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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 just had the idea to take an M0 account and check the critical + Range myself (we have damage indicators now :) :) )

 

Result:

> Smokys Critical IS reduced by range.

 

I had to be pretty close to deal full critical damage, and each time I pounded a tank from far away the critical was significantly lower.

 

 

As I was not very happy about it, I skipped to measure the ranges, damage, and build a mathematical model out of it. If someone wanna do it: all it takes would to be compare criticals to normal damage. From the normal damage you can calc back to the range.. and you're done to find out how it works.

 

 

I am not surprised, that the critical worked different on the testservers. The Freeze effec was also much, much weaker there, as I checked it first. Seems like they've done some tweaks already during the phase between test and release.

Edited by BlackWasp777
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Smoky M1 with 12 MUs is pretty good around these ranks. Gonna MU it to M2 before WO3 (hopefully). And yes, 0 supplies spent.

 

That's pretty expensive. You likely know this already but - it costs twice as much to MU vs buying next M-Level...

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That's pretty expensive. You likely know this already but - it costs twice as much to MU vs buying next M-Level...

I do know that, but the gap between M1 to M2 makes MUing Smoky M1 worth it in the long run. 

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I do know that, but the gap between M1 to M2 makes MUing Smoky M1 worth it in the long run. 

I made a quick spreadsheet (X=turrets, Y=ranks) of the number of ranks until the next modification. Of the turrets, Smoky had the widest modification gap of all turrets (13 rank-ups? I don't have the sheet in front of me right now) occurring from M1 to M2.

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I made a quick spreadsheet (X=turrets, Y=ranks) of the number of ranks until the next modification. Of the turrets, Smoky had the widest modification gap of all turrets (13 rank-ups? I don't have the sheet in front of me right now) occurring from M1 to M2.

++

 

And you can get Smoky M1 super early and cheap in kits 

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++

 

And you can get Smoky M1 super early and cheap in kits 

Yes, the Smoky-M1 comes with Wasp, Hornet, Viking and Titan hulls early on, so you have choices depending on your style of play.

 

And just because it is the default turret for Recruits does not mean it is a noob turret. It actually takes skill with using Smoky for you to cause proper damage to your opponent. 

Edited by sm0ky

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I just had the idea to take an M0 account and check the critical + Range myself (we have damage indicators now :) :) )

Result:

> Smokys Critical IS reduced by range.

 

I had to be pretty close to deal full critical damage, and each time I pounded a tank from far away the critical was significantly lower.

 

As I was not very happy about it, I skipped to measure the ranges, damage, and build a mathematical model out of it. If someone wanna do it: all it takes would to be compare criticals to normal damage. From the normal damage you can calc back to the range.. and you're done to find out how it works.

 

I am not surprised, that the critical worked different on the testservers. The Freeze effect was also much, much weaker there, as I checked it first. Seems like they've done some tweaks already during the phase between test and release.

 

The strong freeze effect was also a surprise for me, because I experienced it different in the test server.

 

I played a bit around with my Smoky M1 battle and compared the yellow highlighted critical shot numbers with the white normal shots and I am pretty sure, that the weak damage of the critical shot is at 10 % as well (referring to critical damage). It's kind of tedious to test this on a broad basis... but I'd think that the critical shot has the same ranges and gradations as the normal shot (max./min./weak dmg.).

What I find a bit irritating, is that the Devs. made it this way that the displayed damage counter varies from shot to shot (probably varies up to 10 damage after new system), which cannot be explained by range, since it also varies within the max. damage range (I guess this is applied for all the weapons). I assume they made it like this, so that the shots do not look so standardized and a bit more "realistic".

 

Anyway there is a huge damage difference between the minimum damage and the weak damage at Smoky. 

Edited by Tani_S

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Yes. I have to say, I actually like this damage model of max, min and weak damage. You have a definitely set range, and at the same time you deal at least a little damage at rangers longer then that.

 

It's kind of sad, that criticals do decrease with range too (or at least have a way lower hp decrease over range).

 

Without more usefull criticals the Smoky clearly deals less damage then thunder at the weak damage ranges (Thundder has 50%, Smoky 10%).

Also Thunder has the splash to be more efficient, while smoky can not offer (anymore) something to keep up with it.

 

The only advantage of smoky is the higher fire rate.. which comes at a disadvantage of exposing yourself.

