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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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8 minutes ago, FrozenRailgun said:

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

Definitely. Sometimes I angle myself to shoot down and the shell bounces on the ground instead of hitting the target. I think I might park Smoky until it gets fixed or changed. (if it ever will)

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2 hours ago, NobleWinchester said:

I really like adrenaline. Does anybody know if smoky adrenaline is good? Even with this "nerf" of smoky

I use Adrenaline on my Smoky most of the time. Yes it is good, but do not expect a lot out of it. Due to Smoky's balance in terms of damage output per shot, the TTK for Adrenaline and Stock Smoky is practically the same most of the time. You will take 2 shots to kill an unprotected light hull, and 3 shots to kill an unprotected medium hull. 

 

It is good to use if you are fighting against maxed drones. Smoky is one of the only turrets that has its ineractions with full HP enemies changed with drones' passive damage reduction. Due to Smoky's average damage being close to 500, passive protection from drones can reduce that to below 500, making you have to use an additional shot to kill a light or medium hull with a maxed or near maxed drone. Having to use an additional shot often has you using a critical hit on them when they are at <5% HP. I cannot stress how many times I've lost an engagement because of this. Adrenaline solves this problem, as being slightly injured is enough to bring your final average damage against that enemy to above 500, allowing you to 2-shot and 3-shot the light and medium hull respectively like you were supposed to in the first place. 

 

That is for Legend-rank gameplay. I have no experience using Smoky in the mid ranks, but with a modification advantage over your enemies, you can start 2-shotting medium hulls with non-critical hits when you're at low HP. 

 

For Legend-rank gameplay, potential gains are,

 

Slightly injured/half HP:

 

  • With DD, the increased damage of each shot adds up to you need 1 fewer shot to kill medium hulls with DA and 2 fewer shots to kill heavy hulls with DA. 

 

 

At very low HP:

 

  • You gain the possibility of killing an unprotected medium hull of the same modification with a non-critical + a critical hit.
  • You gain the possibility of 3-shotting an unprotected light hull when you yourself do not have DD active.
  • You gain the possibility of one-shotting an unprotected light hull with a critical hit. 
  • You gain the possibility of 3-shotting an unprotected heavy hull. 

 

2 hours ago, NobleWinchester said:

 Even with this "nerf" of smoky

Considering that Smoky's critical hit damage will be turned into the critical hit damage imposed by other turrets, that means it will be a buff to Smoky, as its critical damage will no longer be reduced by Smoky protection modules. So technically, Adrenaline wil be even better after this update. 

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13 hours ago, NobleWinchester said:

I really like adrenaline. Does anybody know if smoky adrenaline is good? Even with this "nerf" of smoky

I found it useless.  I stick to Autocannon. 

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14 hours ago, r_SPSE0 said:

@cool12345 not anymore.. look what they did to autocannon. No bigger chance for crit, just fast reload. I want refund on all those augments, or more like ill just quit game

Bro are you playing matches since the update? I mean I agree this update is absolute chaos, and the biggest problem is the new Armadillo module which will make buyers unstoppable once they get it, but for now Autocannon is buffed not nerfed.

I am smashing every game with rapid multi kills and top-1 with Mk7-11 autocannon smoky. Each crit is not mitigated by modules (except Armadillo) so it is buffed for now, not nerfed. But once the buyer module comes out we will see problems for autocannon, and many other turrets/augments.

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15 hours ago, r_SPSE0 said:

not anymore.. look what they did to autocannon. No bigger chance for crit, just fast reload. I want refund on all those augments, or more like ill just quit game

Critical chance was lowered for all except Mk7+, but in exchange critical damage bypasses protection modules. Anyway, Autocannon should have been nerfed a while ago, as its DPM was far too high.

Edited by ThirdOnion
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Does ricochet work for you tankers with Smokey?.  I am using Autocannon and I have not found that ricochet works at all.  Please let me know if you can help me.  Thank you in advance! ?

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3 minutes ago, cool12345 said:

Does ricochet work for you tankers with Smokey?.  I am using Autocannon and I have not found that ricochet works at all.  Please let me know if you can help me.  Thank you in advance! ?

There are not many areas in the available MM maps where Smoky is able to make good use out of the ricochet feature. By next week or the week after, I should have some posts showing the areas I use frequently with Smoky here.

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6 hours ago, TheCongoSpider said:

There are not many areas in the available MM maps where Smoky is able to make good use out of the ricochet feature. By next week or the week after, I should have some posts showing the areas I use frequently with Smoky here.

Thank you CongoSpider!  I will keep trying to make it work. 

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1 hour ago, r_SPSE0 said:

@DestrotankAI9  well i am using 5-0 and i feel like I am hardly getting any crits. Might be better on higher ranks

Your maximum chance for a critical hit is 35%. Not high, but not too low. Unfortunately, low modification Smoky has it bad after this update. On the plus side, Autocannon has been nerfed significantly in the lower modifications, which has been a problem since April, 2020. 

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11 minutes ago, TheCongoSpider said:

Autocannon has been nerfed significantly in the lower modifications,

What's it like at mk7+?

Should be getting a Critical every 2 seconds or so (with a reload of 0.5sec) and that means ignoring protection module every 2 seconds and doing 800 damage.

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Just now, wolverine848 said:

What's it like at mk7+?

Should be getting a Critical every 2 seconds or so (with a reload of 0.5sec) and that means ignoring protection module every 2 seconds and doing 800 damage.

Nothing changed for Smoky at Mk7+, it still has a maximum critical chance of 50%.

