Jump to content
EN
Play

Forum

Let's Discuss Smoky!


 Share

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


Recommended Posts

On 10/31/2020 at 4:43 AM, asem.harbi said:

Guys, please anyone who played the Halloween map, tell me honestly, aren't somkies too annoying? be honest with yourself

They are.

But Striker just wrecks everyone. Especially on the "Graveyard" map.

Share this post


Link to post
Share on other sites

9 hours ago, cool12345 said:

So explain to me what is new with Smoky?  Thank you.  I am listening.  ?

Also add projectile speed (go faster than others though) and bouncing feature (like Vulcan). This is from test server.

  • Thanks 1

Share this post


Link to post
Share on other sites

So, the time has come to re-evaluate Smoky's critical chance rate and DPM post-rework. Abbreviations are as follows:

  • SR - Supercumulative Rounds
  • PR - Paralyzing Rounds
  • SA - Sorted Ammunition
  • AR - Assault Rounds
  • CR - Cryo Rounds
  • HPAS - High-Precision Aiming System
  • AP - Armour-Piercing Rounds
  • EMP - EMP Rounds
  • IR - Incendiary Rounds

Average critical hit rate

  Stock SR PR SA
Mk1 16.2% 8.8% 10.3% 25%
Mk2 17.4% 9.7% 11.4% 25%
Mk3 18.2% 10.3% 12.0% 25%
Mk4 19.3% 11.2% 13.0% 25%
Mk5 20.1% 11.7% 13.5% 25%
Mk6 20.9% 12.2% 14.1% 25%
Mk7 21.7% 13.0% 14.9% 25%
Mk7+ 22.7% 14.1% 16.2% 25%

Percentages were rounded to one decimal place. Note that the average critical hit rate is not the critical hit chance. An average critical hit rate of 25% means that on average, one out of every four shots will be a critical hit, and not that the average chance of scoring a critical hit on any given shot is 25%. Also note that the average critical hit rates of augments with a critical chance penalty are not as low as those penalties suggest.

Average number of shots to score a critical hit

  Stock SR PR SA
Mk1 6.2 11.4 9.7 4.0
Mk2 5.7 10.3 8.8 4.0
Mk3 5.5 9.7 8.4 4.0
Mk4 5.2 8.9 7.7 4.0
Mk5 5.0 8.6 7.4 4.0
Mk6 4.8 8.2 7.1 4.0
Mk7 4.6 7.7 6.7 4.0
Mk7+ 4.4 7.1 6.2 4.0

Values were rounded to one decimal place. This table indicates how often on average a critical hit will be scored. For example, stock Mk1 Smoky will score an average of one critical hit out of every 6.2 hits. Any Smoky Mk with Sorted Ammunition will always score a critical hit on every fourth shot only.

Average DPM

  AR/CR PR HPAS AP EMP Stock SR SA IR Autocannon
Mk1 9 000 9 274 10 337 10 380 10 759 11 327 11 283 12 583 15 656 20 421
Mk2 10 654 10 844 11 953 12 016 12 445 13 088 13 214 14 152 17 797 22 574
Mk3 12 076 12 174 13 315 13 398 13 867 14 570 14 812 15 505 19 563 24 199
Mk4 13 596 13 584 14 783 14 882 15 403 16 185 16 604 16 949 21 565 26 097
Mk5 15 094 14 954 16 192 16 299 16 863 17 710 18 257 18 352 23 358 27 723
Mk6 16 788 16 500 17 776 17 899 18 515 19 438 20 129 19 961 25 407 29 378
Mk7 19 033 18 528 19 845 19 993 20 673 21 693 22 650 22 091 28 026 31 353
Mk7+ 22 929 21 989 23 356 23 562 24 341 25 510 26 936 25 768 32 328 34 220

I assume that CR and IR deal standard damage on a critical hit, and that IR deals the full amount of burning damage.

Average DPM change relative to stock

  AR/CR PR HPAS AP EMP SR SA IR Autocannon
Mk1 -21% -18% -9% -8% -5% 0% +11% +38% +80%
Mk2 -19% -17% -9% -8% -5% +1% +8% +36% +72%
Mk3 -17% -16% -9% -8% -5% +2% +6% +34% +66%
Mk4 -16% -16% -9% -8% -5% +3% +5% +33% +61%
Mk5 -15% -16% -9% -8% -5% +3% +4% +32% +57%
Mk6 -14% -15% -9% -8% -5% +4% +3% +31% +51%
Mk7 -12% -15% -9% -8% -5% +4% +2% +29% +45%
Mk7+ -10% -14% -8% -8% -5% +6% +1% +27% +34%

As far as DPM is concerned, IR and Autocannon are clear winners. This is of course assuming that targets will receive full burn damage and do not have Heat Resistance / Immunity equipped. In general, augments with a DPM penalty tend to perform better on higher Mks, while augments with a DPM advantage tend to perform better on lower Mks, relative to stock.

