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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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On 12/27/2019 at 3:31 AM, wolverine848 said:

I use Incendiary as my default setting for smoky.  And if you ever play no-supply battles sit back and watch your kill-count keep going up.

I don't have incendiary (obviously) but I think it is no better than stock smoky, which is perhaps the best. If you're low on health and in a duel with someone, the critical can kill the opponent if it he/she is damaged or if you have double damage and you stay alive enough to get a repair. If you get 10-sometimes 25 kills like me (or more) and are going for a good K/D, each death hits it. Incendiary's afterburn may kill him, probably after he's killed you, provided that he hasn't been healed or cooled. In such situations, Stock crit is better,  but I get your point. Set some bugger ablaze and change target while the fellow burns down. Only, setting him ablaze doesn't guarantee severe damage like the stock crit does.

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6 hours ago, The_ArcticWolf said:

I don't have incendiary (obviously) but I think it is no better than stock smoky, which is perhaps the best. If you're low on health and in a duel with someone, the critical can kill the opponent if it he/she is damaged or if you have double damage and you stay alive enough to get a repair. If you get 10-sometimes 25 kills like me (or more) and are going for a good K/D, each death hits it. Incendiary's afterburn may kill him, probably after he's killed you, provided that he hasn't been healed or cooled. In such situations, Stock crit is better,  but I get your point. Set some bugger ablaze and change target while the fellow burns down. Only, setting him ablaze doesn't guarantee severe damage like the stock crit does.

Not sure how you can compare when you don't have both.

I do, and experience tells me incendiary is much more effective.  With incendiary you don't need to "duke it out".  I've killed many enemies after I hit them and then hid under cover.  They can use an RK (if available)... but then they have a long cooldown to use it again.

 

The stock crit only does 800 damage.  It's 50% more than an average hit.  You might be forgetting that an incendiary critical still does normal damage. Without fire protection incendiary does a LOT more than +50%. 

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On 12/30/2019 at 8:57 PM, wolverine848 said:

Not sure how you can compare when you don't have both.

I do, and experience tells me incendiary is much more effective.  With incendiary you don't need to "duke it out".  I've killed many enemies after I hit them and then hid under cover.  They can use an RK (if available)... but then they have a long cooldown to use it again.

 

The stock crit only does 800 damage.  It's 50% more than an average hit.  You might be forgetting that an incendiary critical still does normal damage. Without fire protection incendiary does a LOT more than +50%. 

I've used incendiary in friend's accounts. I did forget the ordinary damage + afterburn in crit, but if the enemy team has even 1 isida/freeze (which it almost always does), that extra 1500 is lost quite often. Oh, by the way, what do you mean by " I don't have both"? I use smoky m1 5/10! And I have its "Assault Rounds" and "Supercumulative Rounds" alterations but I like stock best.

Edited by The_ArcticWolf

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I play like midfielder with smoky doing almost nothing other than killing tanks. I play on Viking. Is the autocannon good for this (not that I can buy it now or anytime soon) ?

Also, would you recommend changing hull for this? I don't want to as I've already spent about 35k crystals on Viking, Which is now M1 4/10

Edited by The_ArcticWolf

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8 hours ago, The_ArcticWolf said:

I've used incendiary in friend's accounts. I did forget the ordinary damage + afterburn in crit, but if the enemy team has even 1 isida/freeze (which it almost always does), that extra 1500 is lost quite often. Oh, by the way, what do you mean by " I don't have both"? I use smoky m1 5/10! And I have its "Assault Rounds" and "Supercumulative Rounds" alterations but I like stock best.

This is what I was replying to... "I don't have incendiary (obviously)"

 

Assault is meh.

Only alt I don't have is supercumulative, and with Incendiary I don't plan on buying that.

 

Anyway, my comments were for tobias consideration on buying an alteration.

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On 1/17/2020 at 12:03 AM, JOSH492 said:

I really hope they don't nerf it like they did to the Thunder. Probably will tho ?

On the one hand, I don't find Thunder to be really nerfed. I'm still seeing a lot of them in battles, and they're doing really well, often dominating like they used to (maybe not quite as much, which is good.) A double damage thunder is a horror. See, the projectile travels pretty darn fast for medium range, and with splash damage you don't even always need to hit.

