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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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3 hours ago, TheCongoSpider said:

Autocannon is not good anywhere. 

It's good if you're not fighting any Paladins, you're using Dictator, and you have infinite nuclear supplies.

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11 minutes ago, asem.harbi said:

Also don't you contradict yourself here?

nDfDpPJ.png

Find me where he says that mk1 Sorted Rounds is objectively better than mk7 Sorted Rounds and not just relatively, lul

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On 1/7/2022 at 12:51 PM, asem.harbi said:

Not in low ranks nor in high rank Sorted Ammunition is stronger than Stun or EMP or AP Smoky.  

How did you come to this conclusion? 

 

On 1/7/2022 at 12:51 PM, asem.harbi said:

And 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.

And I think you may have realised by now that the forum consists of players of different ranks and giving advice to them will need you to take into account their rank and the state of their garage. 

 

30 in-game hours is a lot of time. 

 

On 1/7/2022 at 12:51 PM, asem.harbi said:

Also don't you contradict yourself here?

I do not. It seems that you've been misunderstanding what I'm trying to say. 

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Hey, Smoky enthusiasts. I made a video covering the History of Smoky. You should check it out, as i think it's interesting. You don't have to like, subscribe... but that would be nice :)

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How does the smoky´s crit chance work after the latest patch? I thought the steps were still -50, -10, 30, 50% but now it happens sometimes that I crit on the first shot (yes first shot, not first hit) after spawning. Is that intended?

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33 minutes ago, frederik123456 said:

How does the smoky´s crit chance work after the latest patch? I thought the steps were still -50, -10, 30, 50% but now it happens sometimes that I crit on the first shot (yes first shot, not first hit) after spawning. Is that intended?

Likely not intended. Sorted Ammunition is also behaving weirdly, which I will report on later in the Patch Note thread. 

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I am proud to be the owner of that "piece of junk" tank known as Smoky.  It will always lose against a "Flying Monkey" or "Bug Zapper"!  How about upgrading poor little Smokey and give it a little more power?  However, I will stick to my crappy Smokey because I love my little Smookums!  ?

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23 minutes ago, cool12345 said:

I am proud to be the owner of that "piece of junk" tank known as Smoky.  It will always lose against a "Flying Monkey" or "Bug Zapper"!  How about upgrading poor little Smokey and give it a little more power?  However, I will stick to my crappy Smokey because I love my little Smookums!  ?

My bro, Smoky is very powerful right now - one of the top turrets. I use it a lot and do very well with it, so it certainly does not need a buff, or it would be highly OP.  If you think it is weak, what Mk Level of Smoky are you using, with what augments, and what is your drone/upgrade level? Tell me and I can give you some tips perhaps to help, because you shouldn't be having problems winning with Smoky.

However the problems with it are that EMP Rounds is by far the best augment, making the other augments obsolete (pretty boring to have 1 augment far better than the others), and also there is some problem with the critical strike system since the patch.

I really dislike the changes the developers have made to Paralyzing Rounds (or intended to make) in the patch. Having critical strike chance be increased by shooting at walls is a weird and un-fun mechanic to me.

Edited by DestrotankAI9
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1 hour ago, DestrotankAI9 said:

However the problems with it are that EMP Rounds is by far the best augment, making the other augments obsolete (pretty boring to have 1 augment far better than the others), and also there is some problem with the critical strike system since the patch.

EMP Rounds is still the best augment, yes, but I don't think it makes the other augments obsolete, just more niche. Adrenaline offers more raw power, Cryo offers the damage boost reduction that EMP does without the risk of them escaping and using a repair kit as well as offering the full effects of the Smoky buff with combining normal + critical hits, AP offers the defense reduction, Explosive Rounds offers splash damage for all modes (although others apparently have difficulty getting value out of it outside of siege), and Rubberized Rounds allows you to land hits from indirect angles and it enables mobile autoaim cheese.

Other smokies are also great, Adrenaline Smoky in particular contends with Missile Launcher "Hunter".

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1 hour ago, Abellia said:

EMP Rounds is still the best augment, yes, but I don't think it makes the other augments obsolete, just more niche. Adrenaline offers more raw power, Cryo offers the damage boost reduction that EMP does without the risk of them escaping and using a repair kit as well as offering the full effects of the Smoky buff with combining normal + critical hits, AP offers the defense reduction, Explosive Rounds offers splash damage for all modes (although others apparently have difficulty getting value out of it outside of siege), and Rubberized Rounds allows you to land hits from indirect angles and it enables mobile autoaim cheese.

Other smokies are also great, Adrenaline Smoky in particular contends with Missile Launcher "Hunter".

