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Patch Update #666 - Released 15th October 2021


Marcus
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11 minutes ago, THECOOL33 said:

Shaft is not balanced man. I had a whole account dedicated to it with Light Capacitors augment. I could move across the map, capture points, and just snipe people off. Now its totally a different feel. They could have nerfed the reload to 5 seconds and minimized the damage. But no, they just made it unplayable. I had been playing with it for years. (on the second acc). Now its crap. Not that feel anymore.  My other account is useless cz of the nerf cz I used all money through the years on shaft. Maybe have to move on or wait until a buff.

Wlc to the understanding of how Tanki works.... They nerf every turret, in the name of balence-- However it has nothing to do with balence , but greed... All this going on is in preperation of another update, in which they will sell you some thing to give back what you already had- As it has always been, disguised under the umbrella of drones/ batteries/ 20 steps in micro urgrades, and so it will continue...

Only when you fully understand this way of Tanki ripping you off with your hard earned cash, will you enjoy the game... It has got worse over the years, and the only way forward is to accept , that tanki is going to rob you if you continue to invest in the game, or just dont spend in the game any more...It will cost you 14k at current prices to get a mk8 garage, and they have increased prices 4 times this year alone..

Tanki, and all other online games see the customer as a cash cow, that will fleece, and slaughter-- Its up to you to choose how you want to enjoy the game...

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On 10/14/2021 at 4:28 PM, Marcus said:

«Brutus» drone:

  • Cost of fully upgrading the drone has been decreased from 500 000 to 100 000 crystals.

    • This should make it easier for players to use the main feature of the drone, that is, increasing the strength of the supplies.

Brutus does not work at all, I tried it on the main server and test server did not work at all

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6 minutes ago, xersxers said:

Brutus does not work at all, I tried it on the main server and test server did not work at all

If your Brutus is not that far into its upgrades, there will be little signs of it showing affect.

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2 hours ago, Tank_Cleaver said:

If I stay with a long range turret then probably Gauss, but I most likely will go with a mid range. Right now I’m not sure which direction to go. What about you?

Same, I will try gauss

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33 minutes ago, 1212p_p said:

shaft is now a medium range turret with an optional for sniping mode. 10 seconds is too much all the concept of shaft is gone now and shaft is usless 

Shaft has always been a medium ranged turret with an option to snipe. Though, it's more or less like a short ranged turret with a sniping capability now.(Due to its affective range for arcade mode) Similar is with Gauss, it acts like a medium ranged turret and has a sniping ability, that's why you can say it's just like a Thunder.

The neat thing is that your arcade shots won't delay the 10 second reload, you can shoot an arcade shot and the reload time for your sniper shot will always be 10 seconds.

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On 10/14/2021 at 6:37 PM, Maf said:

#666

burn-elmo.gif

xQc Face Nose Forehead Skin Chin Hair Eyebrow Cheek Facial expression Close-up Head Mouth Facial hair Lip Jaw Eye Moustache Organ Human Smile

 

On 10/14/2021 at 6:28 PM, Marcus said:
  • «Brutus» drone:

    • Cost of fully upgrading the drone has been decreased from 500 000 to 100 000 crystals.

      • This should make it easier for players to use the main feature of the drone, that is, increasing the strength of the supplies.

  • «Driver», «Trooper», and «Engineer» drones:

    • Cost of fully upgrading each drone has been reduced from 1 000 000 to 500 000 crystals.

TFW... I spent 500K crystals for Brutus but didn't get 400k+ crystals back.

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My name is Seasap, and I'm a Shafter.  It's my favorite turret.  Maybe WAS.  I didn't know about the nerfing until I was actually playing.  I'd fire in sniper mode, duck behind my hiding spot, go back out for another, and ... ?  Why isn't it going into sniper mode?  Then I noticed how long it was taking to reload.  I admit that I've noticed a slight increase in damage I can inflict, but that doesn't overcome a whole 10 seconds to reload.  Shaft already had a built-in disadvantage to deal with in that it couldn't move in sniper mode.  You'd have to sit for a moment exposed while it charged up, unlike Railgun which can pull the trigger and time the delayed firing to duck out from cover just in time then duck back in.  I don't have a garage-full of other turrets, and have been investing crystals to upgrade my Shaft to M5.  Can I get my crystals back so I can go buy a Gauss and upgrade it to M5?

