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buff shaft sniping reload


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i suggest to revert change with awfully long sniping mode reloading

this update supposed to motivate us using arcade more, but arcade is weak 

in old times, after rebalance it was the same - awfully long reload, why to rotate circle of balance to old uncomfotable stuff? 

 

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Declined

Hey there, 

Unfortunately, we do not accept the Ideas regarding reversion of updates/changes.

It's one of the rules to keep in mind when posting a topic.

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On 7/25/2022 at 4:21 AM, Entropy said:

Why to rotate circle of balance to old uncomfotable stuff? 

Because too many players were using it to camp and camp exclusively.  

 

On 7/25/2022 at 4:21 AM, Entropy said:

this update supposed to motivate us using arcade more, but arcade is weak 

It's supposed to also motivate you to utilise its returned energy retention mechanic. Many Shaft players stated that Shaft was killed and still is killed after this update. Yet we still see an abundance of them in battles camping, at all ranks. I honestly thought that for a very long time, Shaft's sniping mode effectiveness was overpowered and only further incentivised camping with it. 

We now have stronger arcade shots than before, as well as being able to retain energy from partially charged sniping shots. Players who would like to turn their brain off and relax still very much have the option of sitting in one secluded point in their base. The good thing is that this is not the ideal option anymore. It is just an option. 

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lmao should have named topic "decrease snipe reload time" that's not revert the update, it is simple balance thing

re-review pls, it's the same as "smth need buff" or it's not? ?

On 7/26/2022 at 8:03 PM, NikmanGT said:

Declined

Hey there, 

Unfortunately, we do not accept the Ideas regarding reversion of updates/changes.

It's one of the rules to keep in mind when posting a topic.

unknown.png

 

 

 

On 7/26/2022 at 8:33 PM, TheCongoSpider said:

Because too many players were using it to camp and camp exclusively.  

 

It's supposed to also motivate you to utilise its returned energy retention mechanic. Many Shaft players stated that Shaft was killed and still is killed after this update. Yet we still see an abundance of them in battles camping, at all ranks. I honestly thought that for a very long time, Shaft's sniping mode effectiveness was overpowered and only further incentivised camping with it. 

We now have stronger arcade shots than before, as well as being able to retain energy from partially charged sniping shots. Players who would like to turn their brain off and relax still very much have the option of sitting in one secluded point in their base. The good thing is that this is not the ideal option anymore. It is just an option. 

meh, i liked fast reload so much, used to play on hornet, switching fast between places

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The old fast reload was just OP, this made some players bragging that they're an attacking shafts, while in real it was just like any other mid-range turret in attacking not a slow heavy. This may be the reason why I have used it over 70+ hours.  So Tanki just started a range nerf for arcade shots, and now a huge reload nerf. A one-killing shot shouldn't be done easily, you don't have the right to one-shot people.  This is what made it my most upgraded protection:

jR9j5pA.png

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On 7/26/2022 at 9:30 PM, firety31 said:

The old fast reload was just OP, this made some players bragging that they're an attacking shafts, while in real it was just like any other mid-range turret in attacking not a slow heavy. This may be the reason why I have used it over 70+ hours.  So Tanki just started a range nerf for arcade shots, and now a huge reload nerf. A one-killing shot shouldn't be done easily, you don't have the right to one-shot people.  This is what made it my most upgraded protection:

jR9j5pA.png

well reasonable

but give it decent arcade range then 

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On 7/26/2022 at 10:20 PM, Entropy said:

well reasonable

but give it decent arcade range then 

Reasonable??

On 7/26/2022 at 10:22 PM, TheCongoSpider said:

It already does. 

Not even close to what it was?

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On 7/26/2022 at 3:58 PM, firety31 said:

Not even close to what it was?

"Was" there being an iteration of balance long ago, 4-5 years in fact. Shaft's arcade shot range was turned into the short range parameter characteristics (60m maximum damage, 70m minimum damage) in 2018. It turned into very short range (30m maximum damage, 40m minimum damage) in July 2020. It went back to short range classification briefly during the initial nerf last year, until it went to the medium range classification in December.

Look at it in comparison to the other turrets. Its range classification is medium. Medium in this iteration of the game balance is 80m maximum damage, 120m minimum damage, and this is more than it ever had in 4 years. 

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On 7/26/2022 at 4:53 PM, TheCongoSpider said:

Look at it in comparison to the other turrets. Its range classification is medium. Medium in this iteration of the game balance is 80m maximum damage, 120m minimum damage, and this is more than it ever had in 4 years. 