Do you think so, hmm? I feel the other augments are undertuned compared with EMP Rounds, Cryo rounds/Adrenaline are probably fine admittedly, but for instance AP only offers 3 seconds status effect vs EMP's 5, while having lower critical damage and critical hit chance. Ditto for Stun smoky, except 2 seconds (though stun is a more powerful effect, but I still think it should be 3 - unless the crit rate and crit damage are buffed), and I think Rubberized Rounds for Smoky seems a bit trash personally.

Haven't had a chance to try Explosive Rounds I must say, as I don't have it. Incendiary Rounds might also be OK too I suppose. I definitely think that Stun Smoky and AP Smoky could do with some adjustments to bring them in line with EMP though, like EMP and AP Gauss become closer in power with changes before. Or, EMP could also be nerfed - or both. I feel EMP is far out in front of the other Ultra Container augments for Smoky.

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38 minutes ago, DestrotankAI9 said:

Do you think so, hmm? I feel the other augments are undertuned compared with EMP Rounds,

This is what I hoped it would not have come to when they gave away EMP Smoky for an affordable price for the second time. EMP Smoky has drastically risen the standards players have for the turret. They seem to forget that it stems from somewhere, and that is the basis for all of Smoky's augments. The other Smoky crystal augments are good in their own way. They eventually forget that Stock Smoky against supplies is the base gameplay. EMP tramples that by significantly decreasing how long it takes to kill people and for them to kill you back. This was then exacerbated after the reload speed and damage buffs last year.

 

EMP Smoky is an outlier that needs to be dealt with, rather than the other Smokies being weak. You have statistically weak augments like Supercumulative Rounds, Paralyzing Rounds and Assault Rounds, sure, but they are much closer to Stock Smoky and the garage augments than it is to EMP Smoky. EMP Smoky needs to be cut down, and if I'm being honest, nerf it straight into the ground. Show people the stupidity that it was and make people actually play a Smoky that does not take away a player's supplies. If they complain and say Smoky becomes unplayable, you will see how deeply rooted those standards were. 

 

can I blame them for having these standards now? Not entirely with how many AP/EMP augments and meta drones are in play. But players need to know that EMP Smoky is not a standard; it is an outlier. 

 

51 minutes ago, DestrotankAI9 said:

Do you think so, hmm? I feel the other augments are undertuned compared with EMP Rounds, Cryo rounds/Adrenaline are probably fine admittedly, but for instance AP only offers 3 seconds status effect vs EMP's 5, while having lower critical damage and critical hit chance. Ditto for Stun smoky, except 2 seconds (though stun is a more powerful effect, but I still think it should be 3 - unless the crit rate and crit damage are buffed), and I think Rubberized Rounds for Smoky seems a bit trash personally.

AP just has a critical damage decrease. It still has Stock's critical hit rate. Stun Smoky is bad, yes, and the recent patch failed so it did not help, but instead, nerfed it. I can't attest for Rubberised Rounds users on PC but on mobile, it is godly. But then again,  these players will have to have the mental fortitude to comprehend using a Smoky that doesn't take away enemy defenses regularly. ?‍♂️

 

56 minutes ago, DestrotankAI9 said:

Haven't had a chance to try Explosive Rounds I must say, as I don't have it. Incendiary Rounds might also be OK too I suppose. I definitely think that Stun Smoky and AP Smoky could do with some adjustments to bring them in line with EMP though, like EMP and AP Gauss become closer in power with changes before. Or, EMP could also be nerfed - or both. I feel EMP is far out in front of the other Ultra Container augments for Smoky.

I would like to see a fat, vast, humongous nerf to EMP while seeing a few buffs to others such as Supercumulative, Assault Rounds, Stun Smoky and tiny buffs to AP. 

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2 hours ago, DestrotankAI9 said:

Do you think so, hmm? I feel the other augments are undertuned compared with EMP Rounds, Cryo rounds/Adrenaline are probably fine admittedly, but for instance AP only offers 3 seconds status effect vs EMP's 5, while having lower critical damage and critical hit chance. Ditto for Stun smoky, except 2 seconds (though stun is a more powerful effect, but I still think it should be 3 - unless the crit rate and crit damage are buffed), and I think Rubberized Rounds for Smoky seems a bit trash personally.

Haven't had a chance to try Explosive Rounds I must say, as I don't have it. Incendiary Rounds might also be OK too I suppose. I definitely think that Stun Smoky and AP Smoky could do with some adjustments to bring them in line with EMP though, like EMP and AP Gauss become closer in power with changes before. Or, EMP could also be nerfed - or both. I feel EMP is far out in front of the other Ultra Container augments for Smoky.