 

On the other hand, if they make Smoky a non-instantaneous projectile, I'm convinced that will absolutely ruin it. Smoky need a high level of precision, and there's no splash damage to cover sloppy aim. It will be fairly like a slightly longer range Ricochet, and you know how hard it is to hit targets that are not close with a Ricochet. A non-instantaneous Smoky is a terrible, terrible idea. We don't need another turret where you have to lead your target. Let the Smoky be the Smoky. It's not like it's exactly an effective long-range turret like the Rail, the Shaft, the lock-on Gauss.

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8 hours ago, sunhawk said:

On the one hand, I don't find Thunder to be really nerfed. I'm still seeing a lot of them in battles, and they're doing really well, often dominating like they used to (maybe not quite as much, which is good.) A double damage thunder is a horror. See, the projectile travels pretty darn fast for medium range, and with splash damage you don't even always need to hit.

 

On the other hand, if they make Smoky a non-instantaneous projectile, I'm convinced that will absolutely ruin it. Smoky need a high level of precision, and there's no splash damage to cover sloppy aim. It will be fairly like a slightly longer range Ricochet, and you know how hard it is to hit targets that are not close with a Ricochet. A non-instantaneous Smoky is a terrible, terrible idea. We don't need another turret where you have to lead your target. Let the Smoky be the Smoky. It's not like it's exactly an effective long-range turret like the Rail, the Shaft, the lock-on Gauss.

Now we all know why you're saying this. Smoky is your only turret. So of course you don't want smoky to get the projectile. But you're perfectly fine that thunder got the projectile. 

 

Also just because thunder has splash damage doesn't mean it's a better weapon than smoky nor does it mean it takes less skill than smoky does. Sure hitting the wall or floor helps if the enemy is near that spot.

Smoky has a higher firing rate, crit hits, and impact force that matches thunders.

 

Let's say both of them are using Viking, have the same level of skill, and they land a direct hit on each other on the first shot, smokys second shot hits thunders corner maiming it turn away from the smoky. Now smoky has the advantage and unless the thunder does something smart, then smoky will win automatically.

 

Also smoky can use thunders splash damage against it.

 

I think thunder with or without the projectile requires more skill than smoky because you have to be more alert, whereas smoky, who cares if you're too close.

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3 hours ago, DieselPlatinum said:

Also just because thunder has splash damage doesn't mean it's a better weapon than smoky nor does it mean it takes less skill than smoky does.

As you know, there was a dark period in history, where Sledgehammer Thunder trod on land too close to Smoky.

 

Their parameters were too close. The main parameters separating them was their reload times and Thunder's self-damage. Smoky reloaded in 1.5 seconds. Sledgehammer Thunder eloaded in 1.61 seconds. Sledgehammer's damage was the same if not more than Smoky's critical hit. It also had splash damage. On paper, Sledgehammer was Smoky, but better. 

 

The big one-up Smoky had on Thunder there was relative absence of protection modules. They were dark times, and those times are fortunately over as time progressed. 

 

Also there was a time where Smoky was underpowered, and Thunder was generally the superior pick. 

Edited by TheCongoSpider

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3 hours ago, TheCongoSpider said:

As you know, there was a dark period in history, where Sledgehammer Thunder trod on land too close to Smoky.

 

Their parameters were too close. The main parameters separating them was their reload times and Thunder's self-damage. Smoky reloaded in 1.5 seconds. Sledgehammer Thunder eloaded in 1.61 seconds. Sledgehammer's damage was the same if not more than Smoky's critical hit. It also had splash damage. On paper, Sledgehammer was Smoky, but better. 

 

The big one-up Smoky had on Thunder there was relative absence of protection modules. They were dark times, and those times are fortunately over as time progressed. 

 

Also there was a time where Smoky was underpowered, and Thunder was generally the superior pick. 

Yeah but, to get sledgehammer, you would've had to get m2 thunder and then the alt so 110,500 + 120,000 = 230,500.

 

Smoky at m2 was only 114,800.

