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alexliang53

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  1. alexliang53

    [Forum Game] Helpers vs Players

    19 more help has arrived
  2. alexliang53

    {Guide} Smoky by FrozenGold

    Ok I copied that part but not the whole thing -_-
  3. alexliang53

    {Guide} Smoky by FrozenGold

    People claims I copied this bu I did not
  4. Any more suggestions on guides to do next
  5. I did by accident sorry guys don't read this one read my other one
  6. Thanks this is my first topic so I was not sure how it would be
  7. Sorry I posted this guide twice
  8. alexliang53

    Ultimate guide to smoky that will earn you the win every time

    This guide will earn you the win every time M0 Stats: Price: 0 Damage: 18-22 Knockback/Recoil: 120 Degrees per second: 57.3 Crit chance: 13.71% Crit Damage: 40 Reload Speed (msec): 2,000,0000 M1 Stats: Price: 11,000 Damage: 22.5-27.2 Knockback/Recoil: 186 Degrees per second: 72.7 Crit chance: 15.39 Crit Damage: 54.1 Reload Speed (msec): 1,858,8235 M2 Stats: Price: 114,800 Damage: 29.7-35.6 Knockback/Recoil: 293 Degrees per second: 97.6 Crit chance: 17.06 Crit Damage: 77.1 Reload Speed (msec): 1,629,4118 M3 Stats: Price: 268,600 Damage: 32.5-38.8 Knockback/Recoil: 334 Degrees per second: 107.2 Crit chance: 17.53 Crit Damage: 85.9 Reload Speed (msec): 1,541,1765 Pros: 1. The only turret with a Critical shot 2. Fast shooting can knock off an enemy’s aim 3. Recoil allows you to jump of ledges Cons: 1. Damage decreases with distance 2. Single attack only 3. 15 paints with resistance against Smoky So basically, Smoky is a mid to long ranged weapon, with good damage and rapid fire. It is the only weapon with a critical chance; it is the first turret available to the player and is capable of being used at any stage with any hull. Now that I have covered the basics of the turrets itself, let’s not focus on the hulls you will be using with them. Wasp: This combo is the very definition of hard to master. This combo is overlooked at lower ranks but as the game progresses, you will be one of the most dangerous forces on the battlefield. Use your speed to avoid shots and use your rapid fire to take out players much stronger that you are. Using skills taken from railgun players, you will dominate CTF’s with this combo. Rating: 9/10 for CTF Hunter: This is the first combo all players will get, and for a reason. The sheer versatility of the hull will allow you to take control over any place in the battlefield, and with Smoky, you will do this with ease. Its speed, size and manoeuvrability complement Smoky, making this a great combo for TDM’s and CTF’s Rating: 8.5/10 for CTF, TDM Titan: This hull with smoky can and will send you into the thick of battle. With the 2nd highest HP behind mammoth, you can take on almost any other tank on the battlefield, while having more speed than Mammoth too. This combo will make you a powerful member in TDM and CTF, while being able to hold your own in DM’s. Rating: 7.5/10 for DM, TDM and CTF Dictator: This hull has been long forgotten by most players for one reason, it’s ugly. But don’t judge a book by its cover. This hull, at M3, has more armour than Viking and more speed too, making it a surprisingly good hull for Smoky. Its speed can zip you through the battlefield at great pace, while allowing you to hold your own against an incoming opponent. The only problem with this hull is instability when under fire by a weapon with a knockback effect (i.e. Twins). Overall, this is a good combo for CTF’s and TDM’s but it is needless to say that that there are other hulls more suited for smoky. Rating: 7/10 for CTF and TDM Hornet: The wasp’s big brother. Following the same style as wasp you will go far with this combo, with the added bonus of more HP and wasp. With this hull capturing flags will be just that bit easier, with the better stability and armour. Using the surroundings