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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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Description in Garage

A gun for mid to long-range battles.

 

 

^ I think it's time this is corrected to read just plain "mid" range battles.

 

It will be slightly improved at long range with the critical no longer suffering from distance reduction.

Edited by wolverine848

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It will be slightly improved at long range with the critical no longer suffering from distance reduction.

It's still not good for long-range.  Thunder is plain better. However, I think the current description 'mid to long range" makes sense for this reason:

 

1. Short range = fire, freeze, isida

2. Short-medium range= hammer and twins

3. Medium range = twins alt and rico

4. Medium to long range = Thunder, Vulcan, Smoky

5. Long range = railgun, Shaft.

 

The Rico Alteration and Smoky Alteration would go somewhere in 3.5, and maybe vulcan as well.

 

Medium Range in my mind refers to a turret's placement on the overall spectrum and not the actual, technical distance it can effectively fight at in maps.

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It's still not good for long-range.  Thunder is plain better. However, I think the current description 'mid to long range" makes sense for this reason:

 

Medium Range in my mind refers to a turret's placement on the overall spectrum and not the actual, technical distance it can effectively fight at in maps.

Yeah - that's why I said "slightly improved"... better than before but not close to Thunder/Rail/Shaft

 

Not sure what you mean in 2nd part...

What's the difference between "placement on overall spectrum" vs "actual tech distance... it's effective"?

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...

Not sure what you mean in 2nd part...

What's the difference between "placement on overall spectrum" vs "actual tech distance... it's effective"?

Well it's more of a relative, rather than absolute, label. Lets say all of TO's turrets could only be used up to 100 meters. A turret than has a range of 50 meters would be considered "medium range". However, if TO made all it's turret's have a range of 200 meters, the 50 meters turret would be "short range".Of course, the technical distance (amount of meters) still matters depending on the map, but the spectrum placement also influences it.

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There's something weird going on. In a battle this morning I was consistently doing ~200 damage when I got face to face with a tank... yet the minimum damage I should do is 373 :unsure:

 

On another battle I did ~2000 damage with a critical. Someone explained that it's due to lag, but how do you explain the minimum damage?

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There's something weird going on. In a battle this morning I was consistently doing ~200 damage when I got face to face with a tank... yet the minimum damage I should do is 373 :unsure:

 

On another battle I did ~2000 damage with a critical. Someone explained that it's due to lag, but how do you explain the minimum damage?

Smoky protection or DA?

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There's something weird going on. In a battle this morning I was consistently doing ~200 damage when I got face to face with a tank... yet the minimum damage I should do is 373 :unsure:

 

On another battle I did ~2000 damage with a critical. Someone explained that it's due to lag, but how do you explain the minimum damage?

Right, if that was really 2000 then that must have been really heavy lag, because if the game cannot show the damage due to lag then it sums up all the dealt damage during lag. As you said that your minimum dmg. is 373 (so it's not M4), then you must have hit at least 4 times (which means the game didn't react for ~5 sec.). Wait... did you have DD when you made 2000? That would explain it better.

 

The only possible explanation for damage below minimum dmg. in a face-to-face standoff is that the other tank had either a Smoky protection module or double armor.

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I got some questions on the Smoky critical damage mechanics of the Smoky guide:

 

1) When I hit an enemy tank with a critical, the next two shots cannot be a critical, but the probability is still accumulating in this time. This means that the 4th shot has a 60% probability to be a critical, right?

2) Is the critical shot probability independent from the enemy we hit? So am I right, when I say that the critical shot probability doesn't start at 20% probability again, when I hit another tank instead, though I haven't got a critical shot in the shots before?

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I got some questions on the Smoky critical damage mechanics of the Smoky guide:

 

1) When I hit an enemy tank with a critical, the next two shots cannot be a critical, but the probability is still accumulating in this time. This means that the 4th shot has a 60% probability to be a critical, right?

2) Is the critical shot probability independent from the enemy we hit? So am I right, when I say that the critical shot probability doesn't start at 20% probability again, when I hit another tank instead, though I haven't got a critical shot in the shots before?

1.  The next 2 shots cannot be a critical. The 4th shot has a 40% chance I think, 5th=60%, 6th=80%, and then it resets without going to 100%

 

2. It is completely independent from the targeted tank.

 

 

....The rest was deleted....

Edited by r_I_already_won0

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1.  The next 2 shots cannot be a critical. The 4th shot has a 40% chance I think, 5th=60%, 6th=80%, and then it resets without going to 100%

 

2. It is completely independent from the targeted tank.

Thank you  :)

 

To 1) I'd think that the first shot is the critical, then the 2nd has 20% (cannot be released), 3rd has 40% (cannot be released) and the 4th shot has 60% probability (can be released). The 6th shot is the last possible critical shot in this case then. Why do you think the 4th shot has 40% chance?

 

Edit: I forgot the two null shots (always normal shots) after a critical shot...

Edited by Tani_S
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