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 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 up on them by surprise.
Description in Garage
The top choice for tankers who love playing the sniper role, the Shaft is a heavy anti-tank gun that can one-shot kill most tanks. In non-combat mode, this turret is a multipurpose piece of equipment with many functions. It can prepare coffee, order pizza and pay the bills. However, in battle, it performs perfectly well as a piece of combat equipment. The main characteristics of the «Shaft» turret, is its additional «sniping» mode. In this mode, the turret charges up to fire a shot that can deal multiple times the amount of its regular shot damage. While using this mode, the tank goes into «siege» mode, and will not be able to move. Nailing the perfect shot requires you to take into account the parameters of the density and temperature of the atmosphere. However, this intellectually demanding process is made easier with the use of and auxiliary guidance laser. Unfortunately, this laser can also be easily detected by the surveillance system of any modern tank, therefore, experienced tankers know not to stay too long in «sniping» mode, as this will give away their position, and they will soon find themselves in unwanted company.
|Min damage sniping mode (HP)|
|Max damage sniping mode (HP)|
|Min Arcade damage (HP)|
|Max Arcade damage (HP)|
|Impact force arcade mode|
|Impact force sniping mode|
|Arcade shot reload (sec)|
|Energy per arcade shot (eng)|
|Rotation speed (deg/sec)|
|Rotation acceleration (deg/sec²)|
|Horizontal aiming speed (deg/sec)|
|Vertical aiming speed (deg/sec)|
|Range of max damage (m)|
|Range of min damage (m)|
|Energy consumption sniping (eng/sec)|
|Stored energy (eng)|
|Scope exit delay (sec)|
|Scope enter delay (sec)|
|Rotation speed sniping (deg/sec)|
|Rotation acceleration sniping (deg/sec²)|
|Auto-aim upward (deg)|
|Auto-aim downward (deg)|
|Transparent bushes radius min (m)|
|Transparent bushes radius max (m)|
|FOV max (deg)|
|FOV min (deg)|
|Weak damage (%)|
- Min sniping damage (HP) — The minimum damage that can possibly be dealt to an enemy tank when in sniping mode.
- Max sniping damage (HP) — The minimum damage that can possibly be dealt to an enemy tank when in sniping mode.
- 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).
- 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.
- Energy per arcade shot (eng) — The amount of energy spent by the turret per arcade shot.
- Recharge (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.
- 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.
- FOV max (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.
- FOV min (deg) — The total field of view in degrees after consuming all energy and continuing to hold down Space.
- Shaft was added into the game on June 19, 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 the 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.