 

Everything lower was nerfed. Mk7 slightly nerfed. Mk1 significantly nerfed. 

 

 

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4 minutes ago, TheCongoSpider said:

Nothing changed for Smoky at Mk7+, it still has a maximum critical chance of 50%.

 

Everything lower was nerfed. Mk7 slightly nerfed. Mk1 significantly nerfed. 

 

 

So there's no reason to use stock if you have mk7+. Equip Autocanon and  ignore protections every 2 seconds and do 800 damage.

Oh my!

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27 minutes ago, wolverine848 said:

So there's no reason to use stock if you have mk7+. Equip Autocanon and  ignore protections every 2 seconds and do 800 damage.

Oh my!

I will not say that there is no reason to use Stock at Mk7+. If you want maximum potential power, sure use Autocannon there. But I would rather use Adrenaline personally. 

 

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6 minutes ago, TheCongoSpider said:

I will not say that there is no reason to use Stock at Mk7+. If you want maximum potential power, sure use Autocannon there. But I would rather use Adrenaline personally. 

 

So Adrenaline boosts both.  Well... you are still not using Stock if using Adrenaline...

Edited by wolverine848

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Just now, wolverine848 said:

Well... you are still not using Stock if using Adrenaline...

 

Just now, TheCongoSpider said:

Adrenaline comes from Stock. At full HP, I'm a Stock Smoky. 

Since it appears Adrenaline doesn't seem to going to be deleted anytime soon, I think of it this way:

Take Stock Smoky for example. The maximum actual upgrade you get is Mk7.

However, fully micro-upgrading an Mk7 gives you the imaginary "Mk8" (or Mk7+).

I like to think of Adrenaline as the "Mk9" version of the turret.

  • Or, if you get Adrenaline before maxing out your turret, like Smoky, to me, it adds a MK level to it.
    • So Mk5 Smoky + Adrenaline = Mk6 Smoky
Edited by Tanker-Arthur

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2 hours ago, TheCongoSpider said:

Adrenaline comes from Stock. At full HP, I'm a Stock Smoky. 

Since you have to equip an augment - I don't consider it stock.

And for Adrenaline, remember you need to be injured - fairly significantly, for it to contribute much.  Then you must choose between losing that extra damage by using an RK, or keeping the extra damage and possibly dying on the next weak hit.

Edited by wolverine848

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30 minutes ago, wolverine848 said:

And for Adrenaline, remember you need to be injured - fairly significantly, for it to contribute much.  

If this is what you think about Adrenaline then I don't see why you think it's so different to Stock. 

32 minutes ago, wolverine848 said:

Since you have to equip an augment - I don't consider it stock.

It holds almost the same parameters as Stock and the same playstyle, is what I was trying to say when you mentioned Autocannon. Adrenaline is Stock Smoky with a built-in bonus. It acts and plays the same as Stock Smoky, which is what you're comparing it to. 

 

And it should be a given that if you're going to constantly use a Stock turret at endgame, you invest in Adrenaline for it. 

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2 hours ago, TheCongoSpider said:

If this is what you think about Adrenaline then I don't see why you think it's so different to Stock. 

It's not much different sure.  And if it was stock or Adrenaline, I'd of course choose Adrenaline.

But if you are facing any smoky modules, autocannon would be way better since it gets to ignore the module for all the high damage shots.

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Here are the critical hit rate values for Smoky after patch #641. SR stands for Supercumulative Rounds, PR for Paralyzing Rounds.

Average number of shots to score a critical hit

  Stock SR PR
Mk1 8.5 13.0 11.5
Mk2 7.4 11.3 10.0
Mk3 6.7 10.5 9.2
Mk4 6.0 9.5 8.4
Mk5 5.6 8.9 7.8
Mk6 5.2 8.4 7.4
Mk7 4.9 7.8 6.9
Mk7+ 4.4 7.1 6.2

Average critical hit rate

  Stock SR PR
Mk1 11.8% 7.7% 8.7%
Mk2 13.6% 8.8% 10.0%
Mk3 15.0% 9.5% 10.8%
Mk4 16.6% 10.5% 12.0%
Mk5 17.9% 11.2% 12.8%
Mk6 19.2% 11.9% 13.5%
Mk7 20.6% 12.7% 14.5%
Mk7+ 22.7% 14.1% 16.2%

Change in average critical hit rate after patch #641

  Stock SR PR
Mk1 -28% -12% -15%
Mk2 -22% -9% -12%
Mk3 -18% -7% -9%
Mk4 -14% -6% -8%
Mk5 -11% -4% -6%
Mk6 -8% -3% -4%
Mk7 -5% -2% -2%
Mk7+ 0% 0% 0%

Smoky Mk7+ has remained unchanged, but lower modifications have had their critical hit rates lowered. I will post DPM statistic later.

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On 3/28/2021 at 11:47 PM, wolverine848 said:

It's not much different sure.  And if it was stock or Adrenaline, I'd of course choose Adrenaline.

But if you are facing any smoky modules, autocannon would be way better since it gets to ignore the module for all the high damage shots.

I'm just saying that I prefer the gameplay of "Stock Smokies", i.e every augment except Autocannon and High-Precision Aiming System. 

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I know Adrenaline isn't stock if you are strict, but there are no disadvantages to using it so I'll always use if I'm not using another augment

(my Marshall account has it for Smoky and Striker and they get used, and another account just got it for Freeze, which will useful for melee if I ever buy Freeze for that account)

My favourite Smoky augment is still Assault Rounds, but losing the AP shots is annoying

Edited by SporkZilla

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