 

 

All togehter I assume, that most Smoky pilots will opt for the alteration Assoult Ammunition, as soon as they realise the low critical impact.. but of course we do not know yet the M3 alteration. Maybe this is the critical hit increase.. on cost of.. whatever.

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I made a quick spreadsheet (X=turrets, Y=ranks) of the number of ranks until the next modification. Of the turrets, Smoky had the widest modification gap of all turrets (13 rank-ups? I don't have the sheet in front of me right now) occurring from M1 to M2.

Yikes! That's a long time.  

 

I went from Thunder M1 at WO4 so wait wasn't as long. And got Smoky M2 in Atlas kit. But that was expensive to.

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 pretty sure, that the weak damage of the critical shot is at 10 % as well (referring to critical damage).

 

Anyway there is a huge damage difference between the minimum damage and the weak damage at Smoky. 

Well that sucks. thought having critical not affected by range would mitigate some of the vast nerfing it received.

 

And I don't understand why Thunder has 50% weak damage while smoky has... 10%??  10% of already weak damage vs 50% of Thunders greater damage?  David vs Goliath at very long range...

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Should have enough for Guardian kit when the paints go on sale.

 

Is Smoky M3 still competitive with most other turrets?

Of course it is! Smoky is so OP after the rebalance! But it's close to mid range now, not mid to long range

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Of course it is! Smoky is so OP after the rebalance! But it's close to mid range now, not mid to long range

Sad how a smoky with DA can beat non-drugging freeze-fire-isida in close combat...  literally go the the "most annoying turrets" topic and read why everyone hates smoky, from fire users to rail and thunder users.  Only vulcan was voted more annoying, and that was mainly before the impact force was nerfed.

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All togehter I assume, that most Smoky pilots will opt for the alteration Assoult Ammunition, as soon as they realise the low critical impact.. but of course we do not know yet the M3 alteration. Maybe this is the critical hit increase.. on cost of.. whatever.

Maybe on cost of all the impact force  :lol:

 

What I don't understand is why I sometimes see damage counters that are way below my minimum damage and are also clearly not the weak damage of my Smoky. It appears to me that the counters and the wiki parameter are not fully aligned, which might also be the reason why for the "Truth about Thunder" Video in the other thread.

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Sad how a smoky with DA can beat non-drugging freeze-fire-isida in close combat...  literally go the the "most annoying turrets" topic and read why everyone hates smoky, from fire users to rail and thunder users.  Only vulcan was voted more annoying, and that was mainly before the impact force was nerfed.

Oh the joys of booping walls

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Smoky is OP after the update. I cant wait to get the M1 since on double damage my viking m0 was killed in TWO shots that none were critical!

Yep. One incident is all that is needed to arrive at a conclusion.

 

Sad how a smoky with DA can beat non-drugging freeze-fire-isida in close combat...  literally go the the "most annoying turrets" topic and read why everyone hates smoky, from fire users to rail and thunder users.  Only vulcan was voted more annoying, and that was mainly before the impact force was nerfed.

Why are you surprized when one tank with double its noirml hit poijtns can beat a tank at its norml hit points. Thats teh drugstalking not the turrets.

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All togehter I assume, that most Smoky pilots will opt for the alteration Assoult Ammunition, as soon as they realise the low critical impact.. but of course we do not know yet the M3 alteration. Maybe this is the critical hit increase.. on cost of.. whatever.

 

 

Maybe rich Gizmoo players who have too many Cr to burn will do so. But new players do not have the CR to pay for these silly 'alterations' because every Cr is neede just to keep their one turret/hull combo viable in combat buying just what is absolutely needed and not a CR more.  And reducing my damage output is NOT something that is needed.

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Yep. One incident is all that is needed to arrive at a conclusion.

 

Why are you surprized when one tank with double its noirml hit poijtns can beat a tank at its norml hit points. Thats teh drugstalking not the turrets.

Who says just one? I was providing an example. I love your assumption, though!

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sure.. the alternations are only usefull for higher ranks

 

The truth about thunder video showed lower damage, as it recorded only the kill-shots.. I assume there was not more to be taken away from his poor victim :P

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Smoky M1 with double damage can kill Mammoth M0 in three shots in 5.1 seconds...way too short for the Mammoth to do anything about it...same can be said for Titan M0...anything under that is a two shotter. Smoky M1 is only 11,000 crystals. I'm buying!

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