You can compare these stats to those prior to the Smoky rework, which can be found here:

 

Edited by ThirdOnion
  • Thanks 2

Share this post


Link to post
Share on other sites

Here's another interesting statistic: the percentage of the total damage output that critical hit damage constitutes. Percentages were rounded to the nearest whole percentage.

  PR AP SR EMP HPAS Stock SA IR Autocannon
Mk1 11% 27% 27% 30% 31% 33% 46% 52% 67%
Mk2 11% 27% 27% 29% 31% 33% 44% 51% 66%
Mk3 11% 26% 27% 29% 30% 32% 42% 49% 65%
Mk4 11% 26% 27% 29% 30% 32% 40% 49% 66%
Mk5 11% 26% 27% 28% 30% 32% 38% 48% 65%
Mk6 11% 26% 27% 28% 30% 32% 37% 48% 65%
Mk7 11% 25% 27% 28% 29% 31% 35% 47% 65%
Mk7+ 11% 25% 27% 27% 29% 31% 33% 45% 64%

 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

It is only me or Smoky's shots tend to miss the target a lot? They often go over the enemy, or bounce on the ground. 

I have 0 issues with Thunder, Gauss, Railgun, Shaft, Rico... basically any other weapon... so it's not my aim.

 

Did you notice this as well?

  • Like 1
  • Agree 3

Share this post


Link to post
Share on other sites

7 minutes ago, 2shots2kills said:

It is only me or Smoky's shots tend to miss the target a lot? They often go over the enemy, or bounce on the ground. 

I have 0 issues with Thunder, Gauss, Railgun, Shaft, Rico... basically any other weapon... so it's not my aim.

 

Did you notice this as well?

I agree.  Smoky now has a terrible vertical auto-aim.  A significant number of my shots sail over targets and miss - especially when I'm on the move.  It never used to be this bad.  Smoky's new mechanics have significantly nerfed it's effectiveness.

  • Like 1
  • Agree 3

Share this post


Link to post
Share on other sites

39 minutes ago, wolverine848 said:

I agree.  Smoky now has a terrible vertical auto-aim.  A significant number of my shots sail over targets and miss - especially when I'm on the move.  It never used to be this bad.  Smoky's new mechanics have significantly nerfed it's effectiveness.

I had no idea it was this bad, other Turrets have a projectile but they don't miss like this, I feel like it's not an intended feature.

  • Like 1

Share this post


Link to post
Share on other sites

On 1/22/2021 at 7:29 PM, cool12345 said:

So explain to me what is new with Smoky?  Thank you.  I am listening.  ?

Here's the new features of Smoky:

  • New Default Skin with a better, more detailed model and texture.
  • Projectiles no longer insta-hit enemies. They now have to travel in the air for some time.
  • Smoky's shots can now bounce off obstacles once, if shot at from a certain angle. 
  • Critical hit chances have been reworked.
  • The Assault Rounds alteration is actually worth buying now, as it grants you insta-hit, a feature that was removed from Smoky in January.
  • Thanks 1

Share this post


Link to post
Share on other sites

I haven't noticed it as I play with AR (Assault Rounds) while it gives me a 200%+ projectile speed.. I'm not sure if it worth to buy, but it's a cheap 96K crystals. I have purchased it before the stupid new projectile speed, because of the 33%+ impact force which is not that bad and not that practical.

Share this post


Link to post
Share on other sites

11 minutes ago, 2shots2kills said:

I had no idea it was this bad, other Turrets have a projectile but they don't miss like this, I feel like it's not an intended feature.

Projectile speed is a bad thing, because it has a speed like instant that you don't have to take it into account but some times you miss the shot because of the projectile speed. While it's something not possible to take the projectile speed into your account because most of the times it wont make a huge change.   But in turrets like Striker/Magnum (though I hate it), yes you have to take the projectile speed into account.

Share this post


Link to post
Share on other sites

39 minutes ago, Tanker-Arthur said:

The Assault Rounds alteration is actually worth buying now, as it grants you insta-hit,

Not "insta-hit".  Still has a speed, though increased.  Better than stock at hitting, but still worse than stock was before the mechanics change.

Share this post


Link to post
Share on other sites

36 minutes ago, asem.harbi said:

Projectile speed is a bad thing, because it has a speed like instant that you don't have to take it into account but some times you miss the shot because of the projectile speed. While it's something not possible to take the projectile speed into your account because most of the times it wont make a huge change.   But in turrets like Striker/Magnum (though I hate it), yes you have to take the projectile speed into account.

No, it's not about projectile speed. I mentioned Thunder and Gauss to clarify this. I can hit Sledghammer Rounds 90% on the time, with Smoky is different.

