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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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Got an alteration question here... My smoky is m1 10/10, using it mostly with dictator m1 10/10 or titan m1 5/10.

 

Would high precision aiming system be a good pick? I generally don't use a lot of drugs, only when it'd give me a good benefit such as a flag capture, golds or high amounts of kills (Inside titan's dome for example). I'm not considering cumulative rounds in the slightest, and I'm not sure I like the freeze/burn ones, so it's either high precision or autocannon much later.

 

Needing to get out of cover less times with dictator doesn't sound all that bad, though I do realize it's effectively lower dps while fighting enemies head-on.

I have the HP alt and don't really use it much.  The slow firing just does not seem right.

 

Have been using auto-cannon since it came out.

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my ranks

I see a lot of Smokies around your rank. Smoky protection is always equipped for me since there are usually 2 or more Smokies on a team in a battle. I would only take it off if the one player that would be Smoky on the enemy team isn't attacking me or pestering me but there are a lot of Smokies at your rank. 

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I see a lot of Smokies around your rank. Smoky protection is always equipped for me since there are usually 2 or more Smokies on a team in a battle. I would only take it off if the one player that would be Smoky on the enemy team isn't attacking me or pestering me but there are a lot of Smokies at your rank. 

Me: Even I have over 1 million crystals, still didn't get Dolphin.

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I've bought Smoky a few days ago and the Autocannon alt as well. Liked the combination at the testserver, so I gave it a go during the sales. Haven't played the Supercumulative rounds at the test server, so it was a bit of a gamble to buy. But it was only 15k, so I've bought it too. I must say, I really like it. Now I need a bit of upgrading, but that will happen next sunday  :)

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Smoky is still one of the best turrets out there !!! 

I have been using it ever since I've made this account(along with a few other things). I liked it so much that I collected for a year and a half to only see Smoky M2's power at WO1. It's every alteration is amazing. It's critical shot is one of the best features of the game. 

 

 

 

Well honestly. It's good and can be used in every MM match when paired with any light or medium hull.

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This morning I was on my first account playing some MM battles, I noticed that the only smokies I saw were auto cannon on titan. Damn that alteration is so annoying.

But were they winning?

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But were they winning?

Yeah.

 

It don't take much skill to use smoky, and it takes much less if you're spamming the shots on your enemies using autocannon, especially if they were using a stable hull.

Edited by DieselPlatinum

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Had a DM battle where there were 3 Autocannon Smokies and 1 Stock Smoky. It was torture. One of the Autocannon Smokies came first. 

I have that, but rarely take Auto-smoke into DMs.  Too many kill-steals.  Titan-Ricco all the way with Trooper drone for good measure.

Yeah.

 

It don't take much skill to use smoky, and it takes much less if you're spamming the shots on your enemies using autocannon, especially if they were using a stable hull.

whaaaaat?

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Striker, gauss, magnum (if they use it as an actual long range turret)

So 3 of 14 turrets - that pretty limited definition of "skilled". Wait... no Rail?

 

And one of your choices is a turret...

- game was not designed for (little to no overhead cover for protection)

- that can camp out-of-sight in base with little fear of attack

- that has wide splash area - so does not really need to hit

- that has an alteration giving it ability to lay mines in enemy base from safety of own base if it misses, while also doing splash damage.

 

me-thinks we have a different definition of "skilled".

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So 3 of 14 turrets - that pretty limited definition of "skilled". Wait... no Rail?

 

And one of your choices is a turret...

1) game was not designed for (little to no overhead cover for protection)

2) that can camp out-of-sight in base with little fear of attack

3) that has wide splash area - so does not really need to hit

4) that has an alteration giving it ability to lay mines in enemy base from safety of own base if it misses, while also doing splash damage.

 

me-thinks we have a different definition of "skilled".

Rails can exploit one thing, and that is that they can just ram into you and get 200% guaranteed hits on you, that's why I excluded it from the skill requirement department.

 

 

Magnum has changed since 2017:

 

1) ok I'll give you that.

 

2) that's what the turret was designed for, and if it went out in the open it'll most likely lose. And the reinforced gun carriage alteration takes that away. And apparently there's quite a few of these RGC users in the marshal + ranks.

 

3) Gauss sniper has a 20m splash radius according to the updated wiki.

 

4) I just assume that every magnum crater hides a mine.

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3) Gauss sniper has a 20m splash radius according to the updated wiki.

Gauss also has better splash damage distribution within the range of the initial hit. 

 

Gauss is able to retain 90% of its damage up to a maximum of 12 metres away from the spot. Magnum is able to retain 90% of its damage up to a maximum of 6 metres away from the spot. 

 

Just thought I'd mention that. 

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Turrets that take skill:

Fire, freeze, Isida, Hammer, Ricco, thunder, rail, smoky, shaft, striker, vulcan, magnum, and Gause

You sir got really low standards. But to each their own.

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Turrets that take skill:

 

Fire, freeze, Isida, Hammer, Ricco, thunder, rail, smoky, shaft, striker, vulcan, magnum, and Gause

So... why the twins "hate"? B)

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So... why the twins "hate"? B)

Call me impressed you noticed. Its not really fair nor correct for me to leave it off. Ive seen some twins players who have no idea what theyre doing and some who absolutely dominate.

 

The same goes for all turrets. Compare a shaft camper to someone playing shaft wasp like Maf who can attack all game and end with a kd of 3. I mostly play freeze/hornet, but when I run into freeze vikings, I should get trashed nut they mostly cant circle strafe and charge right at me. Any turret being used by someone who knows what theyre doing will become immensly stronger.

 

Striker is a great example too. Ive seen some terrible striker players...Im one. But golly, a clan mate who always plays with striker always is in first or second.

 

The difference in skill in tanki makes a huge difference with all turrets.

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does anybody else think that all the recent updates have been unfair to smoky ? firing rate wise smoky used to be 0.3 sec faster then the rest now its only 0.1 faster.

i'm not saying that smoky is weak (it almost always gets me good results if i play well), but i just feel cheated it no longer has superior firing rate it once enjoyed.

Edited by Genuine_Noob

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