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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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But even though max smoky may be unchanged. All other turrets essentially got a buff, and they can potentially get back to back crits. Smoky cannot currently do this, and always atleast needs a minimum of 2 fodder shots to even crit once. It's an unintended nerf on the whole.

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8 hours ago, Rutgers said:

I used to aim really good with smoky but ever since they made it into a projectile I am missing extremely important shots, ones that can change the fate of the game and its really annoying. Sometimes I feel like I have to hit the exact center of the hull or the projectile will just fly by.

I don't have that problem with my Smoky but the thing that bothers me is I get Zero damage on my first 4 or 5 shots.  I should get at least minimal damage on all shots and of course big damage on the critical shot.  I am using Autocannon turret.

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4 minutes ago, LambSauce said:

3rgmyFL.png

One of the worst Smoky augments, amirite?

(from a reward container)

It is quite meh.

It's like having thunder when you could buy the alt that (only) removed splash damage.

I bought it (on sale), used it twice, and never equipped it again.  At least u didn't waste crystals on it.

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8 minutes ago, LambSauce said:

3rgmyFL.png

One of the worst Smoky augments, amirite?

(from a reward container)

Hmm, you get some better options than this.  Get Autocannon if you want to use Smoky

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1 hour ago, LambSauce said:

3rgmyFL.png

One of the worst Smoky augments, amirite?

(from a reward container)

It's subpar at endgame. It was barely hanging on before the Smoky conversion, but after the conversion, it just became worse because that unnecessary projectile speed decrease. 

 

Adrenaline is a more practical option. 

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22 minutes ago, At_Shin said:

This augment is just alright. It's a lot weaker than other stunning augments such as railgun-stun or striker-stun.

I want this Augment, but instead just pulled out Jammer Immunity >.<

I personally find Paralyzing Rounds very strong, although that depends on the setup. Hopefully it will be in the next few Challenges or so 

This Augment is potentially way more potent than Striker Stun and Railgun Stun, if you know how. Just a hint: Hornet-Smoky is generally a strong combo for me right now

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Between the period of the 16-20th of May, something phenomenal occured. For those 4 days, I was able to turn any Smoky I was using (besides Supercumulative Rounds) into a Sorted Ammunition Smoky. That is, they would always give me either:

Crit, normal, normal, Crit 

or

Crit, normal, normal, normal, Crit

 

How I achieved this was by using Dictator's Supercharge, which had just been buffed to 5 seconds, two days before the phenomenon started. After Supercharge, or more accurately, after hitting a number of shots during Supercharge, my crit rate was raised to the highest possible. I was able to recreate this with Stock, Adrenaline, HPAS, Incendiary Rounds, Cryo Rounds, Autocannon and EMP Rounds. 

 

I decided to use my Mk5 Smoky on an alt, which had a different crit rate and maximum critical chance. The same thing happened for the Mk5 Smoky, where the crit rate after Supercharge was significantly increased. On the 19th of May, this phenomenon stopped happening to my Mk5 Smoky and it went back to normal. On the 20th of May was when it stopped to my Mk7+ Smoky. Since then nothing peculiar has occured. 

 

 

Here are some of the feats I was able to perform.

 

Spoiler

 

Screenshot-2021-05-17-08-29-18-937-com-t 

 

Screenshot-2021-05-17-08-48-20-419-com-t

 

Screenshot-2021-05-17-08-57-50-521-com-t

 

 Screenshot-2021-05-17-22-40-10-742-com-t

 

 Screenshot-2021-05-18-16-33-33-024-com-t

 

Screenshot-2021-05-18-16-55-40-965-com-t

 

 

Screenshot-2021-05-19-22-28-45-399-com-t 

 

Screenshot-2021-05-19-23-18-52-598-com-t

 

 

Screenshot-2021-05-19-21-02-39-755-com-t 

Screenshot-2021-05-17-11-34-58-305-com-t

 

 

Screenshot-2021-05-17-12-37-31-370-com-t 

 

 

I'm wondering if that was a bug or if I received a bout of very consistent god-tier RNG for 4 straight days. Did anyone have something like this occur to them with Smoky? I find it hard to believe that it was simply RNG, because it ONLY triggered when Supercharge was activated. Before the activation of Supercharge, there was nothing wrong. My critical hit schemes were variable, just like they were supposed to be. It was only after Supercharge where the crit rate became high.