You have an opponent in front of you, like let's say, about 3 tanks distance away from you. Two shots hit, the third randomly misses and goes high, the fourth hits, etc. 

 

As I said before, the shots miss without any reason, and it's really frustrating, I have already been killed or failed to kill a target because the shells decide to go into the air, or they bounce somewhere without hitting the Tank.

Share this post


Link to post
Share on other sites

Just now, wolverine848 said:

Not "insta-hit".  Still has a speed, though increased.  Better than stock at hitting, but still worse than stock was before the mechanics change.

Yeah, I just said "insta-hit" cause the effects of the alt were basically almost the same.

 

  • Agree 1

Share this post


Link to post
Share on other sites

Just now, asem.harbi said:

I haven't noticed it as I play with AR (Assault Rounds) while it gives me a 200%+ projectile speed.. I'm not sure if it worth to buy, but it's a cheap 96K crystals. I have purchased it before the stupid new projectile speed, because of the 33%+ impact force which is not that bad and not that practical.

Lol, I bought Assault Rounds years ago, back when it was just 20,000 Crystals.


At the time though, it was a "waste" of 20k, wasn't that great.

But it's actually a pretty decent alt today due to default amoky and all other smoky alterations having insta-hit removed.

Still though, if you buy it today, just so you know, you're wasting 76,000 crystals :,(

  • Like 1

Share this post


Link to post
Share on other sites

1 hour ago, 2shots2kills said:

No, it's not about projectile speed. I mentioned Thunder and Gauss to clarify this. I can hit Sledghammer Rounds 90% on the time, with Smoky is different.

You have an opponent in front of you, like let's say, about 3 tanks distance away from you. Two shots hit, the third randomly misses and goes high, the fourth hits, etc. 

To be honest it's my first time to hear that, maybe I have to play Smoky multiple battles to test this strange thing. And it would be better if you recorded it to be assure that maybe you haven't notice or you forgot something.

By the way, it seems maybe such a glitch like many Magnums saying here that some of their shots doesn't register in the game. And it happen nowadays a lot with many turrets (No damage lag) 

Share this post


Link to post
Share on other sites

11 minutes ago, asem.harbi said:

To be honest it's my first time to hear that, maybe I have to play Smoky multiple battles to test this strange thing. And it would be better if you recorded it to be assure that maybe you haven't notice or you forgot something.

Try it yourself, play with Smoky without Assault Rounds or Autocannon and look at your shots.

 

I can record it just to show to the Forum, because I am sure of it, I have played plenty of battles already.

Share this post


Link to post
Share on other sites

34 minutes ago, asem.harbi said:

By the way, it seems maybe such a glitch like many Magnums saying here that some of their shots doesn't register in the game. And it happen nowadays a lot with many turrets (No damage lag) 

I don't think it's the same thing.  I can see the shot going, but the trajectory is way off - height-wise - and it easily misses.

Sure we all miss sometimes.  But the frequency of misses after the change can't be coincidence. It is far, far more often than before.

Share this post


Link to post
Share on other sites

11 minutes ago, 2shots2kills said:

Here, an example. The first shot on the Smoky/Titan misses, and the last one on the Vulcan/Titan goes under.

 

 

The first one is a legitimate miss. The second one is weird though. 

  • Like 2

Share this post


Link to post
Share on other sites

15 minutes ago, TheCongoSpider said:

The first one is a legitimate miss. The second one is weird though. 

Replay the video at 0.25. The shot seems to go through the back of the enemy Smoky's turret. 

 

Spoiler

GC54dwT.png

nGhYO27.png

sG9vvbj.png

 

Anyway, I invite everyone to test Smoky for around 10 battles, and see for yourself... this was just a quick video, but even worse shots happen all the time.

 

Edited by 2shots2kills
  • Like 1
  • Agree 2

Share this post


Link to post
Share on other sites

6 minutes ago, 2shots2kills said:

Replay the video at 0.25. The shot seems to go through the back of the enemy Smoky's turret. 

 

I did, and it looks like your shot narrowly missed the hitbox of the Smoky. 

8 minutes ago, 2shots2kills said:

Anyway, I invite everyone to test Smoky for around 10 battles, and see for yourself... this was just a quick video, but even worse shots happen all the time.

 

I practically only use Smoky on this account, but I use it on TO mobile so it may be a different experience. I have had shots that seems to miss players when it looked like it shouldn't but I presume it's the horizontal auto-aim causing that. 

 

I can't really test the ricocheting thing, since mobile has auto-aim for ricocheting projectiles. Most if not all of my ricocheted Smoky projectiles hit enemies because of this. 

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

1 hour ago, 2shots2kills said:

Here, an example. The first shot on the Smoky/Titan misses, and the last one on the Vulcan/Titan goes under.

 

 

Last shot for some reason went through like it was nofing.

  • Agree 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...