AP has the same critical hit chance, and remember - AP disables an overdrive, Titan's dome, and it doesn't have a punishment if you fail to chain your EMP. EMP Smoky is definitely one of the outliers as far as legendary augments (all of them, not just smoky) go, I will agree, but I don't think it's fair to say the other Smoky augments are undertuned - EMP Smoky is just ridiculously overtuned.

 

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22 hours ago, TheCongoSpider said:

I would like to see a fat, vast, humongous nerf to EMP while seeing a few buffs to others such as Supercumulative, Assault Rounds, Stun Smoky and tiny buffs to AP. 

I very much agree, except I think you are being a little too harsh on EMP Smoky - let's not encourage the developers' worst tendancies, as we know that they are specialists in "fat, vast, humongous nerfs" that make things totally useless - and I have no doubt one is coming. I definitely think EMP Smoky is too strong, but I would like to see it remain viable. I think EMP and AP Smoky should be equalised (just like the Railgun augments were, and also AP/EMP Gauss), and yes EMP is by far the strongest, so it would be nice to see it brought down a bit. But not to the point that it is useless.

I would like to see buffs to the Garage smoky augments, but developers don't seem willing to do that kind of thing these days sadly. They seem to be nerfing Garage augments to the ground one-by-one, until only Legendary augments (previously Ultra Container augments) are viable, which I think is very sad, because many of the Garage augments were much more interesting and inventive than the Legendary augments, most of which are just "slap X status effect onto Y turret". Look at what they did to Magnum Mortar, and most recently Shock Freeze for example. Two interesting augments, made utterly useless - while AP Magnum and AP Freeze are still going strong.

Definitely would agree on the balance for Stun and AP Smoky, reasonable buff needed for Stun Smoky, and a slight one for AP.

Personally I would like to see - EMP Rounds having the same crit chance as Stun Smoky has now (so that it can keep the 5 second EMP, as EMP duration lower than that is useless), AP Rounds buffed to 85% crit damage, Stun Smoky buffed to 85% crit damage and having stock crit rate (now that it has 2 second stun, that would be fine IMO). Garage augments I would also like to see buffs to, but I wouldn't expect the developers to care, sadly.
 

 

20 hours ago, Abellia said:

AP has the same critical hit chance, and remember - AP disables an overdrive, Titan's dome, and it doesn't have a punishment if you fail to chain your EMP. EMP Smoky is definitely one of the outliers as far as legendary augments (all of them, not just smoky) go, I will agree, but I don't think it's fair to say the other Smoky augments are undertuned - EMP Smoky is just ridiculously overtuned.

 

I didn't know AP has the same crit chance as Stock, my bad. To be honest, I don't really have that much experience with AP Smoky - only used it a little recently. But while it is true that AP counters Titan overdrive, I feel that AP and EMP are fairly close in power level, EMP has significant benefits in that it stops repair kit usage (5 seconds is often enough for a kill, or to lead to a kill), disables speed/boosted damage in addition to armor boosts, or defender drone. You can't cut through modules or Titan overdrive, in addition to Boosted Armor and Defender, like AP can, but I think the overall benefits of EMP status effect make it at least equal in power to AP overall. Therefore I think as with Gauss, AP Smoky and EMP Smoky should be roughly similar.

I agree with you and Congo, on reflection, EMP Smoky is I guess in need of a nerf - rather than other augments brought up to match its power. I think reducing the crit rate to the level that Stun Smoky currently has would be enough. But I think a slight buff for AP Smoky is also called for, even 85% crit damage instead of 75% would be enough perhaps. As you point out, EMP allows an enemy target to reset their repair kit, so for that reason I think EMP effects really need to be at least 5 seconds to be worthwhile - therefore I don't think reducing EMP Smoky's EMP duration is an option. That's why I would go for crit rate reduction.

Edited by DestrotankAI9
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On 1/7/2022 at 6:02 PM, Abellia said:

It's good if you're not fighting any Paladins, you're using Dictator, and you have infinite nuclear supplies.

As an F2Per, I have put my eggs in the wrong basket here. My hard-earned crystals all went into Smoky MUPs and Autocannon. When I fire at someone now, I can almost hear them smile pitifully at me for the ridiculous damage I am dealing them. Of course, I am not the greatest drugger - which doesn't help either. ?

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27 minutes ago, LeGurp said:

As an F2Per, I have put my eggs in the wrong basket here. My hard-earned crystals all went into Smoky MUPs and Autocannon. When I fire at someone now, I can almost hear them smile pitifully at me for the ridiculous damage I am dealing them. Of course, I am not the greatest drugger - which doesn't help either. ?