As for drones, I don't have any.  They give away your hiding spots.  If I'm in Shaft sniper mode, focusing on a Railgun with a drone behind a wall, I can see his (her?) drone moving back and forth, and know which side he's going to come out on to shoot at me.  Railguns with drones are easy to pick off, same with other turrets.  Railguns without drones are my nemesis.  Tell me, do the advantages of a drone overcome this?

As for Archipelago, that map was impossible for a Shafter.  Whenever it would load, I'd immediately bail.  

Edited by At_Shin
Please refrain from using profanity.
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1 hour ago, EmeraldCat said:

The neat thing is that your arcade shots won't delay the 10 second reload, you can shoot an arcade shot and the reload time for your sniper shot will always be 10 seconds.

Why are players saying this as if it's some kind of benefit compared to pre-nerf Shaft?

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12 minutes ago, TheCongoSpider said:

Why are players saying this as if it's some kind of benefit compared to pre-nerf Shaft?

Pre-nerf Shaft was insane. Not only was it reloading quickly, its maximum damage was 3.3k, guaranteeing the elimination of all medium hulls. There would be instances where there will be groups of shafts in a singular area, making that area a death zone, with continuous max loaded Shafts.

I feel like the reload nerf can be decreased just a little bit, but I believe 3 second or 5 second reloads is just way too fast for a long ranged sniper turret with high damage. The 0 energy consumption is a necessary change for the increase of reload to prevent Shaft users from being totally defenseless.(You can protect yourself at close range without wasting any energy for another sniper shot)

 

 

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17 minutes ago, EmeraldCat said:

The 0 energy consumption is a necessary change for the increase of reload to prevent Shaft users from being totally defenseless.(You can protect yourself at close range without wasting any energy for another sniper shot)

I understand that.

1 hour ago, EmeraldCat said:

The neat thing is that your arcade shots won't delay the 10 second reload, you can shoot an arcade shot and the reload time for your sniper shot will always be 10 seconds.

 

What I don't understand is why players are mentioning this above as if it's a benefit that Shaft acquired after the nerf. 

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9 hours ago, fire_shoter said:

Look at all this camper shaft cry babies, except @incorp. 

It is nerfed and I like it 

I mean as a Shaft main myself, the nerf itself is warranted and I can agree with you but uh... hardcapping the reload time to 10 seconds regardless of Mk# is a bit... too harsh? I do remember way back then, it was 10 seconds at M0 and 8 seconds at M4. 

8 hours ago, stat.padder said:
  • On the other hand, shaft nerf was well-deserved. I remember how futile was dealing with the while on road to legend. No other weapon was as dominant on lower ranks hence why that is my the most used prot. module.

Don't know if the nerf can tackle camping or not but the nerf again, is warranted (almost though).

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11 minutes ago, TheCongoSpider said:

What I don't understand is why players are mentioning this above as if it's a benefit that Shaft acquired after the nerf. 

I mean, it honestly is a benefit after getting nerfed. It's not the only benefit. Shaft can also rotate in aiming mode faster, and the Arcade shots got an increase in their range, making them a little more effective. Consider it a few things gained back from something taken.

I mentioned it because it was a good addition to the Shaft nerf. Other players are probably mentioning it to justify the nerf to Shaft.(They're glad it was nerfed and they hate Shaft)

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32 minutes ago, TheCongoSpider said:

What I don't understand is why players are mentioning this above as if it's a benefit that Shaft acquired after the nerf. 

I see it as a benefit because previously the arcade and sniper shots were competing for energy. You had to balance out whether to use arcade shots to finish off an enemy (and wait longer for the sniper shot), or duck and wait for the sniper shot to come back. Now that whole decisionmaking process has been scrapped, arcade shots have no cost and in fact are your only option for 10 seconds. 

It’s not enough to offset the new reload time, but in itself it’s a benefit and makes the strategy simpler in a way.

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The extended re arming time of shaft has ruined its use as a weapon.   It now takes 10 seconds to reload and in battle that moves so fast you are a sitting duck.  This is not what I bought!  Can I get the crystals back that I paid for it ...so I can get a turret that is not totally worthless in battle.

ouch-ouch

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13 minutes ago, Catbird said:

I see it as a benefit because previously the arcade and sniper shots were competing for energy. 

This right here. The rationale for the Shaft change isn't sound. 

