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Let's Discuss Smoky!


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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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Why it's impact force? It's criticals are literally non-existent at m4 except when shooting at long range.

To compensate for your 33% decrease in reload. I'd never be able to get a break from being knocked flying if you could shoot with current Smoky's impact force every second  :D

 

And yea im far from being M4 but it does seem like the crit is mostly useless at higher modifications

Edited by thesquarerootof2

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Why it's impact force? It's criticals are literally non-existent at m4 except when shooting at long range.

You mean the criticals make little difference in the overall damage (except at long range) ?

 

I mean, their frequency at m4 is no lower than any other m-level, but yes, their effect on average damage (with 5 shots) is only around +9%.

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You mean the criticals make little difference in the overall damage (except at long range) ?

 

I mean, their frequency at m4 is no lower than any other m-level, but yes, their effect on average damage (with 5 shots) is only around +9%.

That's exactly what I mean.

  • Like 1

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Let's not buff Smoky.  It is good as it is.  At a moment Smoky is not drawing too much attention, therefore only few have Smoky protection.

I am doing just fine with my Smoky M3+15 at my alt account.   :ph34r:

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Let's not buff Smoky.  It is good as it is.  At a moment Smoky is not drawing too much attention, therefore only few have Smoky protection.

I am doing just fine with my Smoky M3+15 at my alt account.   :ph34r:

I have smoky m3 17/20 and it sits in my garage unless I want to play for a lark.  There are far better m3+ turrets out there...

 

And Buff just announced!  B)

Edited by wolverine848

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my m3 smoky now has the min range of the m4 before the rebalance and critical damage slightly higher than the m4 before the rebalance. I'm not sure how much the weak damage has increased because the wtupid wiki takes eternity to update as usual. 

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There are still old Smoky stats in wiki. I need to know the new stats because I do not know if the 'new and better' Smoky is even worth playing.

 

What do you think about the buffed Smoky and Striker? Are these turrets more common? Do you think that the buff was enough to raise these UP turrets from garage dust?

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There are still old Smoky stats in wiki. I need to know the new stats because I do not know if the 'new and better' Smoky is even worth playing.

 

What do you think about the buffed Smoky and Striker? Are these turrets more common? Do you think that the buff was enough to raise these UP turrets from garage dust?

I think it was a buff to get Smoky to the new turret balance level. This balance level was mainly caused by the big buffs for the short rangers (Isida, Fire & Freeze).

 

They said this about Smoky:

Smoky will become more viable in a long range fight. To do this, we will slightly increase its critical damage and the maximum hit range, and significantly increase turret’s effectiveness at middle-to-long range, so the damage fall off will be noticeably weaker and will start at a longer range than now.

The range of Vulcan and Thunder were changed before, so I am pretty sure Smoky got the same change:

  • Range of min. damage 70 m -> 100 m (assumed)
  • Range of max. damage 140 m -> 150 m (in-game info for M4)
  • Critical damage 770 -> 800 (in-game info for M4)
  • I tested some far-distance shootings and I'd get from it that the weak damage was increased from 10% to 50% now (same like Thunder). Finally  :D

 

I didn't test Striker much, but from my point of view, Striker's change is small but noticable. Faster rockets, better homing, shorter aiming time. Still not enough to make it balanced on long-term.

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Smoky is so OP at mid-range though, did they really need to also make it good at long-range? 

Maybe at your rank when all the buyers have it M1 10/10. At high ranks, it loses this advantage. Please stop acting like you know everything about a turret when you only have experience with one upgrade level.

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on DP a critical hit from a Smoky M1(+0mu) oneshots a Wasp M0 (+2..3mu's).

As Overdrives give a perfect source of dp and criticals are pretty common, the critical dmp feels wrong.

 

but as said so often... the real problem is the x2 factor of the DP. Balance would be way easier, if that x2 would not be as tough

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on DP a critical hit from a Smoky M1(+0mu) oneshots a Wasp M0 (+2..3mu's).

As Overdrives give a perfect source of dp and criticals are pretty common, the critical dmp feels wrong.

 

but as said so often... the real problem is the x2 factor of the DP. Balance would be way easier, if that x2 would not be as tough

Agreed. I think the main advantage of crits should be their infinite range, not their damage. 

 

I mean Smoky has quite enough damage already with the regular hits

and the impact force

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