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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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On 11/28/2021 at 8:40 AM, stat.padder said:

Columns show what opponent have equipped, rows show ranking based on performance against protection module or tank's augment. Performance is relative (!!!) to other augments. It is based on in-game experience, which follows closely theory (calculated DPS, projectile speed, critical chance, other mechanics). Theory is mostly covered in my analysis of smoky autocannon and can be applied on all augments from screenshot.

On what basis are these ranking made? What "theory" are you basing them on?

Edited by ThirdOnion

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15 minutes ago, ThirdOnion said:

On what basis are these ranking made? What "theory" are you basing them on?

It's the coughpersonalopinioncough theory me-thinks.

I mean - those 180 hours with the turret must make him/her an expert. amirite?

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On 11/28/2021 at 6:40 AM, stat.padder said:

https://prnt.sc/20xwxf8

Image (screenshot) contains ranking of smoky garage augments.

 

Columns show what opponent have equipped, rows show ranking based on performance against protection module or tank's augment. Performance is relative (!!!) to other augments. It is based on in-game experience, which follows closely theory (calculated DPS, projectile speed, critical chance, other mechanics). Theory is mostly covered in my analysis of smoky autocannon and can be applied on all augments from screenshot.

Dark green = excellent, green = very good, yellow = good, orange = neither good nor bad, red = bad, dark red = really bad

If colours overlap, that means there is such a small difference that augments can be ranked either way.

White line = performance of smoky with standard settings. It is close to cryo rounds usually.

 

If there is problem with image, I would ask mods to fix it or alternative option could be offered.

I don't use Smoky, but from what I can tell facing off against it, Supercumulative Rounds is much too high, Autocannon is too low, and Adrenaline is rarely better than Cryo Rounds. Just my personal opinion.

 

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4 hours ago, Abellia said:

Even if you're placing them together, I still think you're placing Supercumulative too highly and Adrenaline/HPAS too low…

…but with my playstyle…

Adrenaline if you look at the table has the best score overall, so where is it placed low??? Only against armadillo (to some extend same applies to paladins OD) it was placed below supercumulative. Next, colums are in order that tries to follow how often something was encountered, so by using logic (there are not that many armadillos as there are people with protection module), it means adrenaline is, again, better.
 

HPAS…just by saying that it is “splashless thunder” with more criticals, means it is compared to one the weakest turrets in the game, therefore it is just as garbage. It has slower bullet speed, which makes it harder to use. It has convenient DMG, which is nice, but as soon as I faced even 25% module, it becomes a lot harder to play. It kind of has to be used with viking, otherwise results are poor compared to top 4 garage augments.

 

You use viking and thunder a lot, so it is not suprising that you are comfortable with these. I use viking+incendiary rounds (to bait heat immunity) on my main account, then I switch to emp smoky. When I use viking OD, I get it why people do not like supercumulative. Even stock can kill quicker during OD when you get critical. However, here is a thing, smoky+viking OD is so strong that even without critical after 3 shots it can get at least 3 kills easily (during that time it will get that at least one critical which can even one shot,therefore speed everything up). Also viking OD is rare, so during the time  without it (which like entire battle), supercumulative will work well.

 

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1 hour ago, ThirdOnion said:

On what basis are these ranking made? What "theory" are you basing them on?

In this thread about smoky I posted a reply with title “Why is autocannon completely unbalanced (too weak)…”. Someone gave that purple reaction (“thanks” something like that) and it’s few reply before my screenshot with ranking so it shouldn’t be hard to find.

 

Same math for autocannon applies to all other smoky augments (only parameters are different). If someone thinks something is wrong there, they are free prove that analysis from that reply is wrong. Everyone has access to data from tanki wiki and all they need to do is calculate for themselves (it is possible that they know quicker and easier way than mine).

 

To save people some time, I will share what I have for other augments, not just autocannon.