 

 

 

Edited by TheCongoSpider
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On 6/10/2021 at 10:25 AM, TheCongoSpider said:

Between the period of the 16-20th of May, something phenomenal occured. For those 4 days, I was able to turn any Smoky I was using (besides Supercumulative Rounds) into a Sorted Ammunition Smoky. That is, they would always give me either:

Crit, normal, normal, Crit 

or

Crit, normal, normal, normal, Crit

 

How I achieved this was by using Dictator's Supercharge, which had just been buffed to 5 seconds, two days before the phenomenon started. After Supercharge, or more accurately, after hitting a number of shots during Supercharge, my crit rate was raised to the highest possible. I was able to recreate this with Stock, Adrenaline, HPAS, Incendiary Rounds, Cryo Rounds, Autocannon and EMP Rounds. 

 

I decided to use my Mk5 Smoky on an alt, which had a different crit rate and maximum critical chance. The same thing happened for the Mk5 Smoky, where the crit rate after Supercharge was significantly increased. On the 19th of May, this phenomenon stopped happening to my Mk5 Smoky and it went back to normal. On the 20th of May was when it stopped to my Mk7+ Smoky. Since then nothing peculiar has occured. 

 

 

Here are some of the feats I was able to perform.

 

  Hide contents

 

Screenshot-2021-05-17-08-29-18-937-com-t 

 

Screenshot-2021-05-17-08-48-20-419-com-t

 

Screenshot-2021-05-17-08-57-50-521-com-t

 

 Screenshot-2021-05-17-22-40-10-742-com-t

 

 Screenshot-2021-05-18-16-33-33-024-com-t

 

Screenshot-2021-05-18-16-55-40-965-com-t

 

 

Screenshot-2021-05-19-22-28-45-399-com-t 

 

Screenshot-2021-05-19-23-18-52-598-com-t

 

 

Screenshot-2021-05-19-21-02-39-755-com-t 

Screenshot-2021-05-17-11-34-58-305-com-t

 

 

Screenshot-2021-05-17-12-37-31-370-com-t 

 

 

I'm wondering if that was a bug or if I received a bout of very consistent god-tier RNG for 4 straight days. Did anyone have something like this occur to them with Smoky? I find it hard to believe that it was simply RNG, because it ONLY triggered when Supercharge was activated. Before the activation of Supercharge, there was nothing wrong. My critical hit schemes were variable, just like they were supposed to be. It was only after Supercharge where the crit rate became high.

 

 

 

Wow! That's some amazing performances. I haven't used smoky in a long while. Just got a few augments recently so will try it out.

 

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On 10/4/2016 at 7:19 PM, wolverine848 said:

You realize the critical damage of M3 Smoky is less than the min damage of M3 Thunder right?

Yeah, but it does pierce through Modules while Thunder's normal shot doesn't. ?

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I wish Smoky didn't miss its shots so much. Each game I have to deal with ghost shells or weird shots. I posted proof of this with a video but nothing happened. (of course)

I am sure this happens due to the ricocheting ability of the shells, they just bounce for no reason instead of hitting the opponent.

 

Anyway, I am curious to see how well it will perform after the buff, Smoky's DPS was certainly nothing to brag about.

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15 minutes ago, 2shots2kills said:

I wish Smoky didn't miss its shots so much. Each game I have to deal with ghost shells or weird shots. I posted proof of this with a video but nothing happened. (of course)

I am sure this happens due to the ricocheting ability of the shells, they just bounce for no reason instead of hitting the opponent.

 

Anyway, I am curious to see how well it will perform after the buff, Smoky's DPS was certainly nothing to brag about.

I agree - there's a large portion of shots that go off at funny angles.  Misses a LOT more with the change to non-instant hit.

Maybe that's part of the reason for damage buff - makes up a little for increased missed shots.

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1 hour ago, 2shots2kills said:

Anyway, I am curious to see how well it will perform after the buff, Smoky's DPS was certainly nothing to brag about.

The biggest difference will be that HPAS will now break the 1.5k barrier with DD. It will start 2-shotting unprotected medium hulls. There is FINALLY a valid reason to use this augment now, and it is finally separated from its frequently compared relative, Adrenaline. 

