Shaft is one of the most unique turrets in the game, sporting a diverse number of features not seen on any other machine. Not only does it have the capability to fire low-powered rounds at opponents through just a tap of the space bar, but holding it down will allow the user to zero in on their targets through a scope, dealing damage depending on how long they hold the space bar down. Under these conditions, Shaft can deal with the highest amount of damage per shot in the game, but there are several minor problems that arise when going into sniping mode. After holding the space bar for a while, a guidance laser will begin to appear, possibly revealing your position and scaring away potential targets. Secondly, and probably more notably, your tank is completely immobile during this time. A medium or heavy hull is recommended for use of this turret, in the event of someone sneaking upon them by surprise.
Description in Garage
Long-range sniper turret. Can enter sniper mode by holding the firing button. Damage in sniper mode will depend on how long do you charge up the shot, and your tank will also become completely immobile.
Great choice for fans of sniper battles. In regular mode, the turret works as a modern multifunctional weapon complex, with an astounding number of uses. It can brew coffee, order pizza, pay the checks, but in the heat of battle it doesn’t work any different from other turrets. The main speciality of Shaft turrets is the secondary sniper mode, upon entering which the power of your shots can be increased significantly if you charge them up. Using sniper mode requires the tank to enter its siege mode, meaning it cannot move. Focusing your shot on the enemy will also use an additional laser pointer, which can be detected by most modern tanks’ optical systems. That’s why seasoned tankers recommend to never be in the sniper mode for long, or you risk leaving your backside exposed to a surprise enemy attack.
- Min sniping damage (hp) — The minimum damage that can possibly be dealt to an enemy tank when in sniping mode (done by releasing the sniper shot as soon as sniper mode is entered)
- Max sniping damage (hp) — The minimum damage that can possibly be dealt to an enemy tank when in sniping mode (done by charging up a full sniper shot)
- Regular arcade damage (hp) — The amount of damage dealt to an enemy tank when in arcade mode (i.e. not in sniping mode, shooting like one would with Smoky or a similar weapon).
- Critical damage arcade mode (hp) - the damage dealt to an enemy tank per critical hit of the turret within the critical damage splash radius.
- Impact force in arcade mode — The physical impact of a turret's projectile on enemy tanks upon contacting them with a standard arcade mode shot.
- Impact force in sniping mode — The maximum potential physical impact of a turret's projectile on enemy tanks when hitting them with full charge in sniping mode. The impact force increases steadily from the impact force in arcade mode to its maximum.
- Recoil — The physical impact of the turret upon its own tank when shooting.
- Arcade shot reload (sec) — The required time for Shaft to reload an arcade mode shot after releasing one.
- Charge (eng/sec) — The amount of energy recovered per second that can be used for firing.
- Rotation speed (deg/sec) — This is the maximum speed that the turret can rotate at.
- Rotation acceleration (deg/sec²) — The acceleration of the turret reaching its maximum rotation speed.
- Horizontal aiming speed (deg/sec) — The speed of horizontal aim adjustment when under sniping mode conditions.
- Vertical aiming speed (deg/sec) — The speed of vertical aim adjustment when under sniping mode conditions.
- Range of max damage (m) — The distance at which the turret deals its full damage. If the distance is greater than the max damage range, the damage constantly decreases until a tank passes the minimum damage range.
- Range of min damage (m) — The distance at which the turret's damage stops decreasing. If the distance to the target is greater, damage will be dealt according to weak damage parameter.
- Displaying the sight mark distance (m) — The marked distance at which the turret is able to target and hit the enemy.
- Max critical chance (%) - The highest possible chance of a critical hit on a shot.
- Critical chance step (%) - The amount the chance to land a critical increases with each regular damage-dealing shot. Becomes 0% once the max critical chance is reached.
- Weak damage regular mode (%) — The percentage of normal damage dealt to an enemy at distances larger than minimum damage range.
- Energy per arcade shot (eng) — The amount of energy spent by the turret per arcade shot.
- Energy consumption sniping (eng/sec) — The amount of energy spent by the turret per second under sniping conditions. Once the amount of energy available reaches zero, the turret cannot use more energy, and the power of the currently loaded shot will not increase further.
- Stored energy — The total amount of energy Shaft has available to expend for firing.
- Scope exit delay (sec) — The delay immediately after a shot before automatically leaving sniping mode.
- Scope enter delay (sec) — The delay immediately after pressing and holding Space to automatically enter sniping mode.
- Rotation speed sniping (deg/sec) — The maximum speed that Shaft can rotate under sniping mode conditions.
- Rotation acceleration sniping (deg/sec²) — The maximum acceleration of Shaft's rotation under sniping mode conditions.
- Auto-aim upwards (deg) — The angle range that auto-aim will effect if a target is above the turret's horizontal plane. Only applicable with arcade mode shots.
- Auto-aim downwards (deg) — The angle range that auto-aim will effect if a target is below the turret's horizontal plane. Only applicable with arcade mode shots.
- Transparent bushes range min (m) — The range in meters at which bushes become transparent under sniping mode conditions. Immediately after entering sniping mode, this value steadily increases to the value of transparent bushes range max, in correlation to the turret's energy consumption.
- Transparent bushes range max (m) — The range in meters at which bushes become transparent under sniping conditions after having zoomed in as far as possible.
- Field of view min (deg) — The total field of view in degrees upon first entering sniping mode. Decreases to FOV min in correlation to the amount of energy consumed when sniping.
- Field of view max (deg) — The total field of view in degrees after consuming all energy and continuing to hold down Space.
- AP duration - The number of seconds the AP status effect is active to an enemy after a snipe damage tick is dealt.
- Healing Power (% of damage): - Shaft's ability to heal teammates. 100% means the same amount of damage you could to to a teammate can also be healed to an ally.
|Standard||Short-band emitter||Heavy capacitors||Light capacitors||Rapid-fire mode||Armor-Piercing Sight|
|Shaft Standard||Shaft XT|
- Shaft was added into the game on June 29, 2011. It was the most powerful turret at that time but was quickly balanced out.
- Previously, a special bug was connected with Shaft. When firing on an ally using a light body, the latter slightly deviated and could even roll over. Even if there was another light tank behind the target, they could fly off altogether.
- After the game was updated on December 4, 2014, a laser was added to Shaft. Because of this, all enemies could now see where Shaft was camping.
- Before the Global Update of the balance of the game on October 20, 2016, Shaft could shoot through tanks, damaging all rivals in the shot line.
- On October 16, 2018 - Shaft XT skin was added to the game which was available for purchase for a limited time period in the shop. Currently, it can be obtained only through containers.
- Since January 17, 2020, Shaft's crosshairs have looked like the old M3 crosshairs on all modifications.
- Old Shaft's Crosshair Appearances before January 17, 2020.