 

Also with sledgehammer, there was the overlooming nerf that was eventually gonna happen.

 

Also lets not forget that smoky also has alterations. Some of which are more ridiculous than sledgehammer.

 

Even if smoky was up against protection modules like thunder is, it still has the reload advantage as well as having almost as much impact force as thunder.

 

 

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21 hours ago, DieselPlatinum said:

Now we all know why you're saying this. Smoky is your only turret. So of course you don't want smoky to get the projectile. But you're perfectly fine that thunder got the projectile.

Now, are you absolutely certain you know why I'm saying it, or are you only 96% sure? You must be right though that you ALL knew it.

 

Smoky is my only turret on this account. This is my first one, and it's a specialist. But I have at least 10 accounts, including one where Thunder is the only turret I use, on the Viking and the Hornet. (In the old days, way before the monthly challenges started handing out massive amounts of crystals, and when I was completely opposed to spending real money (I've loosened up) having only a few pieces of equipment on each account was the best way to be able to upgrade and MU them.)

 

I don't want Smoky to get the projectile. And I'm 90% sure it will ruin it, at least for me, and for some others. So far I can't see that Thunder's been ruined. But it's never been a real favorite of mine. I certainly wouldn't be opposed to Thunder getting a little boost in longer range damage, to offset the fact that it will miss more often.

 

I am sorry that I sounded like I was demeaning the Thunder. My love of the Smoky got the better of me. You know Smoky has always been the red-headed stepchild of the turrets. Such an uncool, 'noob' weapon. But I love it. To me it's the epitome of cool. But I've always felt that its damage per shot is so low that you can't afford to miss, ever, or you'll be slaughtered by the next massive damage-per-shot hit or by the massive DPS of the close-range turrets. Every shot has to count. And I've developed that skill, to a reasonable degree. A non-instantaneous shot depresses the hell out of me.

 

Weirdly, I don't know about anyone else, I'm seeing a lot more Smokys in the last 2-3 months than I ever did before, and at quite varying ranks. Been in a couple battles in the last 7 days where there were at least seven Smokys on the two teams combined.

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6 minutes ago, sunhawk said:

Now, are you absolutely certain you know why I'm saying it, or are you only 96% sure? You must be right though that you ALL knew it.

 

Smoky is my only turret on this account. This is my first one, and it's a specialist. But I have at least 10 accounts, including one where Thunder is the only turret I use, on the Viking and the Hornet. (In the old days, way before the monthly challenges started handing out massive amounts of crystals, and when I was completely opposed to spending real money (I've loosened up) having only a few pieces of equipment on each account was the best way to be able to upgrade and MU them.)

 

I don't want Smoky to get the projectile. And I'm 90% sure it will ruin it, at least for me, and for some others. So far I can't see that Thunder's been ruined. But it's never been a real favorite of mine. I certainly wouldn't be opposed to Thunder getting a little boost in longer range damage, to offset the fact that it will miss more often.

 

I am sorry that I sounded like I was demeaning the Thunder. My love of the Smoky got the better of me. You know Smoky has always been the red-headed stepchild of the turrets. Such an uncool, 'noob' weapon. But I love it. To me it's the epitome of cool. But I've always felt that its damage per shot is so low that you can't afford to miss, ever, or you'll be slaughtered by the next massive damage-per-shot hit or by the massive DPS of the close-range turrets. Every shot has to count. And I've developed that skill, to a reasonable degree. A non-instantaneous shot depresses the hell out of me.

 

Weirdly, I don't know about anyone else, I'm seeing a lot more Smokys in the last 2-3 months than I ever did before, and at quite varying ranks. Been in a couple battles in the last 7 days where there were at least seven Smokys on the two teams combined.

Now if Gauss had never been added then I would've been ok with thunder getting the projectile. But the fact that now it's gauss's shadow really infuriates me. I mean what advantage does thunder have over Gauss?

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15 hours ago, DieselPlatinum said:

Also lets not forget that smoky also has alterations. Some of which are more ridiculous than sledgehammer.

I'm not that well versed in many of the alterations for all the turrets, but it seems like there are a fair number of ridiculous ones. I'd love to give a kick in the balls to whoever approved the entry into the game of duplet.

