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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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In a way, yes. Is it easy to control long range with heavy hulls? Yes. How about short range with light hulls with drugs and going to cap flags? Not really.

Myself I think the concept of noob applies to the player not a given bit of equipment. 

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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!

Yes Please

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Hi Guys, can you give me some tips in different areas of smoky turret? For example, one important area of smoky is its critical shot, which every smoky player should be expertise at. Can you give me some tips on how to use critical shot more accurately. One another major area of smoky is impact force, so i neeed some tips in that area too. Like that can you give me some tips on different areas of smoky turrret? Thanks a lot.

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Hi Guys, can you give me some tips in different areas of smoky turret? For example, one important area of smoky is its critical shot, which every smoky player should be expertise at. Can you give me some tips on how to use critical shot more accurately. One another major area of smoky is impact force, so i neeed some tips in that area too. Like that can you give me some tips on different areas of smoky turrret? Thanks a lot.

https://www.youtube.com/watch?v=dkVb8kgT7gQ

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Hi Guys, can you give me some tips in different areas of smoky turret? For example, one important area of smoky is its critical shot, which every smoky player should be expertise at. Can you give me some tips on how to use critical shot more accurately. One another major area of smoky is impact force, so i neeed some tips in that area too. Like that can you give me some tips on different areas of smoky turrret? Thanks a lot.

Well, you can't really predict the critical shot, and any tips on how to use the critical shot apply to all of Smoky. But impact force is a big player for SMoky.

 

Against melee guns on light tanks, you want to back out of their range, but try to shoot at the corners of their tank. This will make them drive with a bit of their side showing. Hit that side on your next shot, and keep up it, and they will be driving a big curve. They'll either die, drug a DA and RK, or give up.

 

Against Shaft, it's best to shoot as quick as you can, then get under cover. As soon as you think it's safe to come out, get as much shots as you can off. Against Railgun, try to hit them while they're warming up, but don't just wait. 

 

Against Thunder, try to close the range, or get off two hits to their every one by trading a shot, then peeking out before they are reloaded, then hiding until you are more reloaded again.   Against Vulcan, hit-and-run should work, and against Twins and Ricochet, keep the distance and fire immediately after Rico shots leave the barrel to ensure that you hit.  Against Hammer, count about 1.5-2  seconds after they shoot, which should ensure that not all their pellets hit. Against Striker, just avoid the volley by either circling them or using cover.

 

Against other Smokies,it's best to be the one to shoot first, unless you are quite close.

 

Always aim for the edges of the tank, but if you are finding it takes too long to aim, it's better to just make sure you hit. One missed shot can give the opponent the upper hand and you will not be able to gain it back.

 

Also, the damage is pretty weak at far range, so as nice as it may seem, make sure to avoid camping far away from their spawn, etc.

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Against Thunder, try to close the range, or get off two hits to their every one by trading a shot, then peeking out before they are reloaded, then hiding until you are more reloaded again.

 

If you play peek-a-boo vs Thunder you will most likely lose. The time 'hiding" allows them to re-load. So you are trading shot-for-shot and Thunder does significantly more damage.

 

And after recent updates Smoky no longer gets two-for-one shots. The re-load times have narrowed.

 

For Smoky to beat Thunder you need to close the distance (so they self-damage) or hope you can throw off their aim with impact from the quicker shot.

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If you play peek-a-boo vs Thunder you will most likely lose. The time 'hiding" allows them to re-load. So you are trading shot-for-shot and Thunder does significantly more damage.

 

And after recent updates Smoky no longer gets two-for-one shots. The re-load times have narrowed.

 

For Smoky to beat Thunder you need to close the distance (so they self-damage) or hope you can throw off their aim with impact from the quicker shot.

It also may be harder with Viking. ;)

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Well, you can't really predict the critical shot, and any tips on how to use the critical shot apply to all of Smoky.

I got this idea somewhere. Whenever you have hit the critical shot, shot few shots to players that are a bit away, untill you go close to them. This will increase your chance for next critical chance when you are in close fight with opponent.

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I got this idea somewhere. Whenever you have hit the critical shot, shot few shots to players that are a bit away, untill you go close to them. This will increase your chance for next critical chance when you are in close fight with opponent.

Nah, I think you should keep your fire, critical or not, on the immediate threat.

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Hi Guys, can you give me some tips in different areas of smoky turret? For example, one important area of smoky is its critical shot, which every smoky player should be expertise at. Can you give me some tips on how to use critical shot more accurately. One another major area of smoky is impact force, so i neeed some tips in that area too. Like that can you give me some tips on different areas of smoky turrret? Thanks a lot.

In my opinion the best hulls to use with smoky are hunter, titan and mammoth due to their stability.

 

You can't really expect to use smoky on every map and be successful, but these are my usual tactics;

 

Isida - circle it as it has a narrow cone of damage

Freeze and firebird - stay far away

Hammer - face it head on so it can't knock off your aim

Railgun - wait for them to load and shoot the corner of their tank

Vulcan - circle around it

Shaft - get behind it or use peek a boo tactics

Thunder - get up close so they do self damage

Twins - face it head on to avoid the brunt of the impact force

Ricochet - use peek a boo tactics to avoid ricochets rate of fire

Striker - troll it by running away from the laser

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In my opinion the best hulls to use with smoky are hunter, titan and mammoth due to their stability.