-Stock (same for cryo, incendiary, HPAS, adrenaline): 1 critical shot in 4.2 shots on average, or 5 criticals in 21 shots (16 regular shots)

-Autocannon (already explain in detail before): 1 critical in 5.4 shots on average, or 5 criticals in 27 shots (22 regular 58 dmg-garbage shots)

-Stun smoky(there were some weird changes in wiki, my data is from 2 months ago and there were no patch notes for critical chance): 1 critical in 5.9 shots(6 for simplicity),or 4 critical in 24 shots (20 regular ones)

-Supercumulative: 1 critical in 6.9 shot (~7), or 3 criticals in 21 shots (18 regular ones)

 

This above is helpful for average DPS:

Stock: (5*850+16*580)/(21*1.4)=460.2

Adrenaline(I try to lose 54% of hp to reach,+18%,1000 dmg critcal, which is risky, most of the round tank has a lot of hp, so bonus is low, not suprising since smoky is weapon that shines at range around 100m so I am not that much under fire): 460.2 sometimes up to 543 DPS

HPAS: (5*935+16*765)/(21*1.96)=411;with 765 shot it is good against medium tank with no protection(4 shots needed), but other smoky augments are excellent against light and heavy hulls+ protection is not as effective against them

Supercumulative: (3*1275+18*580)/(21*1.4)=485.2 ; in normal interaction I usually need more than 6 shota to kill tanks with any smoky especially after repair, so from my experience I almost always get to the point of dealing critical, which usually occurs after they used repair which makes it devastating for opponent.

Autocannon:(5*850+22*58)/(27*0.5)=409.3 ; terrible, it is like adrenaline vulcan, but with 54% nerf, also a lot worse than 696 DPS of vulcan shoting speed regulator(can be used without heat immunity if user is skilled), worse than twins plasma accelerators.

As for readyaimfire’s reply. Personal opinion is to be respected of course. Performance of augment will differ depending on hull, for example ODs are important. However, after numerous nerfs to hulls ODs, they became so rare, that they do not give as much kills as they used to. E.g. Dictator, I get 4 ODs per 15 min, but in past I got almost the same in 7 mins.
I like cryo rounds as well, when I play assault in defending team I use them mostly. Also, I used them before I bought adrenaline constantly when opponents equipped protection, which can be annoying for supercumulative rounds sometimes. Autocannon, is so bad, it’s unplayable. Every autocannon user I met was just cannon fodder. When I tried it was impossible to play even with dictator. Maybe hornet can work(it has a lot of ODs per battle). 
 

In the end, wolverine848 with your funny reply, congrats. So smart, I got destroyed by that. Everything I wrote got completely obliterated by your increadibly smart comment. This forum is terrible place if there are more people like you here. Well I still gotta see that for myself.

 

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10 hours ago, wolverine848 said:

I mean - those 180 hours with the turret must make him/her an expert. amirite?

I only have 1762 hours on Smoky, but I'm no expert

All four of mine have EMP though, which is nice

I'm glad auto got nerfed in to oblivion because I've always hated it

If I fancy some brainless brick-on-keyboard fun, I'll use my Rico or my Twins

I'm not going to do it with my favorite turret

Edited by At_Shin
Removed sensitive phrasing.
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19 hours ago, stat.padder said:

Adrenaline if you look at the table has the best score overall, so where is it placed low??? Only against armadillo (to some extend same applies to paladins OD) it was placed below supercumulative. Next, colums are in order that tries to follow how often something was encountered, so by using logic (there are not that many armadillos as there are people with protection module), it means adrenaline is, again, better.
 

HPAS…just by saying that it is “splashless thunder” with more criticals, means it is compared to one the weakest turrets in the game, therefore it is just as garbage. It has slower bullet speed, which makes it harder to use. It has convenient DMG, which is nice, but as soon as I faced even 25% module, it becomes a lot harder to play. It kind of has to be used with viking, otherwise results are poor compared to top 4 garage augments.

