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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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Put it on a Wasp and Kill the heavy hulls  :D

best turret to make Shaft,Striker,&MAGNUM rage quit

I have been doing this with my Fully MU'ed M1 smoky ;)

Technically M2

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goku at your rank you are seeing considerable benefit to your 10/10 upgrades. (So well done on that). But at higher ranks no longer has that kind of edge. Smoky can still be effective but it is not the beast you see now. :)

 

Do you have the alterations? I use one or the other mostly +impact. Titan / Smoky + impact is still a beast at LtGen.

 

I hardly ever the plain unaltered Smoky anymore.

Edited by LittleWillie

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Just finished 100 000xp with smoky

I get what you are saying i went to a Polygon CP with high ranks  they had 35%+ protection for smoky & thunder 

I was using thunder and changed to Smoky so my K/d wont be ruined , it takes some practice and a lot of Patience to master this turret

Edited by gokuMI6

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The knockback is very usefull in certain situations; I usually win head-on battles against Thunders, Railers and Shafts.

Magnum sits in places I cannot reach so I am useless in that situation.

 

The knockback effect is also pretty useless when you face multiple enemies.

With Smoky, I find myself behind cover a lot more than with other turrets.

 

Freeze and Firebird can be slowed down by the knockback too if I spot them soon enough.

Ricochet is the new Smoky without any drawbacks and I usually lose head-on battles against it.

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Smoky is getting too op. Now that everyone has double damage boost on most of the time, a smoky just one-hits hornets with it's rather rapid-firing gun.

In my opinion, the critical damage option should be removed, or nerfed, so it has a much smaller opportunity to be casted. Smoky hits with double damage one-shot hornets much more often than the critical rate should allow them to.

Edited by CowGoesBananas_Lv

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Smoky is getting too op. Now that everyone has double damage boost on most of the time, a smoky just one-hits hornets with it's rather rapid-firing gun.

In my opinion, the critical damage option should be removed, or nerfed, so it has a much smaller opportunity to be casted. As far as I've played, every smoky hit with double damage has one-shot nailed hornets.

Even with DD activated Smoky would have to be very lucky to one-shot a hornet.  It's regular damage is not high enough, so you must be referring to a very lucky critical hit.  That happens only 8.5% of the time for m1. And would never happen to 2 targets in a row.

 

Thunder on the other hand can easily one-shot a hornet with DD equipped.  And can do so to the next hornet that falls under it's sights.  and the one after that...

 

And if all your enemies are using DD - why not counter with DA?

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Smoky is getting too op. Now that everyone has double damage boost on most of the time, a smoky just one-hits hornets with it's rather rapid-firing gun.

In my opinion, the critical damage option should be removed, or nerfed, so it has a much smaller opportunity to be casted. As far as I've played, every smoky hit with double damage has one-shot nailed hornets.

Shh, let the m1 smoky have its moment of OPness :ph34r:

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Smoky is getting too op. Now that everyone has double damage boost on most of the time, a smoky just one-hits hornets with it's rather rapid-firing gun.

In my opinion, the critical damage option should be removed, or nerfed, so it has a much smaller opportunity to be casted. As far as I've played, every smoky hit with double damage has one-shot nailed hornets.

That is M1 smoky vs M0 hornet , M1 hornet is 2 shot with DD and 3-4 shot with no drug  :D

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Smoky is the second M3 Turret I ever owned and bought it during the 2016 Iran Day Celebrations. Smoky is very handy in rail pest control. Nothing more satisfying than putting the dent on those hapless rails and humiliating them in their own game of peek a boo. However Smoky feels underpowered now and rarely use it as of the day when the modules and alts came in on 2017 New Year Celebrations. In response to this minor nuisance and in an effort to seek an even greater turret to resume the anti rail crusade I did the next best thing and bought the one of the two most turrets all railers fear the most- Twins

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The knockback is very usefull in certain situations; I usually win head-on battles against Thunders, Railers and Shafts.

Magnum sits in places I cannot reach so I am useless in that situation.

 

The knockback effect is also pretty useless when you face multiple enemies.

With Smoky, I find myself behind cover a lot more than with other turrets.

 

Freeze and Firebird can be slowed down by the knockback too if I spot them soon enough.

Ricochet is the new Smoky without any drawbacks and I usually lose head-on battles against it.

+Knockback alt can help you win against all turrets and it is definitely useful against multimples. But you must combine shooting with driving/dodging. In sort you trade in the crit hit damage for more defense. The impacts will make them miss at least 1 shot or go out-of-arc for a second. You buy enough extra time to kill them. Always try t get an angle on them s they are not facing you square on. Always shoot for the corners of their hulls.

 

 

Even with DD activated Smoky would have to be very lucky to one-shot a hornet.  It's regular damage is not high enough, so you must be referring to a very lucky critical hit.  That happens only 8.5% of the time for m1. And would never happen to 2 targets in a row.

 

Thunder on the other hand can easily one-shot a hornet with DD equipped.  And can do so to the next hornet that falls under it's sights.  and the one after that...

 

And if all your enemies are using DD - why not counter with DA?

You are correct BUT the other day I did 1-hit a hornet twice with DD up and the slow-fire alteration. I can get 1785 on that.  I got the twice right after spawning so I know he was 100%. That was memorable only because it is so rare. :)

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You are correct BUT the other day I did 1-hit a hornet twice with DD up and the slow-fire alteration. I can get 1785 on that.  I got the twice right after spawning so I know he was 100%. That was memorable only because it is so rare. :)

 

It is very rare , you have to be very lucky Sometimes i one shot M0 mammoth's also

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Even with DD activated Smoky would have to be very lucky to one-shot a hornet.  It's regular damage is not high enough, so you must be referring to a very lucky critical hit.  That happens only 8.5% of the time for m1. And would never happen to 2 targets in a row.