to your advantage, this is a great combination for CTF matches. Rating: 8.5/10 for CTF Viking: The famed Viking. This hull has earned a reputation to be one of the most dangerous forces on the battlefield. Coupled with Smoky, you can be anywhere in the battlefield, playing any strategy you want. With good armour and decent speed, you will always do well in any game mode. Rating: 9.5/10 for DM, TDM and CTF Mammoth: The monster of the battlefield. Go wherever you want with this baby and with a Smoky, you are nearly unstoppable. An excellent defender; with the critical shot being able to take out druggers without you needing to drug as well. Yes, it is the slowest hull in the game, but boasting a whopping 380 HP at m3, coupled with Smoky’s rapid fire and rotation speed, nowhere is safe for an enemy. This combo is able to take on any game mode with ease. Rating: 7.5/10 for DM, TDM and CTF Now let's begin on how to use your Smoky in a one on one situation: Smoky vs Smoky: When it comes to this battle, it really comes down to the hull you are using and the MU's your opponent has. But if you are equally matched, your best bet is to both go 1 on 1 and hope for a critical or stay behind cover and get the occasional sneaky shot. Smoky vs Firebird Firebird if the most powerful turret in Tanki online. It is the only turret at m3 capable of destroying an m3 mammoth with one charge. Because of this, your best bet when defeating a firebird is to use your range to your advantage. Stay well out of range and you will be fine Smoky vs Twins Twins are renowned for their ability to knock a player’s turret of balance. To beat this guy without causing you too much damage is the railgun technique. Alternate between being in and out of hiding, getting the sneaky shot and getting that fatal critical shot. Alternatively, arm yourself with a mammoth and take him on with your stability and critical damage. Smoky vs Railgun Railguns are the easiest opponents to face. Using their hide and seek technique against them, wait for them to shoot and as their shot is being charged, come out of hiding as the gun does not register new targets, and keep shooting, working toward your deadly critical hit. There is a chance that he may get the chance to fire again, but you can either choose to hide again or keep the pressure on. Smoky vs Isida Isida has the shortest range out of all the guns, don't take this for granted. Keeping Isida out of range is paramount when trying to win this one on one. If this vampire gets its fangs on you, you are done for. Therefore, make staying out of range a priority and shooting second as a critical will keep you safe. Smoky vs Thunder Ah, Smoky's big brother before the rebalance, but not anymore. One on one, you will more than likely come put on top as you have faster reload meaning more damage. Alternatively, push up against him to get some easy damage in your favor. Smoky vs Freeze Just like all the other short ranged weapons, use your range to your advantage. Simply stay well out of the way of the freeze and your safe. If it does get you, most time it will try to circulate you. If this occurs, turn your hull and turret simultaneously, making his tactic redundant due to your fast rotational speed and increasing your chance of a critical shot. Smoky vs Ricochet As the Rico shots don't have to touch you to hit you, keep moving to minimise damage taken. If you choose the hide and seek technique, don't hide in a place where Rico's special ability won't affect you. So keep moving or hide and you will be fine. Smoky vs Shaft The ultimate one shot killer. In a perfect world, you would want to avoid them altogether due to the update making their rotation speed faster in sniping mode. If you want to kill a shaft, you need something to distract it. When his turret moves, take a single shot. When it fires a sniping shot take a couple. Gradually work your way up to the critical shot and boom.
  9. alexliang53