Wait u are using autocannon, while u could have bought emp smoky challenge with free 2022 tankions which u could earn in super mission. Why? 

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1 hour ago, fire_shoter said:

Wait u are using autocannon, while u could have bought emp smoky challenge with free 2022 tankions which u could earn in super mission. Why? 

Where's there a chance to buy EMP smoky? And way back when I bought Autocannon, it was actually a nice thing. And you see all the conditionals in your question. Neither do I have 2022 tankoins nor the necessary boring life to play challenges that would require being present regularly.

Edited by LeGurp

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49 minutes ago, LeGurp said:

Where's there a chance to buy EMP smoky? And way back when I bought Autocannon, it was actually a nice thing. And you see all the conditionals in your question. Neither do I have 2022 tankoins nor the necessary boring life to play challenges that would require being present regularly.

Dude, u only had to be in one battle winning team per day for 17 days for 2022 free tankions , your loss! 

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I see ?. One challenge and another challenge. As if anybody in their right mind would consider playing that much.

Edited by LeGurp

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Smoky EMP in the past was alright to me even when I did not have EMP Immunity. That might be the case because I can equip armadillo and protection. However, after the smoky buff and this recent unnecesary buff to EMP I can not even equip AP to protect myself from e.g. ap freeze without getting wrecked by smoky emp in the first place, then gauss etc. Even armadillo and protection are no match for that.

 

I will compare to show why it is broken. In the past smoky was able to get 1 crit every 4.2 shots(3.2 regular), which means after applying EMP the was a decent chance that 3 next rounds are not crit. So 4th round was critical on average and that gives 4*1.4 sec=5.6 sec without next emp. 0.6 sec was at least something... someone might be able to activate repair, BD. If they were lucky and 4th shot was not critical they could have repaired and use more supplies. If they get 3rd shot crit(30% chance) they were unlucky so rip.

 

However, now when 4th shot is critical (4.8 sec of waiting) opponents can't react which is unfair when compared to previous one. Protection (even armadillo) is almost useless. If protection can't help why would anyone need AP when emp is so beneficial.

 

My first suggestion is to nerf emp duration for smoky to 4 seconds and to buff AP smoky to 4 seconds. That can be first step in order to see what kind of impact it will have in battles. 

Second (completely different route) would be adjusting how many criticals gets EMP. I suggest that it should have 1 crit every 5.2 shots on average (4.2 regular). In that case EMP duration does not need change.

 

 

Edited by stat.padder

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39 minutes ago, stat.padder said:

Smoky EMP in the past was alright to me even when I did not have EMP Immunity. That might be the case because I can equip armadillo and protection. However, after the smoky buff and this recent unnecesary buff to EMP I can not even equip AP to protect myself from e.g. ap freeze without getting wrecked by smoky emp in the first place, then gauss etc. Even armadillo and protection are no match for that.

 

I will compare to show why it is broken. In the past smoky was able to get 1 crit every 4.2 shots(3.2 regular), which means after applying EMP the was a decent chance that 3 next rounds are not crit. So 4th round was critical on average and that gives 4*1.4 sec=5.6 sec without next emp. 0.6 sec was at least something... someone might be able to activate repair, BD. If they were lucky and 4th shot was not critical they could have repaired and use more supplies. If they get 3rd shot crit(30% chance) they were unlucky so rip.

 

However, now when 4th shot is critical (4.8 sec of waiting) opponents can't react which is unfair when compared to previous one. Protection (even armadillo) is almost useless. If protection can't help why would anyone need AP when emp is so beneficial.

 

My first suggestion is to nerf emp duration for smoky to 4 seconds and to buff AP smoky to 4 seconds. That can be first step in order to see what kind of impact it will have in battles. 

Second (completely different route) would be adjusting how many criticals gets EMP. I suggest that it should have 1 crit every 5.2 shots on average (4.2 regular). In that case EMP duration does not need change.

 

 

They saw the using of repair kit immediately after every EMP'ng is an ambiguous exploitation against EMP turrets, so they nerfed this poor way F2P players was do.

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8 minutes ago, asem.harbi said:

They saw the using of repair kit immediately after every EMP'ng is an ambiguous exploitation against EMP turrets, so they nerfed this poor way F2P players was do.

Obviously, that is the reason. That's why I did not mention reverting that in the first place and suggested something else.

Edited by stat.padder
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Do anyone else think it seems like Smoky misses shots that are shown by the colored silhouette that they should hit?

It happens fairly often for me, I aim at a tank and keep shooting, and the red silhouette is shown the entire time, but still some shots keeps missing despite this, even if I aim directly at the tank. It's as if the tank was not there for a moment.

Do anyone else experience this?

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