 

You use viking and thunder a lot, so it is not suprising that you are comfortable with these. I use viking+incendiary rounds (to bait heat immunity) on my main account, then I switch to emp smoky. When I use viking OD, I get it why people do not like supercumulative. Even stock can kill quicker during OD when you get critical. However, here is a thing, smoky+viking OD is so strong that even without critical after 3 shots it can get at least 3 kills easily (during that time it will get that at least one critical which can even one shot,therefore speed everything up). Also viking OD is rare, so during the time  without it (which like entire battle), supercumulative will work well.

 

Huh, really? I've had a lot of luck with HPAS. The thing about Supercumulative is that I'm really not sure of its value vs Armadillos versus Adrenaline and in my experience, it's fallen flat in other scenarios, so again, I think I'll cede to you on that one, since you do seem to be quite certain about how you fight critical protection. What I meant by putting Adrenaline too low is that I would add another slot above where it sits in most of your chart though, so that there's another "tier" above where it sits.

As for the Viking and Thunder thing - it's ironically mostly Striker/Hornet with RRE, Smoky/Viking with Rubberized and Explosive Rounds, Smoky/Crusader with Adrenaline and HPAS, and then for Thunder either Crusader or Dictator, since Thunder with Viking OD feels awful nowadays.

(Fun thing about HPAS - it's nearly identical to Subcaliber Rounds Thunder. Both sit in the 750+ damage barrier, and reload at almost the exact same rate, and their average crit chance is pretty close too, after the recent Thunder change. The only difference is that Subcaliber Rounds Thunder has faster projectiles and more impact force.)
 

18 hours ago, stat.padder said:

Adrenaline(I try to lose 54% of hp to reach,+18%,1000 dmg critcal, which is risky, most of the round tank has a lot of hp, so bonus is low, not suprising since smoky is weapon that shines at range around 100m so I am not that much under fire): 460.2 sometimes up to 543 DPS

The main thing to get with Adrenaline Smoky is 900 damage criticals with 600 damage normal shots, so you need to be at about 65% health, since that gets you to 1500 damage with one normal + one hit. 1000 damage at once helps but I find that because of the lower health requirement and because you don't really get consistent crits anyways, it isn't one of the big draws of Adrenaline Smoky.

Edited by Abellia
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2 hours ago, Abellia said:

 ...

The main thing to get with Adrenaline Smoky is 900 damage criticals with 600 damage normal shots, so you need to be at about 65% health, since that gets you to 1500 damage with one normal + one hit. 1000 damage at once helps but I find that because of the lower health requirement and because you don't really get consistent crits anyways, it isn't one of the big draws of Adrenaline Smoky.

Those combos with adrenaline come in handy. ~1200 + ~ 1800 -> dead medim hull. If someone wants to reach such damage combos or break dmg barriers easily they should use booster because even losing 12.5% of the hp will help a lot(1500 regular shot/750 vs BD;2036 crit/1018).

If I made ranking based on usage with booster drone. On top of garage augments in the every category would be adrenaline by far. Since these mechanics can compensate even against armadillo. Incendiary rounds in this case do not break dmg "barriers" and burning dmg can't be boosted further. Also supercummulative does not benefit as much from booster.

However, when I made that ranking ,I tried not to look how certain drone or hulls OD changes it. When I shot someone I rarely have chance to finish them off in few shots. Not to mention that a lot of drones can't have boosted dmg equipped constantly like booster. Also problems when someone has protection module...or armadillo. So even nice dmg combos or breaking dmg barriers haven't helped me too much in my journey, months of constantly using same thing.

Maybe...if I had booster, this would be different. However, while I used Brutus(something many use) this is what simply worked really well and probably it will stay the same once I switch to defender(honestly any drone that can't have boosted dmg always and dmg bonus).

Edited by stat.padder
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I added short disclaimer under that link to screenshot with ranking. In the end, the discussion was constructive. Thanks to you all, very nice.