    The ultimate guide to smoky that will help you win every time!

    M0 Stats: Price: 0 Damage: 18-22 Knockback/Recoil: 120 Degrees per second: 57.3 Crit chance: 13.71% Crit Damage: 40 Reload Speed (msec): 2,000,0000 M1 Stats: Price: 11,000 Damage: 22.5-27.2 Knockback/Recoil: 186 Degrees per second: 72.7 Crit chance: 15.39 Crit Damage: 54.1 Reload Speed (msec): 1,858,8235 M2 Stats: Price: 114,800 Damage: 29.7-35.6 Knockback/Recoil: 293 Degrees per second: 97.6 Crit chance: 17.06 Crit Damage: 77.1 Reload Speed (msec): 1,629,4118 M3 Stats: Price: 268,600 Damage: 32.5-38.8 Knockback/Recoil: 334 Degrees per second: 107.2 Crit chance: 17.53 Crit Damage: 85.9 Reload Speed (msec): 1,541,1765 Pros: 1. The only turret with a Critical shot 2. Fast shooting can knock off an enemy’s aim 3. Recoil allows you to jump of ledges Cons: 1. Damage decreases with distance 2. Single attack only 3. 15 paints with resistance against Smoky So basically, Smoky is a mid to long ranged weapon, with good damage and rapid fire. It is the only weapon with a critical chance; it is the first turret available to the player and is capable of being used at any stage with any hull. Now that I have covered the basics of the turrets itself, let’s not focus on the hulls you will be using with them. Wasp: This combo is the very definition of hard to master. This combo is overlooked at lower ranks but as the game progresses, you will be one of the most dangerous forces on the battlefield. Use your speed to avoid shots and use your rapid fire to take out players much stronger that you are. Using skills taken from railgun players, you will dominate CTF’s with this combo. Rating: 9/10 for CTF Hunter: This is the first combo all players will get, and for a reason. The sheer versatility of the hull will allow you to take control over any place in the battlefield, and with Smoky, you will do this with ease. Its speed, size and manoeuvrability complement Smoky, making this a great combo for TDM’s and CTF’s Rating: 8.5/10 for CTF, TDM Titan: This hull with smoky can and will send you into the thick of battle. With the 2nd highest HP behind mammoth, you can take on almost any other tank on the battlefield, while having more speed than Mammoth too. This combo will make you a powerful member in TDM and CTF, while being able to hold your own in DM’s. Rating: 7.5/10 for DM, TDM and CTF Dictator: This hull has been long forgotten by most players for one reason, it’s ugly. But don’t judge a book by its cover. This hull, at M3, has more armour than Viking and more speed too, making it a surprisingly good hull for Smoky. Its speed can zip you through the battlefield at great pace, while allowing you to hold your own against an incoming opponent. The only problem with this hull is instability when under fire by a weapon with a knockback effect (i.e. Twins). Overall, this is a good combo for CTF’s and TDM’s but it is needless to say that that there are other hulls more suited for smoky. Rating: 7/10 for CTF and TDM Hornet: The wasp’s big brother. Following the same style as wasp you will go far with this combo, with the added bonus of more HP and wasp. With this hull capturing flags will be just that bit easier, with the better stability and armour. Using the surroundings to your advantage, this is a great combination for CTF matches. Rating: 8.5/10 for CTF Viking: The famed Viking. This hull has earned a reputation to be one of the most dangerous forces on the battlefield. Coupled with Smoky, you can be anywhere in the battlefield, playing any strategy you want. With good armour and decent speed, you will always do well in any game mode. Rating: 9.5/10 for DM, TDM and CTF Mammoth: The monster of the battlefield. Go wherever you want with this baby and with a Smoky, you are nearly unstoppable. An excellent defender; with the critical shot being able to take out druggers without you needing to drug as well. Yes, it is the slowest hull in the game, but boasting a whopping 380 HP at m3, coupled with Smoky’s rapid fire and rotation speed, nowhere is safe for an enemy. This combo is able to take on any game mode with ease. Rating: 7.5/10 for DM, TDM and CTF Now let's begin on how to use your Smoky in a one on one situation: Smoky vs Smoky: When it comes to this battle, it really comes down to the hull you are using and the MU's your opponent has. But if you are equally matched, your best bet is to both go 1 on 1 and hope for a critical or stay behind cover and get the occasional sneaky shot. Smoky vs Firebird Firebird if the most powerful turret in Tanki online. It is the only turret at m3 capable of destroying an m3 mammoth with one charge. Because of this, your best bet when defeating a firebird is to use your range to your advantage. Stay well out of range and you will be fine Smoky vs Twins Twins are renowned for their ability to knock a player’s turret of balance. To beat this guy without causing you too much damage is the railgun technique. Alternate between being in and out of hiding, getting the sneaky shot and getting that fatal critical shot. Alternatively, arm yourself with a mammoth and take him on with your stability and critical damage. Smoky vs Railgun Railguns are the easiest opponents to face. Using their hide and seek technique against them, wait for them to shoot and as their shot is being charged, come out of hiding as the gun does not register new targets, and keep shooting, working toward your deadly critical hit. There is a chance that he may get the chance to fire again, but you can either choose to hide again or keep the pressure on. Smoky vs Isida Isida has the shortest range out of all the guns, don't take this for granted. Keeping Isida out of range is paramount when trying to win this one on one. If this vampire gets its fangs on you, you are done for. Therefore, make staying out of range a priority and shooting second as a critical will keep you safe. Smoky vs Thunder Ah, Smoky's big brother before the rebalance, but not anymore. One on one, you will more than likely come put on top as you have faster reload meaning more damage. Alternatively, push up against him to get some easy damage in your favor. Smoky vs Freeze Just like all the other short ranged weapons, use your range to your advantage. Simply stay well out of the way of the freeze and your safe. If it does get you, most time it will try to circulate you. If this occurs, turn your hull and turret simultaneously, making his tactic redundant due to your fast rotational speed and increasing your chance of a critical shot. Smoky vs Ricochet As the Rico shots don't have to touch you to hit you, keep moving to minimise damage taken. If you choose the hide and seek technique, don't hide in a place where Rico's special ability won't affect you. So keep moving or hide and you will be fine. Smoky vs Shaft The ultimate one shot killer. In a perfect world, you would want to avoid them altogether due to the update making their rotation speed faster in sniping mode. If you want to kill a shaft, you need something to distract it. When his turret moves, take a single shot. When it fires a sniping shot take a couple. Gradually work your way up to the critical shot and boom. There you have it this is Alex signing out make sure to comment on suggestions
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