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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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I wish the developers would give it more impact force, even with assault ammunition it's only as good as it was before they nerfed its impact, (and I'm sacrificing the crit to do that.)

 

Also, I'd prefer a slight increase to the ACCELERATION of the turn speed, it's been feeling a little too "heavy" since they reduced that.

 

unfortunately, thunder and ricochet are looking like better and better options for pure power with only a slight decrease in the "deadly dancer" abilities of the smoky.

You are right. I tried both thunder and rico today (both M2), easy to play, lots of XP points, finishing always on the top 3 places...I slaughtered a lot Smokys too...I think none of the developers use Smoky and look, it is one of the weakest weapon now.

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Yeah, Thunder's damage at range and Rico's impact force often enrage me. Once you start missing a Rico, it's very hard to hit it again.

 

But I've chosen Smoky because it's the most fun.

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Yeah, Thunder's damage at range and Rico's impact force often enrage me. Once you start missing a Rico, it's very hard to hit it again.

 

But I've chosen Smoky because it's the most fun.

Aim well , back up to a wall and give support or use Hunter /Titan/Mammoth

 

Yes the most fun after Rico 

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Unfortunately Smoky is my favorite weapon, but I see now it is not so effective. Long range - useless, short range - OP by firebird, freese, isida, basically by all weapons, medium range - rico, twins. Pfff, I dedicated this account for Smoky but now I have Isida and Firebird in my garage too, because I wasn't able to get higher ranks...But I've heard Smoky gets better as M2,  it opens though by rank Colonel. When I will be able to "buy" it all other weapons are MUd to M3.

Smoky is best at M2, in fact it probably is the best M2 turret from what I can remember (this was a long time ago). At M3 there is a slight improvement, but not much. I'm not sure what happened to this turret as lots of people loved it and it was the most used turret in my garage for a long time. Maybe M4 with lots of double damage is good but it used to be a lot stronger that's for sure.

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I'm not sure what happened to this turret as lots of people loved it and it was the most used turret in my garage for a long time.

It got nerfed a couple years ago, and rightfully so.

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How so?

They nerfed almost every attribute, some multiple times.

 

IDK , it is good at M2 

Yes, M2 is good.  It has the highest unlock rank of M2 turrets - so it has to be good.

Damage from m1 to m2 improved by a whopping 30%.  Firebird is only other turret that seems similar improvement and I hear Fire M2 is Op as well.

 

However, smoky quickly loses it's luster as you move to M3.  9% improvement is one of the lowest jumps.

 

At M3 Ricco overtakes smoky IMO.

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 M3.  9% improvement is one of the lowest jumps.

 

At M3 Ricco overtakes smoky IMO.

Oh IDK , So M3 is not that good, What about the Critical chance ?

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Oh IDK , So M3 is not that good, What about the Critical chance ?

At M3 it's 16.47% so that pumps avg damage from 472 to 516

 

Tops out at 20% in M4 which pumps avg damage from 535 to 582.

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At M3 it's 16.47% so that pumps avg damage from 472 to 516

 

Tops out at 20% in M4 which pumps avg damage from 535 to 582.

So every 6-7 shots is a Crit 

And in M4 every 5th one 

am i right ?

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So every 6-7 shots is a Crit 

And in M4 every 5th one 

am i right ?

Not exactly the crit hit calculations are pretty complicated. I'll summarize for you. Let's use a round number Crit hit chance of 17% in the example.

 

1] You spawn. You see a foe. You shoot.

 

2] You hit it. Crit hit chance is 17%.  The hit is NOT critical. You shoot again

 

3] You hit again. This time the crit hit chance is 17% + 17% = 34%.  It is still a normal no-crit hit. You shoot agan.

 

4] You miss. Crit hit odds are unaffected. You shoot again

 

5] You hit. Crit hit odds are 17% + 17% + 17% = 51%. It is still not crit hit. Some team mate hits your target and it blow up.  You see a 2nd foe. You shoot.

 

6]  You hit. Crit hit odds are 17% + 17% + 17% + 17% = 68%. It is a critical this time. You shoot again

 

7] You hit. Odds for a Crit are 0%. You shoot again.

 

8] You miss. You shoot again.

 

9] You hit. Odds for a Crit are 0%. You shoot again.

 

10] You hit. Odds for a crit hit at 17%. Hit is normal. Target blows up. You see 3rd enemy. You shoot.