 

Shaft's arcade and sniping shot have not had to compete for the energy ever since its buff in June 2020, evidenced by the fact that Short-Band Emitters' arcade energy consumption debuff was unnoticeable after the change. Before the nerf for a maxed Shaft, shooting the sniping shot and then shooting an arcade shot would have you be able to get back into sniping mode in pretty much the same time as if you didn't shoot the arcade shot at all, because of how fast the energy recovery became after June 2020. You can see it a lot in this video I recorded. 

 

 

 

 

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27 minutes ago, TheCongoSpider said:

This right here. The rationale for the Shaft change isn't sound. 

I mean I agree for the most part it wasn't an issue. With LC the reload felt almost instantaneous with or without arcade shots. But in some cases like close range confrontations or when using Healing Emitters it felt like a problem, where at least in my experience choosing between quick-scope or aracde shots can make a fair difference, plus it requires pretty different tank movements (either stay back or rush in). I don't have any video examples to support my case though.

But I agree at the end of the day this only became an issue because of the crazy long reload time. If they had made the change in energy consumption while retaining the old reload time I don't think it would've made a huge difference.

Edited by Catbird
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Ok re-reading myself and now that I think about it… maybe the real difference I’m feeling with shaft is that before you had to choose and commit to either one of two strategies: rush in with arcade shots or stay back with the sniper. Now that choice has been removed altogether. Which makes it technically simpler, even if it’s a challenge of its own.

Edited by Catbird

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On 10/14/2021 at 2:20 PM, At_Shin said:

Excellent job on decreasing the power of shaft! As a shaft player myself, I agree that it needed this nerf. I like how you balanced it with increased utility of arcade shots. Now, players will have less reason to complain about enemy shafts camping! 

So I'm going to assume that camping is an issue for med and short range turrets (personally I relish the opportunity to try out shoot another shaft and have plenty of trouble still with other long range turrets). I think you overlook that a lot of maps have very few good sniping positions at all, while a smaller number are inclined towards long or short range fighting. most maps provide easy access to all sniping points for anyone who doesn't just charge straight down his sights.

Given the strength of protection modules and double armour, there isnt really a good chance of killing first shot anyway, and given its poor arcade mode damage, the mediocre range increase is not really a compromise. A shaft tank was dead if caught in close combat, that was the case  before this if you actually faced a competent opponent.

All that's been accomplished is at best: shaft is now a really dull to use  due to any small error in setting up results in another 10 second wait, or at worst: made every single user a sitting duck because they have not other meaningful defence. Railgun (which I see go buffed in this update), magnum and gauss are long ranged turrets which perorm pretty well at medium and short ranges, shaft does not have that luxury, nor has it all of the crazy augments that the others do.

I've spent most of today trying to run from tanks that have survived the powered shot and have not been  fussed by the pathetic arcade damage, honestly I cant find a spot i dont have run from other than the back of the maps, which if avoiding camping was an objective, sounds like a failure to me

 

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7 hours ago, Tank_Cleaver said:

If I stay with a long range turret then probably Gauss, but I most likely will go with a mid range. Right now I’m not sure which direction to go. What about you?

I'm gonna go with Railgun :)

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Shaft makes no sense:
You're a sniper with a high visibility vest (the laser), a sloth is faster than you at reloading, your shots may be deadly but can't hit multiple tanks at once.

I shouldn't have spent all my crystals on it, now I'm in trouble :S

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7 hours ago, Tank_Cleaver said:

If I stay with a long range turret then probably Gauss, but I most likely will go with a mid range. Right now I’m not sure which direction to go. What about you?

I'm not really sure, all my other turrets are mk4..
Gauss seems interesting, I didn't really have played it much since it's a new turret but it may be something I'd use.
As now I was thinking about going for railgun

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I am serious about getting the crystals back that I paid for shaft.  The weapon is no longer of any use in battle. The rearming time is way to long. It is worthless. What I bought has been taken from me.  Is there going to be any compensation so I can get something that is effective  and  fun in battle.   A shaft  MK7 - 20,  takes  a lot of time and crystals to acquire,   since it is no longer a viable option in legend battles Tanki  should   take the turret back and refund  the crystals it cost to purchase it, as well as, additional crystals to compensate for the time invested in qualifying to buy it.

How and to Whom do I apply to have these crystals returned to me.

ouch-ouch

 

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