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4 minutes ago, DieselPlatinum said:

Now if Gauss had never been added then I would've been ok with thunder getting the projectile. But the fact that now it's gauss's shadow really infuriates me. I mean what advantage does thunder have over Gauss?

I hear you on that.

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41 minutes ago, DieselPlatinum said:

Now if Gauss had never been added then I would've been ok with thunder getting the projectile. But the fact that now it's gauss's shadow really infuriates me. I mean what advantage does thunder have over Gauss?

Lol.  What advantage does striker have over thunder, and what advantage does thunder have over gauss? This is so sad.  

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59 minutes ago, DieselPlatinum said:

I mean what advantage does thunder have over Gauss?

Larger splash damage radius than Gauss' arcade shots. 

 

Thunder has one firing mode, so while the Gauss may struggle to lock on to a specific target, the Thunder can keep shooting and damaging the target because it only has one firing mode. And then when the Gauss shoots that shot, the Thunder can shoot 2 projectiles in the space it takes the Gauss to reload. Basically, a more consistent firing rate. 

 

Faster projectile speed.

 

Faster turret rotation. 

 

Thunder has alterations so it can achieve 9999 GS. 

 

Those are the only advantages that I can see. 

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51 minutes ago, TheCongoSpider said:

1) Larger splash damage radius than Gauss' arcade shots. 

 

2) Thunder has one firing mode, so while the Gauss may struggle to lock on to a specific target, the Thunder can keep shooting and damaging the target because it only has one firing mode. And then when the Gauss shoots that shot, the Thunder can shoot 2 projectiles in the space it takes the Gauss to reload. Basically, a more consistent firing rate. 

 

3) Faster projectile speed.

 

4) Faster turret rotation. 

 

Thunder has alterations so it can achieve 9999 GS. 

 

Those are the only advantages that I can see. 

1) this one is valid.

 

2) the only reason a Gauss would be struggling to lock on is if they keep getting their aim knocked by a near by enemy (this can be cured with a more stable hull like hunter or titan or just changing your playstyle), or if the Gauss player is just bad. Not to mention gauss sniper shots deal almost twice as much damage as thunders shots. Also if thunder gets attacked by a nearby enemy, it too will struggle. So this isn't an advantage for thunder.

 

3) ok but not very noticeable.

4) same as 3.

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1 hour ago, 123tim456back said:

Lol.  What advantage does striker have over thunder, and what advantage does thunder have over gauss? This is so sad.  

At least striker didn't get its homing ability removed, right.

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It's hard to tell whether Thunder or Gauss is shooting at me cause they have the same projectile now, not like it matters anyway, but it'd be nice to at least have something to distinguish between the two.

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43 minutes ago, Michael828 said:

It's hard to tell whether Thunder or Gauss is shooting at me cause they have the same projectile now, not like it matters anyway, but it'd be nice to at least have something to distinguish between the two.

Sound.  If you don’t play with volume, look at the splash radius.  I believe gauss has a smaller one.

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9 hours ago, 123tim456back said:

Sound.  If you don’t play with volume, look at the splash radius.  I believe gauss has a smaller one.

Oh right, forgot I nearly always play with the sound off. The splash damage indicator should do.

Thanks.

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On 1/30/2020 at 5:21 AM, Michael828 said:

It's hard to tell whether Thunder or Gauss is shooting at me cause they have the same projectile now, not like it matters anyway, but it'd be nice to at least have something to distinguish between the two.

 

21 hours ago, Michael828 said:

Oh right, forgot I nearly always play with the sound off. The splash damage indicator should do.

Thanks.

The distinction was clearer when thunder still had its instant hit feature.

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3 hours ago, Given said:

Using Wasp-Smoky Mk3 at Master Sergeant. Is "Assault Rounds" alteration worth it? 

It's probably only good against Light Hulls when they're not far away, but idk

Edited by T879

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Is the smoky projectile going to be added? (Please don't.)

I remember it being mentioned in a vlog, but it hasn't been talked about for a while.  Did they forget, change their mind, or plan on doing it later? Is the change a matter of time?

Edited by 123tim456back

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