That ranking would also need expansion for situations with certain drone, with/out boosted armor and damage, hull OD, etc. The problem then would be too many categories, which is possible to overcome with redesign. I'll see about that and something might be different if balance changes come in meantime.

Edited by stat.padder

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On 11/30/2021 at 2:45 PM, stat.padder said:

I'll see about that and something might be different if balance changes come in meantime.

Goddamnit, why'd you jinx it? The new freezing changes... I have no clue where Cryo Smoky is going to fall now ?.

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2 hours ago, Abellia said:

Goddamnit, why'd you jinx it? The new freezing changes... I have no clue where Cryo Smoky is going to fall now ?.

I can't wait to try it tomorrow. It might become my favourite, especially since I use dictator, so OD's supercharge equals boosted dmg disabled constantly. 

However, I am now afraid they might nerf it in future. If they gave it ability to disable speed boost + reduce also normal speed by,idk, 40% that could have been fine I think. 

Edited by stat.padder
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3 minutes ago, stat.padder said:

Can't wait to try it tomorrow. It might become my favourite. Especially since I use dictator, so OD's supercharge equals boosted dmg disabled constantly. 

However, I am now afraid they might nerf it in future. If they gave it ability to disable speed boost + reduce also normal speed by,idk, 40% that could have been fine I think. 

Yeah I think it's going to be a powerhouse, it looks like it's going to easily be equal to AP, maybe even EMP Smoky once you factor in that it suffers much less versus people with the respective immunity or against protections. Absolutely nuts. 

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8 minutes ago, TheCongoSpider said:

After approximately 10 months of trying with Ultra Containers, I have finally obtained the Sorted Ammunition augment for Smoky onnamy of my accounts. My first attempt at it in February of 2021 ended on failure with my x10 Exotic chance going towards Hopper XT instead of a Smoky augment, which allegedly had a 5x higher chance of dropping than the other exotics. 

 

February 7th, 2021:

 

Screenshot-2021-02-07-17-59-02-184-com-t 

 

December 30th, 2021:

 

Screenshot-2021-12-30-07-04-03-351-com-t

 

Well... congrats I guess :p But why do you want that augment? Is it any good?

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13 minutes ago, DestrotankAI9 said:

Well... congrats I guess :p But why do you want that augment? Is it any good?

It deals a critical every 4th shots but i believe emp smoky is way stronger.

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16 minutes ago, DestrotankAI9 said:

Well... congrats I guess :p But why do you want that augment? Is it any good?

It was and still is a comfort augment. Part of the reason I liked and still like Smoky gameplay is counting step chances and advancing my critical chance to a positive number and soon, the maximum number. It was also the reason why I found Railgun, and Round Destabilisation in particular, to be appealing to use around mid 2021. 

 

Being able to control when and to whom you deal your critical damage is nice to have. This is amplified by the critical hit rate nerf that Smoky received in March 2021 and the normal/critical damage buffs received later in the year. That buff decreased Smoky's shots-to-kill when normal shots and critical shots work in tandem, which is plus for Sorted Ammunition.

 

Due to that nerf of critical hit rate in the low ranks, and the recent firing rate buff for Smoky coupled with the normal damage and critical damage buffs, you can consider it "broken" down there, but at endgame, where the critical hit rate is proper on its own, other options become available. Like numericable stated, EMP Rounds is still better as that augment was made for dominating (like most AP and EMP augments). Sorted Ammunition was made for comfort.

 

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7 hours ago, TheCongoSpider said:

 

Then.? What's the meaning of knowing when you will deal the critical if it wont do any status effect, not stun nor EMP. Just a slightly increased damage of 265 dmg.   Don't say for anything OP to not make people mix what is real OP like Stun Railgun with what's never close to be OP (Sorted Ammunition).

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11 hours ago, asem.harbi said:

Then.? What's the meaning of knowing when you will deal the critical if it wont do any status effect, 

Just because something does not apply a status effect doesn't mean it's weak. 

 

11 hours ago, asem.harbi said:

Don't say for anything OP to not make people mix what is real OP like Stun Railgun with what's never close to be OP (Sorted Ammunition).

