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Shaft's mechanic remake Idea


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Hi Tanki! Today I'm back with another idea. Recently I have seen that the new Shaft update was quite bad. With the slow recharge rate after snipping (10s <->  100 eng/sec), this update made Shaft become less dynamic in battles. Players will have to wait a tediously long recharge time for the next shot, especially when they accidentally miss their shot, or may have to forfeit that shot when the enemy is not found. 
Also there are some silly details in the game too. Why can enemy be easily killed when the Shaft user only shot into the barrel of the turret, or a corner of a hull? This is quite ridiculous and not so physical. So here is some of my idea for Shaft's mechanic.

      1. Reduce the reload time after snipping: 10s -> 3s (Mk1 - Mk7), as increase the charge rate ( 100 -> 333 eng/sec )

      2. Redistributing the received damage to each part of the tank.
          *HULL

           For the hull, four corners will received 75% Shaft's snipping damage, because they don't affect too much the important parts of the tank if being shot. The rest of hull will receive 100% Shaft's snipping damage. Here is the illustrations:

 

 c2.png

c1.png

c4.png

 

If Shaft aims to the normal part of the hull, the red indicator will appear. If it aims to one of 4 corners, the orange one will appear instead.

 

Sc1.png

 

sc2

 

  *TURRET

   Same as hull, the barrel and the extra part (if any, such as Thunder) will receive less damage (50%), the rest take full damage (100%).

 

c3.png

c5.png

 

 

Capture.png

 

Here, when you aim at the barrel, the yellow indicators will appear. The rest part will appear the red indicators instead.

sc4.png

 

sc3.png

 

 

Thanks for read my idea, hope Tanki like this. Sorry for my bad English.

Edited by Duyboy
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51 minutes ago, The_Resistance said:

I like TankiX's mechanic with head-shots to the turret. This one maybe will be easier to do.

Hmm, I don´t remember that mechanics, so esentially you dealt more damage with hits to the turret?

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3 hours ago, mjmj5558 said:

Hitting the barrel of the turret is much harder to do, so you shouldn't get less for doing something more skillfull.

I made this idea just for making the game more physically reasonable. But I understood your opinion.

 

Edited by Duyboy

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5 minutes ago, NikmanGT said:

That makes the shot more skilful rather than just plain-snip- to-shoot. Sounds like a great Idea ^^

Great thanks for your high appreciation.

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10 hours ago, mjmj5558 said:

Hitting the barrel of the turret is much harder to do, so you shouldn't get less for doing something more skillfull.

Not just on Magnum's barrel but also on Shaft's barrel as well.

10 hours ago, frederik123456 said:

Hmm, I don´t remember that mechanics, so essentially you dealt more damage with hits to the turret?

Shaft back in Tanki-X dealt less dmg than its regular counterpart (assume max Mk). Meaning in Tanki-X, you need to headshot in order to deal the same amount of damage as in Online counterpart.

11 hours ago, Duyboy said:

      1. Reduce the reload time after snipping: 10s -> 3s (Mk1 - Mk7), as increase the charge rate ( 100 -> 333 eng/sec )

I still prefer hardcapped 10 second reload time (actually 8 would be better) without the physic rebalanced TBH.

A Shaft dude can completely quick aim on the turret's/hull's body and still score kills easily ESPECIALLY with that reload time with steroid. 

Hard pass.

Edited by FrozenRailgun
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11 hours ago, Duyboy said:

Hi Tanki! Today I'm back with another idea. Recently I have seen that the new Shaft update was quite bad. With the slow recharge rate after snipping (10s <->  100 eng/sec), this update made Shaft become less dynamic in battles. Players will have to wait a tediously long recharge time for the next shot, especially when they accidentally miss their shot, or may have to forfeit that shot when the enemy is not found. 
Also there are some silly details in the game too. Why can enemy be easily killed when the Shaft user only shot into the barrel of the turret, or a corner of a hull? This is quite ridiculous and not so physical. So here is some of my idea for Shaft's mechanic.