 

Thunder on the other hand can easily one-shot a hornet with DD equipped.  And can do so to the next hornet that falls under it's sights.  and the one after that...

 

And if all your enemies are using DD - why not counter with DA?

Yes, I looked into the garage files and the possibility of a critical really is very low, though, that doesn't seem to be the case in-game.

 

I can't have DA on all the time. Let's start it off with the fact that I'm not willing to spend any crystals (which have become hard to get) on supplies, but rather on my turrets. It isn't like there would be a DA box in every spot of the map, so even if I pick one up, it lasts for as long as max 2 encounters with enemy (if I manage to make it out alive).

 

I think that those boosts shouldn't be a so big part of the game. Boosts are literally used everywhere, if you want to even have any success winning a game, you have to get boosts. 

One option of countering that is reducing the effect on them. For example, not "double" damage, but +50% damage, which would make the game more tolerable for those that aren't willing to spend all of their precious crystals on buying temporary "energy drinks".

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That is M1 smoky vs M0 hornet , M1 hornet is 2 shot with DD and 3-4 shot with no drug  :D

Well, in that case, shouldn't match making be between the same Mark equipment players? There are a lot of games for M0 that have an M1 firebird  or a couple(i personally haven't seen an M1 smokey, but maybe they don't differ from M0 much), as well as M1 isidas, that are, i'd say, impossible to counter.

 

Edit: Karma plays, just had a game with an M1 smokey, rip agile hulls.

Edited by CowGoesBananas_Lv

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Well, in that case, shouldn't match making be between the same Mark equipment players? There are a lot of games for M0 that have an M1 firebird  or a couple(i personally haven't seen an M1 smokey, but maybe they don't differ from M0 much), as well as M1 isidas, that are, i'd say, impossible to counter.

 

Edit: Karma plays, just had a game with an M1 smokey, rip agile hulls.

Yes i agree with you truly M1 & M2 smoky can be obtianed before unlock rank easily and they are  beasts

Especially M2

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Smoky is utter trash at higher rank such as legend rank. You can shoot the opponent multiply times and get him to the low health but then the opponent would heal himself back to the full health, It's like what was the point in shooting in the first place then lol. It's a boring turrent at that rank, in other words, useless. 

 

For the low ranks, it is a beast. 

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Yes, I looked into the garage files and the possibility of a critical really is very low, though, that doesn't seem to be the case in-game.

 

I can't have DA on all the time. Let's start it off with the fact that I'm not willing to spend any crystals (which have become hard to get) on supplies, but rather on my turrets. It isn't like there would be a DA box in every spot of the map, so even if I pick one up, it lasts for as long as max 2 encounters with enemy (if I manage to make it out alive).

 

I think that those boosts shouldn't be a so big part of the game. Boosts are literally used everywhere, if you want to even have any success winning a game, you have to get boosts. 

One option of countering that is reducing the effect on them. For example, not "double" damage, but +50% damage, which would make the game more tolerable for those that aren't willing to spend all of their precious crystals on buying temporary "energy drinks".

You can get by without buying - make sure you do daily missions and complete the chain every week.  The crystals and supplies adds up.

 

The supplies issue has been debated ever since they were introduced.  Doubt you will see much change to them unless there is a huge system overhaul.

 

Well, in that case, shouldn't match making be between the same Mark equipment players? There are a lot of games for M0 that have an M1 firebird  or a couple(i personally haven't seen an M1 smokey, but maybe they don't differ from M0 much), as well as M1 isidas, that are, i'd say, impossible to counter.

 

Edit: Karma plays, just had a game with an M1 smokey, rip agile hulls.

Doubt if match-making can take into account equipment - many people have m0 to m3+ in their garages.  Plus m0 10/10 is considered m0 - but the power difference can be huge.

 

As a small consolation, Smoky loses it's luster at M3 and above.  Many short-range turrets better up close, and Ricco and Thunder (coughMAGNUMcough) better at the longer ranges.

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Smoky is utter trash at higher rank such as legend rank. You can shoot the opponent multiply times and get him to the low health but then the opponent would heal himself back to the full health, It's like what was the point in shooting in the first place then lol. It's a boring turrent at that rank, in other words, useless. 

 

For the low ranks, it is a beast. 

That is why it is said to be used for Kill stealing 

And you have critical shots also

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Smoky is utter trash at higher rank such as legend rank. You can shoot the opponent multiply times and get him to the low health but then the opponent would heal himself back to the full health, It's like what was the point in shooting in the first place then lol. It's a boring turrent at that rank, in other words, useless. 

Because Smoky has a very high rate of fire, you can easily disrupt the repair kit progress. A competent Smoky player will not allow an opponent to heal themselves to full HP.

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Smoky's alt is the damage increase worth the decreased reload

I ask cause smoky is meant for deflecting shots with its rate of fire 

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Smoky's alt is the damage increase worth the decreased reload

I ask cause smoky is meant for deflecting shots with its rate of fire 

The two words I hate on an advice... but yeah; it depends

 

I own both alts and use the precision targeting system alt only when I sit in bushes on maps like Kungur.

You can really suprise the enemy with that alteration.

 

Personally I go with the knockback alteration for 70% of the time. I rely on knockback a lot and it is always there.

The critical hit also isn't so critical up in the higher modifications of Smoky; the difference between critical hits and normal shots is less substancial at M3 than it is on M0 and M1.

 

I barely use Smoky anymore though, it used to be my favorite turret especially with the knockback alt.

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