I laid out very specific criteria that made Sorted Ammunition "broken". Read it again to see it. 

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I am wondering, why is AP smoky much weaker than emp smoky? Critical damage lowered by 25% and AP status for 3 seconds while emp smoky have a lowered crit damage by 15% and EMP status for 5 seconds?

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24 minutes ago, numericable said:

I am wondering, why is AP smoky much weaker than emp smoky? 

Don't we all. It would appear that the Devs don't see it as urgent to correct, but instead, hand Smoky a one-size-fits-all all buff that despite still being statistically inferior to EMP, it will at least be worth using in a vacuum. Similarly for Paralyzing Rounds for Smoky. It was generally bad for a Stun/Smoky augment but the recent firing rate buff makes it actually worth using in a vacuum if you are accurate with it. It still shouldn't have such hefty penalties to the critical hit rate and damage yet here we are. 

 

26 minutes ago, numericable said:

Critical damage lowered by 25% and AP status for 3 seconds while emp smoky have a lowered crit damage by 15% and EMP status for 5 seconds?

They aren't exactly consistent when doing balance changes and tend to forget about some things after "balancing" them. AP Smoky was a very powerful solo augment on release and their balancing decision was to give it a bit nerf when the Smoky reqoekrncame. And since then, Smoky's augments have more or less been forgotten. So there being gaps between Smoky's augments' effectiveness isn't a suprise. 

 

Let's compare it to AP Hammer. On release, it was less of a dominant solo augment as you would only have enough AP time for one or two unprotected shots because the clip reload was 5 seconds. But then Hammer received a clip reload buff to 3 seconds but they did not reduce the AP duration, so it ends up being dominant for a long time and even up until now. What has happened? Hammer has its turn for Ultra Container status effect augments and their existence justified AP Hammer's overpowered stats. Hammer got attention in that regard, Smoky did not. It's not logical for AP duration to he longer than EMP duration yet here we are with Hammer, just because of the gaps the developers leave when balancing the equipment. 

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5 hours ago, TheCongoSpider said:

Don't we all. It would appear that the Devs don't see it as urgent to correct, but instead, hand Smoky a one-size-fits-all all buff that despite still being statistically inferior to EMP, it will at least be worth using in a vacuum. Similarly for Paralyzing Rounds for Smoky. It was generally bad for a Stun/Smoky augment but the recent firing rate buff makes it actually worth using in a vacuum if you are accurate with it. It still shouldn't have such hefty penalties to the critical hit rate and damage yet here we are. 

 

They aren't exactly consistent when doing balance changes and tend to forget about some things after "balancing" them. AP Smoky was a very powerful solo augment on release and their balancing decision was to give it a bit nerf when the Smoky reqoekrncame. And since then, Smoky's augments have more or less been forgotten. So there being gaps between Smoky's augments' effectiveness isn't a suprise. 

 

Let's compare it to AP Hammer. On release, it was less of a dominant solo augment as you would only have enough AP time for one or two unprotected shots because the clip reload was 5 seconds. But then Hammer received a clip reload buff to 3 seconds but they did not reduce the AP duration, so it ends up being dominant for a long time and even up until now. What has happened? Hammer has its turn for Ultra Container status effect augments and their existence justified AP Hammer's overpowered stats. Hammer got attention in that regard, Smoky did not. It's not logical for AP duration to he longer than EMP duration yet here we are with Hammer, just because of the gaps the developers leave when balancing the equipment. 

I hope you are not suggesting smoky AP be buffed... ?

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14 hours ago, TheCongoSpider said:

I laid out very specific criteria that made Sorted Ammunition "broken". Read it again to see it. 

Umm, you're right here, I haven't read your post fully.   But honestly after I read it, yes it may be strong in low ranks, just like Auto Cannon, and its strength get lessen by upgrades. But honestly any augments will be strong at low ranks, not just Sorted Ammunition.  And for max upgrade, it's 22.7% for stock and 25% for SA augment. Not a huge difference, even if it was 30%. The critical damage for Smoky is still just 800dmg. Why all of the cares about timing such a not important thing!