IMO its arcade is still a little weak to balance the long reload. What if the damage drop-off was reduced?

 

Now that I think about it, do any of these suggestions even make it into the game the way they are written? Most I see are updates that resemble such suggestions so the posts are marked as "completed" even if they're only loosely related.

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On 7/26/2022 at 5:10 PM, Me0w_XP said:

IMO its arcade is still a little weak to balance the long reload. What if the damage drop-off was reduced? 

As in increasing the weak damage %?

 

On 7/26/2022 at 5:10 PM, Me0w_XP said:

Now that I think about it, do any of these suggestions even make it into the game the way they are written? 

Probably not. They have the final say as to what gets changed as they have the analytics to give them rationales for certain changes. 

 

My suggestion early this year for Short-Band Emitters' transitional buff from 149k crystals to 245k crystals was to have its fixed energy consumption after a sniping shot halved like Light Capacitors does and AP Shaft previously had. I wouldn't have thought that it would end up being a Thunder sidegrade on a different turret when it underwent the transition. 

 

Changes made to turrets this year have shown that it's pretty much out of the players' hands (suggestions) to carve their path. 

 

Isida, Striker and Smoky still have to undergo the transition and I highly doubt we have any say as to what what will be happening to them when their times come. You can make guesses. 

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On 7/27/2022 at 1:10 AM, Me0w_XP said:

Now that I think about it, do any of these suggestions even make it into the game the way they are written? Most I see are updates that resemble such suggestions so the posts are marked as "completed" even if they're only loosely related.

When I discussed this with Opex-Rah a while ago, he said that they can't implement player suggestions directly and they can't credit the players, due to the potential legal issues it creates. If I remember correctly, implementing users' input into the project means that the user is entitled to official recognition of their contribution to the project's development, and it gives the user right to sue the company if their contribution is later altered in a way they don't agree with.

So imagine devs take your idea and buff Shaft arcade range, and then they nerf it again, so you sue them for it and win. Doesn't sound good for them ?

Instead, developers use player feedback to get an overall idea of what the users want, and then they compare it with their own analytics and available resources in order to decide how it should actually be implemented, if at all.

I do love marking ideas completed, and, admittedly, sometimes it's a bit of a stretch. But unfortunately we'll never know if a topic in I&S was actually the main influence for an in-game update.

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3 Sec shaft reload was op... i would get 40 kills with like 5 deaths while capping siege points lmao. Now i get 50+ kills on average with shaft while healing teammates but now i camp instead of literally being in the middle of the map. Shaft reload after snipe shots should be like 5 seconds. shafts arcade shots should not lose damage the further your enemy is (just like old times) and it should have that railgun effect where if you shoot an enemy with arcade shot another arcade shot spawns further. this would make shaft unique and interesting and not just tesla with sniping mode. Or ofc just wait till shaft gets new augments im sure there will be OP shaft sniping augment that makes it reload like 2-3 secs. 

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On 7/27/2022 at 12:51 PM, Maf said:

When I discussed this with Opex-Rah a while ago, he said that they can't implement player suggestions directly and they can't credit the players, due to the potential legal issues it creates. If I remember correctly, implementing users' input into the project means that the user is entitled to official recognition of their contribution to the project's development, and it gives the user right to sue the company if their contribution is later altered in a way they don't agree with

I'm pretty sure it'd be possible to make a TOU for I&S so that you won't have the right to sue them if your idea is implemented, and later changed. 

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On 7/26/2022 at 5:55 PM, TheCongoSpider said:

As in increasing the weak damage %?

 

Yea exactly, increasing weak damage percentage or even removing damage drop-off entirely, like with Scorpion or Railgun. This would make long-range arcade shots more feasible when waiting through a 10 second reload.

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On 7/27/2022 at 9:07 AM, Me0w_XP said:

or even removing damage drop-off entirely, like with Scorpion or Railgun. 

Scorpion has damage drop-off. The range at which it drops off is just very long compared to medium range parameters. In most maps, you'll likely be dealing 100% damage to someone coming at you. 

 

On 7/27/2022 at 9:07 AM, Me0w_XP said:

This would make long-range arcade shots more feasible when waiting through a 10 second reload.

Hmm, alright then. They'd have to make adjustments to Healing Emitters' arcade shot range though. Can't have it healing for too long of a distance. 

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