 

As for some other augments, some small but positive interaction changes will occur against full HP unprotected enemies. For example:

 

Stun Smoky will now require one fewer shot to kill unprotected hulls if it gets a critical hit while the enemy is alive.

EMP Smoky will take one fewer shot to kill medium and heavy hulls after it EMPs them (if they had DA on before).

Supercumulative now requires one fewer shot to kill medium hulls with DA if it gets a critical hit while the enemy is alive. 

Adrenaline's interaction changes vary but after the buff, they'll become more consistent. Adrenaline will also be able to one-shot unprotected medium hulls with Viking's Overdrive when slightly injured.

Edited by TheCongoSpider
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30 minutes ago, TheCongoSpider said:

The biggest difference will be that HPAS will now break the 1.5k barrier with DD. It will start 2-shotting unprotected medium hulls. There is FINALLY a valid reason to use this augment now, and it is finally separated from its frequently compared relative, Adrenaline. 

 

As for some other augments, some small but positive interaction changes will occur against full HP unprotected enemies. For example:

 

Stun Smoky will now require one fewer shot to kill unprotected hulls if it gets a critical hit while the enemy is alive.

EMP Smoky will take one fewer shot to kill medium and heavy hulls after it EMPs them (if they had DA on before).

Supercumulative now requires one fewer shot to kill medium hulls with DA if it gets a critical hit while the enemy is alive. 

Adrenaline's interaction changes vary but after the buff, they'll become more consistent. 

HPAS might break that barrier, but will it be better than stock?  The slower reload just feels... meh.

And it still comes with the -25% projectile speed.  Smoky misses often enough as it is.

I guess if you like hiding and camping it might have uses...

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1 minute ago, wolverine848 said:

HPAS might break that barrier, but will it be better than stock?  The slower reload just feels... meh.

And it still comes with the -25% projectile speed.  Smoky misses often enough as it is.

I guess if you like hiding and camping it might have uses...

The problem with the augment was the the upside it gave was not worth the downsides it had (and then after the conversion and at the start of the critical hit update, it got a projectile speed penalty and a critical damage nerf for whatever reason). With the Smoky buff, the upside will not have an actual interaction change, and a big one. This one interaction change sets it apart from Adrenaline.

 

Will it be better than Stock? Both Stock and HPAS will have their positives. Stock fares better against protection modules. HPAS will get the jump on injured hulls and full HP unprotected medium hulls. If you're pairing it with Booster, it will be able to one-shot medium hulls now (2-shot if they have DA). 

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3 minutes ago, TheCongoSpider said:

The problem with the augment was the the upside it gave was not worth the downsides it had (and then after the conversion and at the start of the critical hit update, it got a projectile speed penalty and a critical damage nerf for whatever reason). With the Smoky buff, the upside will not have an actual interaction change, and a big one. This one interaction change sets it apart from Adrenaline.

 

Will it be better than Stock? Both Stock and HPAS will have their positives. Stock fares better against protection modules. HPAS will get the jump on injured hulls and full HP unprotected medium hulls. If you're pairing it with Booster, it will be able to one-shot medium hulls now (2-shot if they have DA). 

Alas, don't have Booster.

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Just now, TheCongoSpider said:

Don't need it. It's just to show how huge that one interaction change is. 

Well that Tesla nerf cant come soon enough.  Just exited a JUG battle with 3 of them and they kill you in 2 seconds or less.  It's just stupid how powerful that ball lightning is.  And the fact it's listed as a melee turret is a joke.

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Well I don't know about the other augments, but EMP Smoky now is lethal. If you have DD and you crit the opponent, he is guaranteed dead, since you will deal over 1k damage per shot, and the EMP effect lasts 5 seconds.

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On 9/30/2021 at 3:10 PM, wolverine848 said:

Well that Tesla nerf cant come soon enough.  Just exited a JUG battle with 3 of them and they kill you in 2 seconds or less.  It's just stupid how powerful that ball lightning is.  And the fact it's listed as a melee turret is a joke.

Its like what happens when magnum and easy mode has a baby.

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6 minutes ago, PirateSpider said:

Its like what happens when magnum and easy mode has a baby.

dont get me started again on Magnum.

Back to smoky... played it some more.  It's almost like there was a secret nerf to it's aiming.  It absolutely stinks when you are on the move.  The number of misses is more than double compared to when it was insta-hit.  It's terrible, even with the modest buff to damage.

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