.. And about the Smoky AP , I don't know why some players are suggesting to buff some OP augments to a level of another OP augment instead of suggesting to nerf the OP one. Or you love to make the game more unbalanced!

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9 hours ago, wolverine848 said:

I hope you are not suggesting smoky AP be buffed... ?

I was not. 

 

39 minutes ago, asem.harbi said:

Umm, you're right here, I haven't read your post fully.   But honestly after I read it, yes it may be strong in low ranks, just like Auto Cannon, and its strength get lessen by upgrades. But honestly any augments will be strong at low ranks, not just Sorted Ammunition.  

Autocannon is not good anywhere. 

 

Augments scale differently depending on what paramaters they alter and depending on how those paramaters they alter change with modifications of the Stock turret.

Some augments' effectiveness increase are front-loaded. Some examples include Compact Fuel Tanks, High-Pressure Pump Freeze, Acceleration Protocol, Electroturret, Dragon's Breath, Beserk, Plasma Accelerators, Missile Launcher "Uranium", Shooting Speed Regulator, Sorted Ammunition, and most Incendiary augments. These augments are most distinct from the others or are more potent relatively the lower you go down modifications. 

 

Some augments' effectiveness increase are back-loaded. Some examples include Incendiary Mix, Toxic Mix, Blunderbuss, many of Smoky's augments, the other Vulcan augments, Hyperspace Rounds, AP Magnum. These augments are most distinct from the others or become properly potent to use its characteristics the high you go up modifications. 

 

Some augments scale horribly throughout modifications, examples being Autocannon and Rapid-Fire Mode. 

 

1 hour ago, asem.harbi said:

And for max upgrade, it's 22.7% for stock and 25% for SA augment. Not a huge difference, even if it was 30%. The critical damage for Smoky is still just 800dmg. Why all of the cares about timing such a not important thing

Again, Sorted Ammunition was made for comfort, comfort. Smoky's critical hit chances are variable. Your maximum critical chance is a coinflip. A Stock Smoky can go 8, 12, 18, 40 shots without a critical hit due to the critical hit not being guaranteed or skewed to your favour (it is not above 50%). Sorted Ammunition alters the critical hit rate to be consistent. Every 4 shots is a critical hit. Stock at Mk7+ has a 30% chance to get a critical hit on the 3rd subsequent hit after spawning or after a critical hit, and a 50% chance on hits occuring after that. Sorted Ammunition will always have a critical hit on the 4th subsequent hit. 

 

1 hour ago, asem.harbi said:

 The critical damage for Smoky is still just 800dmg. 

And it would appear that you're still looking at the EN Wiki. Smoky's normal damage was buffed from 535 to 580 and the critical damage was buffed from 800 to 850 since the 1st of October. 

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2 hours ago, TheCongoSpider said:

 

Honestly your two lists are weird!  How you mean by such augments like Berserk, Plasma accelerator, Uranium, Dragon's Breath and some others as being front-loaded ! Most of the front-loaded Augments are the ones who have a fixed number for upgradable parameters. Like Auto-Cannon for the 0.5s reload, or Sorted Ammunitions for the fixed 4th critical chance. But most of the Augments you listed are being upgradable on percentage, which affect Mk1 and Mk8 with the same percentage.

And Toxic Mix, BlunderBuss, aren't a good examples for back-loaded for me. I understand you in Incendiary Mix as if you mean burning is very strong in low ranks here you're right. But for the rest, I think the examples of back-loaded are just common sense things.

2 hours ago, TheCongoSpider said:

Again, Sorted Ammunition was made for comfort, comfort. 

I think you have already wrote "broken", not comfort.  Which is misleading for players, and confuse them for what the real OP. Like someone who said Railgun (stock) is OP. So I have to correct such misleading info.