 

11] You hit. Odds for a crit at 17% + 17% = 34%. It is a crit hit. You shoot

 

12] You hit. Odds for a crit hit are 0%. Target blows up. You see a 4th enemy tank.

 

13] Unseen Magnum across the map drops one shot on you. You blow up. You re-spawn. Got back to #1]

 

In sum:

 

You 1st HIT after spawning will have the listed % to score that hit as critical.

 

Each time you score a hit w/o it going critical will add the basic CH odds to your next HIT.

 

When you do score a CH your next two HITS will have no chance of going critical.

 

After these two shots you again have the basic listed CH %.

 

MISSES do nothing to affect these odds only HITS.

 

It does not matter if you HIT the same tank with each shot or a different enemy each HIT or any combination. 

 

------

 

Smoky gunners learn to count their hits.  If you have scored 4 hits w/o a CH you know the next shot or two is very likely to be a CH. Maybe it's time to pop a DD? And/or take a long range shot?  (CH does full damage regardless of range.)  Conversey if you just got a CH you know you will not see one again until at minimum your next 3rd hit.

 

Hope that made sense. Good luck with Smoky. It is fun because it is challenging. It is challenging because you have to be able to shoot accurately at moving targets while you move too. And it is challenging because many other turrets re much more powerful.

 

---

 

PS: I use the +impact alteration 95% of the time so I do nor see CHs at all.  The other 5% I uses the slower rate of fire alteration.  Then CHs score very big.  That is the main reason to use the slow-fire alteration IMO, to get teh big crits.

Edited by LittleWillie
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Well i count my shots well

If you look at my profile You will see i am a Smoky guy mostly

 

Thx for the first part 

I always thought that CH comes after the CH chance was 100+

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Small correction - after destroying an enemy tank, critical chance becomes negative. So for the next two shots you will not get a crit.

 

 

Sorry - edit: after a critical hit the critical chance becomes negative, not after destroying a tank.

Edited by ThirdOnion
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Small correction - after destroying an enemy tank, critical chance becomes negative. So for the next two shots you will not get a crit.

7) and 9) both show 0% =  No chance for critical on those two shots.

 

I think that's the same idea - unless the 2nd negative actually reduces the 3rd shot to < 17%...

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Small correction - after destroying an enemy tank, critical chance becomes negative. So for the next two shots you will not get a crit.

 

 

7) and 9) both show 0% =  No chance for critical on those two shots.

 

I think that's the same idea - unless the 2nd negative actually reduces the 3rd shot to < 17%...

I do not recall anything about destroying an enemy tank re-setting the CH % progression nor do I recall ever seeing that leap out at me in combat. But I did not write the smoky guide so I am just using the work someone else did for me. Next time I swap alterations I will look for that effect. But normally CHs are not part of my 'work day'.

 

Wolv is right about the "negative %" ... real-world probabilities lie between 0 and 1. A negative percentage for an outcome doesn't mean anything in math. You cannot have a lower probability than "never".

 

No guide ever suggested the 3rd shot is affected. 

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I do not recall anything about destroying an enemy tank re-setting the CH % progression nor do I recall ever seeing that leap out at me in combat.

Was thinking one thing, said another. I meant once you score a critical hit the critical chance becomes negative.

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Was thinking one thing, said another. I meant once you score a critical hit the critical chance becomes negative.

Heh heh ... fully understood.  :)  Thx for clarifying.

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I do not recall anything about destroying an enemy tank re-setting the CH % progression nor do I recall ever seeing that leap out at me in combat. But I did not write the smoky guide so I am just using the work someone else did for me. Next time I swap alterations I will look for that effect. But normally CHs are not part of my 'work day'.

 

Wolv is right about the "negative %" ... real-world probabilities lie between 0 and 1. A negative percentage for an outcome doesn't mean anything in math. You cannot have a lower probability than "never".

 

No guide ever suggested the 3rd shot is affected. 

Not 3rd shot in general... meant 3rd hit after the critical hit... so step 10 of your list.

 

6 [Crit] / 7 [crit impossible] / 9 [crit impossible] / 10 [crit % 17?]

 

(I could have been more clear, yes)

Edited by wolverine848

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Smoky is so much better than Thunder it's a joke...

Thunder has more range (minimum range) + splash damage, Smoky has critical shots and a slight advantage in DPS. Overall Thunder is superior but everyone has a Thunder module at higher ranks so you're better off using Smoky. I started this account as a Thunder user but changed to Smoky for that very reason. I rarely face strong (Smoky) modules when playing standard battles.

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