      1. Reduce the reload time after snipping: 10s -> 3s (Mk1 - Mk7), as increase the charge rate ( 100 -> 333 eng/sec )

      2. Redistributing the received damage to each part of the tank.
          *HULL

           For the hull, four corners will received 75% Shaft's snipping damage, because they don't affect too much the important parts of the tank if being shot. The rest of hull will receive 100% Shaft's snipping damage. Here is the illustrations:

 

 c2.png

c1.png

c4.png

 

If Shaft aims to the normal part of the hull, the red indicator will appear. If it aims to one of 4 corners, the orange one will appear instead.

 

Sc1.png

 

sc2

 

  *TURRET

   Same as hull, the barrel and the extra part (if any, such as Thunder) will receive less damage (50%), the rest take full damage (100%).

 

c3.png

c5.png

 

 

Capture.png

 

Here, when you aim at the barrel, the yellow indicators will appear. The rest part will appear the red indicators instead.

sc4.png

 

sc3.png

 

 

Thanks for read my idea, hope Tanki like this. Sorry for my bad English.

3 second reload?   ?

Hard Pass.

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4 hours ago, FrozenRailgun said:

I still prefer hardcapped 10 second reload time (actually 8 would be better)

But it would be a disadvantage when you accidentally miss the shot, can't kill enemy, you have to wait a tediously long reload time for the next snip

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It's for the best that Shaft does not have a fast energy recovery rate. You can see so in the many complaints of players that claimed that Shaft was destroyed last year.

 

The idea itself is complicated. You listed one hull as an example but there are ten, with differing shapes and sizes, and 14 turrets with differing shapes and sizes. I think the best course of action is to work with what the current Shaft has to offer. It very clearly separates who wanted low effort, high reward gameplay and who wanted to actually play Shaft. 

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1 hour ago, Duyboy said:

But it would be a disadvantage when you accidentally miss the shot, can't kill enemy, you have to wait a tediously long reload time for the next snip

Then don't miss.

And it's not like misses happen often - you DO have a scope that kinda helps with targeting, right?

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As congo said, that's only 1 combo, needless to say hulls and turrets come in so many shapes and sizes, imo this is not going to be helpful, 1 thing however, maybe deals 'critical' damage if u hit the turret only? But still ott.

5 hours ago, wolverine848 said:

Then don't miss.

And it's not like misses happen often - you DO have a scope that kinda helps with targeting, right?

You'd be surprised that they can happen far often on say hover hulls, due to teammates also. There also is the case where teammates can run into your laser, or do not give you clear line of sights, though yes, fairly simple to snipe a target thats part slow or far away.

6 hours ago, Duyboy said:

But it would be a disadvantage when you accidentally miss the shot, can't kill enemy, you have to wait a tediously long reload time for the next snip

Arcade shots exist for use when you are reloading, unless you're using rapid-fire mode.

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On 3/12/2022 at 11:34 PM, Duyboy said:

Recently I have seen that the new Shaft update was quite bad. With the slow recharge rate after snipping (10s <->  100 eng/sec), this update made Shaft become less dynamic in battles. Players will have to wait a tediously long recharge time for the next shot, especially when they accidentally miss their shot, or may have to forfeit that shot when the enemy is not found. 
Also there are some silly details in the game too. Why can enemy be easily killed when the Shaft user only shot into the barrel of the turret, or a corner of a hull? This is quite ridiculous and not so physical. So here is some of my idea for Shaft's mechanic.

      1. Reduce the reload time after snipping: 10s -> 3s (Mk1 - Mk7), as increase the charge rate ( 100 -> 333 eng/sec )

Technically, the shaft update is a buff. Why? you are able to quick scope easier since it does not consume energy to 0 anymore meaning you are able to recover your sniping shots and it would reload according on how much you held down spacebar. Arcade shots no longer consume energy technically infinite. Sure reload is 10 seconds but still I would still see it as a buff due to other benefits it got.  It was considered broken for how much damage it did back then with the fast reload in my opinion. 

Edit: I guess it can be seen nerf for the majority because people are used to heavy camping. I guess I saw it as a buff for me because it works better for my playstyle. 

