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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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get double amor, use brutus drone maxed, get shaft protection, use heavy hulls, stay out of lazer, stay behind wall, leave and only join small map

Edited by wild001
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14 minutes ago, Iron_Man said:

Ooh I did not know that. How come I have Mk4 Shaft without even owning a credit card?

 

Because Mk4 Shaft is cheap as dirt...

 

Now if you're talking about M4 Shaft, that's another story....

Also, the devs most likely are milking Shaft for money by making it OP so players can be persuaded to buy Ultra Containers to unlock the AP and Healing augment for it.

2 hours ago, BiohazardToxicity said:

Way to overpowered 1 shots everything it needs nerfed

Some nerfs I suggest:

  • Decrease the sniping shot max damage to 3000.
  • Increase the sniping shot maximum charge time to 4 seconds.
  • Remove the arcade's ability to do critical hits. But if this bugs people so much, make the critical hit do the same damage as the normal arcade hit.
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Just now, Tanker-Arthur said:

Also, the devs most likely are milking Shaft for money by making it OP so players can be persuaded to buy Ultra Containers to unlock the AP and Healing augment for it.

There you go once again. Isn't shaft available for crystals?

Yeah making it OP. Think about it, what money are they gonna make from something which is available for Crystals.

Crisis and other stuff: A different story. Shaft is OP. I agree it is really strong but you just can't say that it is buyer exclusive when you can buy it.

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57 minutes ago, Iron_Man said:

Think about it, what money are they gonna make from something which is available for Crystals

Buying product kits before the modification is available for crystals. And then upgrading it. I think you can get an MK8 combo as early as LT Colonel.

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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.

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2 hours ago, PirateSpider said:

Buying product kits before the modification is available for crystals. And then upgrading it. I think you can get an MK8 combo as early as LT Colonel.

Same could be said for any turret at this point, besides Thunder, Smoky, Ricochet, Twins, Gauss, Vulcan... y'know, the turrets that haven't been balanced yet. 

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13 hours ago, BiohazardToxicity said:

1 shots everything

That’s the whole point of Shaft though. Also it doesn’t one-shot EVERYTHING. Heavy hulls have a maximum HP of 4000, and Mk8 Shaft does 3300 damage on perfectly equal footing. 
You also have to remember that not only does Shaft have to reload, but it also has the charge up enough damage to actually make a kill. Then you have to consider that Shaft is immobile while sniping and you have a very limited field of vision. 
Overall Shaft is a balanced turret. 

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36 minutes ago, GrayWolf8733 said:

That’s the whole point of Shaft though. Also it doesn’t one-shot EVERYTHING. Heavy hulls have a maximum HP of 4000, and Mk8 Shaft does 3300 damage on perfectly equal footing. 
You also have to remember that not only does Shaft have to reload, but it also has the charge up enough damage to actually make a kill. Then you have to consider that Shaft is immobile while sniping and you have a very limited field of vision. 
Overall Shaft is a balanced turret. 

It's the charging speed needs a nerf that's all.

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14 hours ago, wild001 said:

get double amor, use brutus drone maxed, get shaft protection, use heavy hulls, stay out of lazer, stay behind wall, leave and only join small map

Brutus Drone does not give 10% damage reduction anymore...

But yes, DA + Eagle module is good enough.

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24 minutes ago, FrozenRailgun said:

It's the charging speed needs a nerf that's all.

Well, the current charging speed works well with AP shaft, otherwise requires booster/crisis to make up for it.

Heavy caps is currently old shaft charging time with a higher damage, personally I don't have problems with shafts, I avoid them in most cases or make them miss.

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This is the current damage/scope time graph, includes old stock to show a comparison; do note, Light capacitors was not changed.

Revised_Shaft_damage_inc._100_BD_vs_time

Edited by Akame
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7 hours ago, FrozenRailgun said:

Brutus Drone does not give 10% damage reduction

Brutus drone or any drone make your Double Amor a true 200% health like, since drone update, 

without drone equip, you double amor only make you 150% health like.

brutus drone is cheapest drone to max and no battery usage

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I don't know if it's only my perception, but it seems like since the reload time was buffed, shaft has become a lot more common. And it also feels like more people at least attempt to do quickscopes and not camp. Those two things have made it more annoying to go against than before. But I don't think it's overpowered, it can be easily countered by mid and long range turrets, if not other shafts. It's just that short range turrets are helpless against it, which was already the case before.

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Yes, I believe Shaft is in need of a nerf, but I also believe Hammer, Freeze, Striker and Tesla are in need of a nerf. Those turrets that were supposedly balanced after the critical hit update. 

 

Unfortunately, Shaft is just one of the many cancers available for purchase now, with more on the way as the months fly by (I reckon Smoky or Thunder will become cancer next). 

 

Shaft, in particular, is an issue. Ever since the buff in June 2020, the beginner-low ranks were flooded with Shafts. It's not surprising. That buff pretty much made the turret invalidate everything else with the output it was able to give and the circmstances it was able to do it under. And now it's gets buffed again, with needing less time to reach its one-shot potential. The Heavy Capacitors change is the most heinous. I don't think Shaft should be charging a heavy hull killer that quickly. This is giving birth to too many Shaft Titans or just Shafts in general, camping. It's interesting to see an augment like Light Capacitors being one of the most powerful or potent Shaft augments if effort is put into. It incentivises aggressive gameplay. It is not interesting to see the augment specifically made for camping statistically overpower the rest. And we're seeing the results of that. 

 

Ideally Shaft should have recovery rate penalties attached to the augments, or to play around with that parameter for Stock. This poses a few problems with augments such as AP Shaft. Personally, I'd revert the entire buff as I thought it was unnecessary, but that probably isn't happening. The devs made this change for a reason. I do expect to see some sort of Shaft nerf in the next few Patches though. It would be quite troublesome if there wasn't. Or maybe they'd be too busy balancing the rest of the turrets to be as powerful as the aforementioned ones, making Shaft not as much of a problem in comparison. 

Edited by TheCongoSpider
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Shafts are the easiest kills for me.

If they snipe me once, that's fine.  Snipe me twice, I find them and kill them.  They have no chance in close range.

If they kill me again after that, they are my target for the rest of the game, and it's fun.

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7 minutes ago, 0179432 said:

Shafts are the easiest kills for me.

If they snipe me once, that's fine.  Snipe me twice, I find them and kill them.  They have no chance in close range.

If they kill me again after that, they are my target for the rest of the game, and it's fun.

Unless you are playing TDM, the shaft wins just by "forcing" you to ignore the goal of the battle you are in.

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48 minutes ago, wolverine848 said:

Unless you are playing TDM, the shaft wins just by "forcing" you to ignore the goal of the battle you are in.

It's fun getting free kills tho.  Sometimes the Shaft just waves the white flag and leaves the game or changes turrets.

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16 hours ago, Catbird said:

I don't know if it's only my perception, but it seems like since the reload time was buffed, shaft has become a lot more common. And it also feels like more people at least attempt to do quickscopes and not camp. Those two things have made it more annoying to go against than before. But I don't think it's overpowered, it can be easily countered by mid and long range turrets, if not other shafts. It's just that short range turrets are helpless against it, which was already the case before.

The reload time has not been changed to my knowledge, remains 3s still. Atleast true at mk7-20. The main change was the damage charges quicker than it did before, for all except Light capacitors.

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4 hours ago, Akame said:

The reload time has not been changed to my knowledge, remains 3s still. Atleast true at mk7-20. The main change was the damage charges quicker than it did before, for all except Light capacitors.

My bad, I used the wrong word. I did mean charging time, not reload time.

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