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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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Good news! Impact on Smoky and Rail are coming back :D

WOOOOO-[k stopping so I don't get warned for flood]

 

If your information is correct, then that would be generally great. The only problem would be people flipping over too easily with Railgun again; with Smoky, things would be back to normal.

 

I think that the best compromise would be the following:

  • Restore the impact force of both Railgun and Smoky to pre-change levels
  • To stop excessive flipping, make shots to the turret of a hull have somewhere around 80% of the default impact force. This would fix the flipping, but it would let you keep the impact force for non-turret shots.

Might be hard to code, but it would probably solve the controversy.

 


Smoky might have reduced impact force at the moment, but the test server M3 Smoky still pushes light hulls a lot. I managed to make a M3 Viking miss multiple times, so while it's not as powerful as it was a while ago, it's still great. The poor light hulls that don't pack Smoky protection are in for a nasty surprise.

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WOOOOO-[k stopping so I don't get warned for flood]

 

If your information is correct, then that would be generally great. The only problem would be people flipping over too easily with Railgun again; with Smoky, things would be back to normal.

 

I think that the best compromise would be the following:

  • Restore the impact force of both Railgun and Smoky to pre-change levels
  • To stop excessive flipping, make shots to the turret of a hull have somewhere around 80% of the default impact force. This would fix the flipping, but it would let you keep the impact force for non-turret shots.

Might be hard to code, but it would probably solve the controversy.

 


Smoky might have reduced impact force at the moment, but the test server M3 Smoky still pushes light hulls a lot. I managed to make a M3 Viking miss multiple times, so while it's not as powerful as it was a while ago, it's still great. The poor light hulls that don't pack Smoky protection are in for a nasty surprise.

Test server is not fun anymore, and it used to be :(

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is harder than before but still possible

ik  its still possible bt its hard

 

Smoky is a killer weapon, but Thunder, Firebird, and Freeze are serial killers o_o

& hammer

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Tiger with it 's standard 30% will probably become popular, Nano will do well too.

 

a MU 'd Nano does also 30% Smoky... :mellow:

 

...and a MU 'd Tiger does 50% Smoky... :(.....S.O.S....

I tell you, 50% against Smoky is too much, Isida M3 + 50% Smoky protection would be horrible for me, as he would just revive himself up to 100% HP everytime I'll shoot him.

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Smoky has been completely OP: reason

 

Its critical hit can spread around! If you hit one opponent, it'll move to another, if they're touching each other! So Thunder is Useless! Thunder needs more power and NEEDS MORE RELOAD SPEED!

150px-Turret_thunder_m3.png - A great choice for mid-range battles. Rounds from Thunder explode on impact and damage everything within their blast radius. This makes it risky to use at short-range as it may inflict self-damage. Goes well with any hull.

 

150px-Turret_smoky_m3.png- A gun for mid to long-range battles. Fires single shells and can land critical hits. Works well with all hulls.

 

Here is more explicit information on the both of these guns, Thunder has its pros and cons just like smokey but thunder ofc can Damage more then one player on the other hand Smokey doesn't have this effect it has fast reload time, and can ONLY CRIT, it does not have the ability to splash damage when criting. any more questions? : Forum staff is here to help :)

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150px-Turret_thunder_m3.png - A great choice for mid-range battles. Rounds from Thunder explode on impact and damage everything within their blast radius. This makes it risky to use at short-range as it may inflict self-damage. Goes well with any hull.

 

150px-Turret_smoky_m3.png- A gun for mid to long-range battles. Fires single shells and can land critical hits. Works well with all hulls.

 

Here is more explicit information on the both of these guns, Thunder has its pros and cons just like smokey but thunder ofc can Damage more then one player on the other hand Smokey doesn't have this effect it has fast reload time, and can ONLY CRIT, it does not have the ability to splash damage when criting. any more questions? : Forum staff is here to help :)

thunder is also good at long range battles yet smoky is unpredictable due to the  crit hit

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When Smoky got its impact nerfed, people were crying that it became "useless."

What? It's still super strong. :blink:

Usually 3-4 hits is all it takes for the first critical. . .

 

But then again I had 0% protection from Smoky. Wonder what Savannah/Needle paint feels like.

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As someone who doesn't use Smoky, I can tell you one thing --- it is annoying as hell. I hear all these "pop" "pop" "pop" and after three hits my Viking is down about 1/4 (he's hoping for a critical?) but I'll do anything to stop that annoying drip! If smoky *had* a real frag effect like Thunder, it would be more acceptable to more players who want to get bang for their buck.

 

(* I just got to watch my first live-action Shaft multiple kill. Usually you can't be sure you did more than the one you aimed at.)

Edited by dfoofnik

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When Smoky got its impact nerfed, people were crying that it became "useless."

What? It's still super strong. :blink:

Usually 3-4 hits is all it takes for the first critical. . .

 

But then again I had 0% protection from Smoky. Wonder what Savannah/Needle paint feels like.

Don 't forget the mighty Tiger, robust Jade and king Zeus...

 

No, I 'm wrong: do forget about them... :unsure:

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