenly revealed laser.

Having to put on a DA the instant you spawn so you won't be one-shotted by a camping Shaft is problematical.

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It's way too overpowered especially heavycapacitor alteration with booster drone when it shots JGR, the JGR has like 3500 HP left, they should make the reload much more longer and when aiming, it should takes more time to get to the max energy

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17 hours ago, wolverine848 said:

They kill you when you finish re-spawning which is ... "after you re-spawn". 

In many maps the spawning points are just awful, and even if you start moving when you can, they can still nail you.

I use Gauss and Shaft modules by default - still get killed by that suddenly revealed laser.

Having to put on a DA the instant you spawn so you won't be one-shotted by a camping Shaft is problematical.

Okay...I instinctively apply DA upon respawn. Wasps get one shotted by several turrets. I finally saved up and deploy the defender drone and have found it has prevented one shot moments. I don't think I play many of the maps with the bad spawn points. Most of the ones I play I am able to get to cover before I am shot. Or at least they shoot me and it does zero damage since I am still in the mode of invulnerability. 

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22 hours ago, Yveltal9 said:

It's way too overpowered especially heavycapacitor alteration with booster drone when it shots JGR, the JGR has like 3500 HP left, they should make the reload much more longer and when aiming, it should takes more time to get to the max energy

The issue on most "OP" set ups is that if you pair the right drone with the right hull and the right turret and the right augment you can create a scenario where certain turrets perform a function better than most. When you start altering one facet of the turret or augment (i.e., reload time) just to reduce the effectiveness when paired with the booster drone you will mess up the performance in all the other arenas. The reality is the booster drone will only impact one shot before cool down (3 sec). I don't see too much OP nature to that since a missed shot, destroying the tank prior to fully charging the shot, etc. will simply waste supplies for the shaft user. 

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