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Which playing style do you prefer when playing with Smoky?  

18 members have voted

  1. 1. Which playing style do you prefer when playing with Smoky?

    • Attack
      11
    • Defence
      1
    • Support
      10
    • Parkour
      0
  2. 2. Which Smoky augments do you prefer?

    • Standard
      2
    • Assault rounds
      1
    • High-precision aiming system
      1
    • Supercumulative rounds
      2
    • Incendiary rounds
      3
    • Cryo rounds
      3
    • Autocannon
      1
    • Armor-Piercing Rounds
      2
    • Paralyzing Rounds
      3
    • EMP Rounds
      9
    • Rubberized Rounds
      0
    • Explosive Rounds
      2
    • Sorted Ammunition
      3
    • Adrenaline
      1
  3. 3. Which skin for Smoky do you prefer?

    • Standard
      5
    • XT
      7
    • Legacy
      6


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smoky better now than before

No, its not better. My friend doesn't play with it anymore even though he had it MU'ed fully. Only people I see it with are druggers.

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i find it better,more power per shoot,more chances of crit(critical halfed but still strong),quicker reload and the only aspect that it makes weaker is the range,which got decreased a lot

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Smoky's dps is lower then other medium-range turrets. No AoE like in Thunder. Before rebalance it had range as a bonus. What does it have now, that other turrets dont?

BTW - I am not arguing that its range should be increased. I'm  trying to find reason for Smoky to exist.

Edited by GumaTurbo

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So you're question is.. What does Smoky have that is unique than other turrets? Well, there's:

 

- Unique Critical damage and it can happen at any time you fire your shot.

 

- RoF is good among the recoil turrets. Better than Thunder,Railgun and Shaft. Though Twins and Ricochet would cause trouble when you face them.

 

- Unlike Thunder, it's knockback when you hit an enemy is higher. And thus, often makes them miss if you fired your shots and the correct place.Your RoF will make an effective use of the high knockback. 

 

- Now that the range is significantly decreased. You MUST avoid unnecessary turret fights at a long range. Your turret damage at a long range will only do 5% of it's total damage. And the point of this statement is that Smoky is designed for CQB. DESIGNED for battling short range turrets. Though Smoky is far different from the short range turrets, it's RoF and high chance of getting multiple Criticals helps in this regard.

 

- Another key trait about Smoky is that it is the third fastest turret rotation speed AMONG the RECOIL turrets. 

 

My conclusion is that unlike the pre-rebalanced and after rebalanced, Smoky can now be as challenging as the short range turrets. Though it can't be as competitive and deadly as them, it can certainly get the job done when you anticipate and focus on an enemy than multiple of them. And to your Soldier words, it is mostly a support turret. That's the role and ONLY that role unless they might change Smoky again in the near future. 

 

But sadly, it is the weakest turret in the game. With it's power losing through distance and can't take on multiple enemies at once. It is severely underpowered. But if you only take one enemy at a time and take the less obviously route to the enemies base and take a precautions style of play. You might find yourself at a distinct advantage against you're opponent.

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Thank you for explanation.

A pity really. I like the "feel" of that turret. I wondered if that could be my first M1 weapon. But now its probably not a good time... maybe after  next rebalance.  ;)

  • Like 1

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M2 Smoky (Before Re-balance)

Damage : 24-34

Critical %: 7%
Critical Damage: 172

 

 

M2 Smoky (After)

Damage: 29.7-35.6

Critical %: 17 (I believe)

Critical Damage: Somewhere around 72

They ruined it completely.

People who are saying Smoky now is better has no clue how OP it was before or never played with it.

M2 Smokys critical before re-balance with only dp can take out M3 hornet even if its drugging and in fact the critical with dp would take out any M2 Hull that's not drugging, even rail wasn't strong enough to do that.

Now lol barely 25%-40% of the health.

Edited by percyjackson9470
  • Like 2

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well,critical of m2 smoky is about 17%,fully MU it is about 17,5%

a very very very insignifiant difference!!!!

you will not feel a difference in other words...

Edited by Buggati_The_Best

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smoky better now than before

no its not 

with its unlimited range before it was best used with heavy hulls .. so those who were counting on the combo of mammoth with smoky have lost a lot 

Now its used with light hulls 

U could master the battle in Stadium, now its over, and i think its a good rebalance to nerf its long range turning it into a short range, but its unfair when smoky faces twins 

  • Like 2

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i find it better,more power per shoot,more chances of crit(critical halfed but still strong),quicker reload and the only aspect that it makes weaker is the range,which got decreased a lot

Bugatti have you ever played with smoky because now it is a piece of ..... after rebalance but before it was awesome.

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I think the reason Twins survives every rebalance is because it just isn't very popular. If so many people already don't like it, then why nerf it?

 

As for Smoky..... ai. I enjoy it much less now. Not much more to say.

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True... but I even after the increase of fire-rate, people still underestimate it. Therefore it will probably survive the next rebalance, if there is one. But twins is still fun to use XD

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I'm gradually warming up to Smoky. It's not that bad.

 

It's always fun to one-shot FireWasp players with a Smoky crit and watch their reactions.

 

The main advantage Smoky has is its unpredictability. Your opponents will never know if the next shot they take will be a deadly crit, unlike Thunder. Somebody who knows what they're doing will usually retreat or at least run away.

Smoky is also really annoying to enemy snipers, as it jostles their aim a lot and a crit doesn't suffer damage falloff, so they can be OHKO'd from across the map if you're lucky enough.

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