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Posts
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Everything posted by Wry
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Now apply reality to the mix and try to hit long range shots with smoky. Rico has much faster fire rate than smoky (more than double). Rico is way easier to hit shots with whether it is 90m or not. I'm not just talking about numbers in theory without taking the mechanism of the turret in consideration. If a turret like striker has infinite range but you can only use it effectively in medium range (that is why it is a medium range turret), then i won't be talking about his shots being infinite range.
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That tickling is 20% damage which is still noticeable not to mention if it is a crit and you have status augment. I would call it a long range turret if it can hit long range targets as easily and practically like long range turrets.
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No, because shaft, scorpion and gauss have two different modes which one of them has infinite range. Which is not the case for smoky in comparison to Rico.
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Rico and twins belong to short-range turrets but they had 90m damage range which is equal to a medium-range turret which is smoky, so i like the range nerf specially for Rico. I think the problem with MM right now is melee turrets dominating specially fire and freeze. The range buff to 25m makes it very hard to run from and manage distance without getting damage, because they only need few seconds to deal huge amount of damage and since most MM maps are not just an open space but rather full with obstacles, this gives a huge noticeable advantage to melee turrets over other turrets.
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Smoky was fine without both, this is just over buffing it.
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I'm afraid i will be using an OP turret from now on
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13 seconds with 50% and defender is better than most turrets if not all but what makes vacuum OP is not just the damage but rather the ability to completely ignore the concept of covers and vertical planes. The triggerbot of this augment can hit you with infinite range everywhere on map which is basically cheating by concept. Through out the history of the game no augment had such ability, even turrets like magnum and ricochet have limitations when it comes to covers and vertical planes.
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Does the speed of the shot affect its impact force? So the lower the speed the lower the impact?
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They for sure know everything wrong about the game without even the need of reading feedbacks from their player base. The problem for them is they can't give direct and honest answer about these feedbacks, simply because they don't have good answer to it that will satisfy their player base. It will just make everything worse for them if they answered directly. For example, players always complain about how OP the new augments are, but developers can't just come out and say that OP augments that come out every 2 months are the main source of income for the game and they need to keep it this way. They know well how OP and unfair these augments are without feedbacks, since they test and study them before release. You can notice that from how they just ignore and react to feedbacks about these augments, they only change numbers when most players have these augments.
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I'm not sure if the changes of normal hulls movement are intended or not since you did not tell us about any change regarding that. But i will say as a feedback that i like the change of controlling the movement of Wasp, it feels more like a light hull with accurate movement mechanics than before and more responsive to each press.
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Last balance patch was more than month ago. I wonder if they still trying to figure out whether striker augments are OP or not.
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Both can be counted and calculated accurately by using the database which they do use it to do so. Making a poll is just a very poor way by comparison.
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Sadly nor reasons or purposes of the poll were provided in the topic making it misleading to the community into thinking that the poll will decide what language will be added to the game next, but in reality the poll does not matter and it is for other "some specific reasons".
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It does not need to be mentioned but it does need to be mentioned if the poll is not the deciding factor here, because most people if not all will understand that the poll will be the deciding factor because that is the normal way of thinking otherwise the poll is useless.
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False hope is the cost. you should have pointed that clearly beforehand. I wonder what other purposes this topic is for, because if I'm not mistaken you did not make one before adding Japanese to the game. Implying that you don't need a poll to decide.
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I thought the game staff can count players by regions based on "Your Location" section on settings. Then why the need of making a vote to decide if you have more accurate way of counting each community? Keep in mind ofcourse that one language can be used by several countries such as Arabic.
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I don't like that 0.1 sec reload nerf
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At least I fought back...
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There is no competitive game that has every aspect of it's game equal in skill to value ratio, it is totally fine to have turrets that require more skill to get value from. Me being able to score 1000+ points in 12 min game using smoky wasp is a prove that smoky has potential to be lethal but it needs high-skill in exchange and i see no problem in that. Based on my experience playing smoky I will say the following: 1 - Smoky requires certain playstyle to get the most out of it, which is being sneaky. Smoky works best with high mobile hulls like hornet/wasp, but smoky is easier to control with hornet and throwing Defender drone in the mix would be ideal. 2 - Don't take 1v1s/face to face combat. Smoky is not good in close combat range because you will get outdamaged by whatever you playing against. You need to maintain that medium-range distance and avoid any close range combat, so if they chasing you, you run and damage them while doing so. 3 - Being sneaky means the map environment/structure is important. Avoid open spaces and play around covers. Use your radar while doing so. Hornet's OD is so useful for this playstyle.
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I see what you mean but to me missing a shot is all about me doing a mistake, so I see no problem in a turret being hard to control/use. The problem arise only when you compare it to the other OP turrets/augments in the game, meaning these turrets/augments have high effort/skill to value ratio, so less skill/effort it takes to get a huge value out of them. I do think that HTML's physics is the biggest issue for the gameplay rn, so it could be because of it. Try playing smoky Crus/paladin in MM and you will notice moments where your shots don't go where you want them to go, unlike other turrets. That is what i mean by auto-aim.
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its not like the devs intentionally make smoky's shots whether it will hit or not determined by random factors. All of my 1100 hours on smoky were after the projectile update and I can say that smoky with non-hovering hulls is much more controllable since you can control the downward and upward degree of the tank to control your shots direction unlike hovering hulls where you basically just hovering around without any noticeable upward or downward movement. Just like isida being easy to control and use with paladin or crus but a lot harder to control using wasp, it is easier to notice the difference if you use Sustainable Nanobots augment to compare. The tank's volume as a factor plays a part in determining how hard is it to hit the target, so the easiest tank to hit is dictator and the hardest ones are paladin, crus and hopper since they are too thin compared to other tanks. You saying this proves that hitting shots using smoky is about skill rather than luck or randomness, since phone has aim assist. So as long as skill is the deciding factor of hitting shots using smoky I have no problem with it.
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Agreed, in the end even if there is no mistake by me I will miss regardless because striker tandem augment's impact force will make me miss shots and that is totally fair since that is how a competitive online game with many unique combos should be, there is no perfect combo each and every combo must have some flaws in some areas and situations. players are mistaken for thinking these disadvantages should be removed by buffing turrets or making OP augments that remove these disadvantages. For me I see augments as a way to add different mechanisms and playstyle to a turret despite how effective they are and that is the case for smoky's augments. Maybe a healing smoky augment could be an interesting idea.
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As an experienced smoky player I think smoky is balanced and the effectiveness of it fully depends on the player's skill and playstyle which is fair. So if you missed a shot with smoky rather than saying its the turret's problem you could say that the turret has no auto-aim like thunder and railgun and require unique projectile mechanism that require certain angles to hit the target. For example, if you are moving fast and trying to shoot a non-moving tank your shot will go up and it wont hit the target even though you were aiming at it. So the trick here is to slightly brake before shooting so the pattern while you are moving (pressing W) is like this: S shoot S shoot S shoot, therefore you are controlling where the projectile will go and I'm talking about normal hulls ofc. Its not about smoky being weak its about other turrets/augments being OP. Personally I don't want the devs to buff smoky, I feel it will lose its identity, since smoky is known as a weak turret to use, I find it fun dominating battles by using it, because it is more challenging to win using smoky against the variety of OP turrets/augments.
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