2 hours ago, TheCongoSpider said:

And it would appear that you're still looking at the EN Wiki. Smoky's normal damage was buffed from 535 to 580 and the critical damage was buffed from 800 to 850 since the 1st of October. 

Oh, I wasn't know that information were outdated

Edited by asem.harbi

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41 minutes ago, asem.harbi said:

Honestly your two lists are weird!  How you mean by such augments like Berserk, Plasma accelerator, Uranium, Dragon's Breath and some others as being front-loaded ! Most of the front-loaded Augments are the ones who have a fixed number for upgradable parameters. Like Auto-Cannon for the 0.5s reload, or Sorted Ammunitions for the fixed 4th critical chance. But most of the Augments you listed are being upgradable on percentage, which affect Mk1 and Mk8 with the same percentage.

I don't think it's worth me trying to explain further. 

 

41 minutes ago, asem.harbi said:

I think you have already wrote "broken", not comfort.  Which is misleading for players, and confuse them for what the real OP. Like someone who said Railgun (stock) is OP. So I have to correct such misleading info.

Did you forget the criteria I used for a someone to make that judgement? I specifically stated:

 

  1. Lower modifications of Smoky having a low critical hit rate
  2. The critical damage and normal damage buffs and why they were significant in improving the effectiveness of Smoky at high ranks
  3. The recent firing rate buff
  4. Low rank gameplay

 

45 minutes ago, asem.harbi said:

I think you have already wrote "broken", not comfort.  

And it's important to note under what circumstances the augments were implemented into the game. Sorted Ammunition was implemented into the game alongside the Smoky conversion from hitscan to projectiles and its changes in the critical hit accumulation. 

 

When Smoky was converted, the only critical chance paramater that was upgradable throughout modifications was the chance step. Every Smoky had the same initial, maximum and minimum chances. The difference between the modifications' critical hit rates was how quickly your Smoky would build up from the minimum chance to the maximum chance. It was there that Sorted Ammunition was used to bring order to a chaotic critical hit rate, thus allowing you to not have to worry about the unknown moment your critical hits will arrive and to remove the random chance aspect of it. 

 

We fast forward to approximately 2 months later where the critical hit update came and every turret had its own. In this update, the maximum critical chance for Smoky became an upgradable paramater alongside the chance step. This gave a significant nerf to the lower modifications of Smoky. With this nerf, Sorted Ammunition became more powerful RELATIVE to the other Smoky augments and to Stock in the low ranks. This was then amplified by the critical hit and normal damage buffs of October 2021, and the firing rate buffs of December 2021. All of this come together to make the augment very powerful and statistically the most powerful Smoky AT LOW RANKS/MODIFICATIONS. One can consider it "broken" AS A SMOKY AUGMENT. 

 

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18 minutes ago, TheCongoSpider said:

I don't think it's worth me trying to explain further. 

 

Good, we have reached a closed circle here. Reader is the judge

20 minutes ago, TheCongoSpider said:

We fast forward to approximately 2 months later where the critical hit update came and every turret had its own. In this update, the maximum critical chance for Smoky became an upgradable paramater alongside the chance step. This gave a significant nerf to the lower modifications of Smoky. With this nerf, Sorted Ammunition became more powerful RELATIVE to the other Smoky augments and to Stock in the low ranks. This was then amplified by the critical hit and normal damage buffs of October 2021, and the firing rate buffs of December 2021. All of this come together to make the augment very powerful and statistically the most powerful Smoky AT LOW RANKS/MODIFICATIONS. One can consider it "broken" AS A SMOKY AUGMENT. 

Not in low ranks nor in high rank Sorted Ammunition is stronger than Stun or EMP or AP Smoky.  Also I don't think it's an absent fact from you that discussions in the forum are lying on Mk8 versions. And even if we talk about low rank, they rank quickly in less than maybe 30 hours to reach Mk5, which have higher critical rate.

Also don't you contradict yourself here?

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