 

You can't really expect to use smoky on every map and be successful, but these are my usual tactics;

 

 

Isida - circle it as it has a narrow cone of damage

Freeze and firebird - stay far away

Hammer - face it head on so it can't knock off your aim

Railgun - wait for them to load and shoot the corner of their tank

Vulcan - circle around it

Shaft - get behind it or use peek a boo tactics

Thunder - get up close so they do self damage

Twins - face it head on to avoid the brunt of the impact force

Ricochet - use peek a boo tactics to avoid ricochets rate of fire

Striker - troll it by running away from the laser

 

 

Isida - circle it as it has a narrow cone of damage

If you're that close to the "new" Isida you will likely die, unless you have protection or better hull

 

Shaft - get behind it or use peek a boo tactics

Trading shots (peek-a-boo) with shaft is not great idea. You negate your better fire-rate and shaft does more dmg per shot - even Arcade.

 

Twins - face it head on to avoid the brunt of the impact force

Works if you are beyond it's max-damage range. Trading fire up close means Twins wins (unless it has Splash)

Edited by wolverine848

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Shaft - get behind it or use peek a boo tactics

Trading shots (peek-a-boo) with shaft is not great idea. You negate your better fire-rate and shaft does more dmg per shot - even Arcade.

But the Smoky knocks the Shaft off aim. It's infuriating.

 

Anyway you might not win against the melee trio but you don't know how much damage you have done. Even when I fight hornet-smokys they remove a large chunk of my health. Now to them they are thinking that Smoky is underpowered but to me I am immensely frustrated at losing 1/2 to 2/3 of my health.

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But the Smoky knocks the Shaft off aim. It's infuriating.

 

Anyway you might not win against the melee trio but you don't know how much damage you have done. Even when I fight hornet-smokys they remove a large chunk of my health. Now to them they are thinking that Smoky is underpowered but to me I am immensely frustrated at losing 1/2 to 2/3 of my health.

Sounds odd... what hull are you using?

 

No way a smoky should be doing even half dmg (425 avg dmg) to a light hull (hornet 1285 or 1483 for Wasp)... all M2...

 

Opponent must have had DD or lot's of MUs.

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Sounds odd... what hull are you using?

 

No way a smoky should be doing even half dmg (425 avg dmg) to a light hull (hornet 1285 or 1483 for Wasp)... all M2...

 

Opponent must have had DD or lot's of MUs.

Hornet- they usually get about 3 shots off if I start from decent range.

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Hornet- they usually get about 3 shots off if I start from decent range.

Oh - three hits. That sounds about right. Same amount of time a Firebird-Alt kills you. Or Hammer. Or Isida. Thunder (on avg) as well.

 

At least in the time of taking three hits from a smoky you can retaliate somehow.

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Oh - three hits. That sounds about right. Same amount of time a Firebird-Alt kills you. Or Hammer. Or Isida. Thunder (on avg) as well.

 

At least in the time of taking three hits from a smoky you can retaliate somehow.

You can't retaliate, because you might be out of range. Remember, that's the average amount of hits they get off if I start from close by.

 

I'm not saying it's OP. I'm just saying it's balanced.

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I currently have smoky M1,  and I am literally loving it. I bought it at master seargent and still using it at wo4. I plan to use it till captain when I can buy norhtern kit. I am literally coming to m2 range but i still secure a position in first four spots. And I have no MUs at all. 

 

But here is my general plan:

1) Reach captain with smoky+viking m1

2) buy northern kit

3)Reach marshall.

4) Buy m3 smoky along some other light hull, because m3 viking does's has major hp boost to m3 level, so m2 wll be fine.

 

So, waht do you guys think? I currently have 93k approxiamtely.

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I currently have smoky M1,  and I am literally loving it. I bought it at master seargent and still using it at wo4. I plan to use it till captain when I can buy norhtern kit. I am literally coming to m2 range but i still secure a position in first four spots. And I have no MUs at all. 

 

But here is my general plan:

1) Reach captain with smoky+viking m1

2) buy northern kit

3)Reach marshall.

4) Buy m3 smoky along some other light hull, because m3 viking does's has major hp boost to m3 level, so m2 wll be fine.

 

So, waht do you guys think? I currently have 93k approxiamtely.

This is a perfectly sound plan. I would MU those items some. It is a long road and the early MU steps are a good bargain. Keep saving as your income seems on pace. My the time you reach m3 you will know more about what hull you will want.

 

VITAL:!!!! 

 

Watch the Garage Kits every week. Watch for Northerner and Paladin but also for similar kits.  Write down the dates these kits appear. You need to do this because Tanki ahs the F'ed up "rotation" policy. So unless you track when a certain Kit is in the Garage you will not know when yo can buy it.

 

It will not do you much good to Rank up to Captain two days after the Northern kit "rotates" out of the garage. You might have to wait six more weeks for it to re-appear. Six weeks!

 

Or don't do what I did just last night. I bought a kit in the garage because it will rotate out the day after tomorrow.  But guess what? There will be a slae tomorrow. If I had waited I would have saved almost 80,000 crystals. But Tanki didn't tell anyone about a sale.

 

So thaniks to Tankis very stupid policies you will have to do a lot of work tracking when your kit will be in the garage. And better still you would hope to get your kit on sale.  That is why you might be better off buying a similar kit on sale and filling in the missing pieces.

 

Or you could join me in writing Tanki to change their very stupid policies to let the players be able to plan more than 24 hours in advance.

 

So ...  grats on having a good plan.  Best wushes Tanki does not F it all up for you.

Edited by LittleWillie
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