Edited by MysticBlood
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Shaft players get hate when they camp.
Shaft players get hate when they don't camp.

Spoiler

ezgif.com-gif-maker_84.gif

Not all shafts play the same way, but changes will impact both types of players. Imo, we need some changes onto certain augments, mainly LC.

If shaft was op, why are the tryhard paladins not using it more often. There's stuff far more broken than shaft, but people are afraid of dying in 1 shot, that's why shaft is hated.

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23 minutes ago, Akame said:

Shaft players get hate when they camp.
Shaft players get hate when they don't camp.

  Hide contents

ezgif.com-gif-maker_84.gif

Not all shafts play the same way, but changes will impact both types of players. Imo, we need some changes onto certain augments, mainly LC.

If shaft was op, why are the tryhard paladins not using it more often. There's stuff far more broken than shaft, but people are afraid of dying in 1 shot, that's why shaft is hated.

Honestly I think shaft is quite balanced the way it is right now.

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1 hour ago, Akame said:

If shaft was op, why are the tryhard paladins not using it more often.

Because the Paladin OD would be mostly wasted with a Shaft turret.  The Jammer and AP aura would not come into effect as often.

Would be same as saying why are there not many Hunter-Shafts... because of the OD.

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39 minutes ago, wolverine848 said:

Because the Paladin OD would be mostly wasted with a Shaft turret.  The Jammer and AP aura would not come into effect as often.

Would be same as saying why are there not many Hunter-Shafts... because of the OD.

Because op tanks include hunter too. And in reference I also genuinely used 'crusader' from my gif to showcase it too. How many proactive Shaft crusaders or other hulls do you see? Pretty much none because players may say 'omg shaft needs nerf', but the lightness of hovers or the tracked hull limitation (no wheel roll-on) does not help a 'non camp' play-style, and as a result these players resort to using other broken means i.e freeze, magnetron, gauss etc, because they are genuinely easier to use to deal damage. We had a DM mode recently, tell me, how many shafts did you see, and how many of them actually placed first.

Current template promotes either hard camping (which is punished with a larger reload), or a controlled area camping where you also utilize arcades upon downtime or have quicker snipes with low damage and lastly fully upfront assault, which shaft is by no means designed for.

But yes, imo, shaft itself is in a good place rn, aside like I said before, light capacitors could really use some love with it's template, it's really not worth use at all in endgame. At mose, LC should have at most a 6s reload, 8.33s is far ridiculous, especially when the scope duration is capped to 2s, making you reach max reload duration post 1.8s, which is pretty much natural to reach for everyone in many cases.

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2 hours ago, Akame said:

Because op tanks include hunter too. And in reference I also genuinely used 'crusader' from my gif to showcase it too. How many proactive Shaft crusaders or other hulls do you see? Pretty much none because players may say 'omg shaft needs nerf', but the lightness of hovers or the tracked hull limitation (no wheel roll-on) does not help a 'non camp' play-style, and as a result these players resort to using other broken means i.e freeze, magnetron, gauss etc, because they are genuinely easier to use to deal damage. We had a DM mode recently, tell me, how many shafts did you see, and how many of them actually placed first.

Current template promotes either hard camping (which is punished with a larger reload), or a controlled area camping where you also utilize arcades upon downtime or have quicker snipes with low damage and lastly fully upfront assault, which shaft is by no means designed for.

But yes, imo, shaft itself is in a good place rn, aside like I said before, light capacitors could really use some love with it's template, it's really not worth use at all in endgame. At mose, LC should have at most a 6s reload, 8.33s is far ridiculous, especially when the scope duration is capped to 2s, making you reach max reload duration post 1.8s, which is pretty much natural to reach for everyone in many cases.

Well I answered your question about Shaft-Paladin and it's similar to a Shaft-Hunter.  Asked and answered.

As for the DM... I have no idea.  I stopped player before that event.  I'm sure any turret with a long reload was experiencing issues.  TO crams too many players into DM events and I would avoid those events even if I still played.

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