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@michael20028, you misunderstood him. He said that when you hit the same target (tanks, obviusly) your damage value increase till it reach the max value. When you hit another tank, the cycle starts back, so if I aim to player A for some shots, then change and aim to player B, my damage will start again from the lowest value. Got it?

 

If you are firing to A, reach your max value and kill him, you then restart from your lowest value over another player. If you miss your shot, you restart from your lowest value, this is what wrote, I think :)

 

 

EDIT: Saw you understood now ^^

Edited by Guest

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@michael20028, you misunderstood him. He said that when you hit the same target (tanks, obviusly) your damage value increase till it reach the max value. When you hit another tank, the cycle starts back, so if I aim to player A for some shots, then change and aim to player B, my damage will start again from the lowest value. Got it?

 

If you are firing to A, reach your max value and kill him, you then restart from your lowest value over another player. If you miss your shot, you restart from your lowest value, this is what wrote, I think :)

 

EDIT: Saw you understood now ^^

When did You come back Edited by Playep

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Perhaps because the factor 'Luck' should be ruled out as much as possible in a strategic game...

 

Smoky could easily be adjusted, while still remaining a popular weapon. The changes I have in mind are even more interesting than waiting for a 'critical' to come along!

 

Keep smoky a rapid fire weapon, but with each shot you land on an enemy tank the damage increases. If you decide to target another tank or hit a wall, then the cycle starts all over again. You all feel free to fill in the numbers and decide if there should be a limit in (max) damage.

 

The result: less luck, more skill!!

Amazing idea... AMAZING IDEA. However, I don't mind the crits... but I wish they would happen slightly less often with M3... it seems like in the test servers, whenever I go on there... a Titan or Mammy + Smoky on drugs (usually myself since I know its OP) Is in 1st place by FAR. Smoky + heavy hull + drugs = killing machine. It sits around so it can shoot forever, critting away at enemies on drugs, and with HP packs on a heavy hull, you're nearly invincible.. not to mention if there is an Isida nearby.

 

Smoky is slightly OP. The quoted post above would certainly fix this, and I'd love for it to be more of a skill weapon for sure. I would miss the crits though... the crits are exciting honestly, and make the game more fun and interesting. I think it comes slightly too often though. Perhaps give it slightly reduced crit chance, by 1% at m2-m3, and a little less when MU'ing it.

 

 

 

Or perhaps leave smoky the way it is, but create a new gun that has increased damage over consecutive hits? It would be a nice addition to tanki, perhaps it could be like Smoky's "brother."

Edited by r_brandybabyxx0
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Isida is op. I mean auto aim, healing, AND gaining back health? Give us a break.

As an Isida user myself (amongst other weapons), I know there's certainly one huge disadvantage about the weapon - its very short range. It actually requires a lot of skill to be a successful Isida user for this reason. If you think its OP, try it - it's pretty hard to use well, hence all those special abilities which can be maximised only by the more skilled players.

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In my opinion each gun is OP if you know how to use it !

I see you using italics :) 

 

- back to topic, Crit hit is insane now, I use needle and still i die with one shot while on drugs.. (Tanki drugs) hhhh It needs to be reduced slightly, because alot of users use this at higher ranks :/ The crit hit is way to much 

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I see you using italics :) 

 

- back to topic, Crit hit is insane now, I use needle and still i die with one shot while on drugs.. (Tanki drugs) hhhh It needs to be reduced slightly, because alot of users use this at higher ranks :/ The crit hit is way to much 

This exactly. Reduce either the frequency of critical hits, or give them a little less damage. I think both are equally effective for a slight nerf. I'd probably side with less damage though. The crits are exciting, and they should be frequent enough for the smoky user to enjoy seeing the crits happen, rather than it being frustrating how rare they appear. Better to drop the damage a bit... though I think M0 and M1 smoky are perfectly fine, M2 and M3 are OP. M2 and M3 should only have 140 and 150 damage for a crit... at max... 172 and 189 are far too much.

 

Example:

M0 Smoky = Crit damage 80 - 5% chance to crit

M1 Smoky = Crit damage 100 - 6% chance to crit

M2 Smoky = Crit damage 130 - 7% chance to crit

M3 Smoky = Crit damage 140- 8% chance to crit

 

I think this would make it balanced, and keep smoky a unique and fun weapon to use. Lowering the frequency of the crits would just make it a boring weapon to use I think...

Edited by r_brandybabyxx0

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"Re-balance" its for to make all guns equal to have same rights

 

Btw smokey m1 is at Master sergeant and smoky users have to play with m1 until colonel which is big sadness for them (ouchy..... :wacko:  now there is microupgrade :P )

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As an Isida user myself (amongst other weapons), I know there's certainly one huge disadvantage about the weapon - its very short range. It actually requires a lot of skill to be a successful Isida user for this reason. If you think its OP, try it - it's pretty hard to use well, hence all those special abilities which can be maximised only by the more skilled players.

yeah right :lol: . Today in battle it was fun to circling attack :lol:  (mean attacking it by staying out of range and by rotating by its side) isida m2+mammoth m2 with Freeze m2 + hornet m2.  :D

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Perhaps because the factor 'Luck' should be ruled out as much as possible in a strategic game...

 

Smoky could easily be adjusted, while still remaining a popular weapon. The changes I have in mind are even more interesting than waiting for a 'critical' to come along!

 

Keep smoky a rapid fire weapon, but with each shot you land on an enemy tank the damage increases. If you decide to target another tank or hit a wall, then the cycle starts all over again. You all feel free to fill in the numbers and decide if there should be a limit in (max) damage.

 

The result: less luck, more skill!!

Agree with you man but.....

 

 

 

 

Or perhaps leave smoky the way it is, but create a new gun that has increased damage over consecutive hits? It would be a nice addition to tanki, perhaps it could be like Smoky's "brother."

i was thinking that

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@michael20028, you misunderstood him. He said that when you hit the same target (tanks, obviusly) your damage value increase till it reach the max value. When you hit another tank, the cycle starts back, so if I aim to player A for some shots, then change and aim to player B, my damage will start again from the lowest value. Got it?

 

If you are firing to A, reach your max value and kill him, you then restart from your lowest value over another player. If you miss your shot, you restart from your lowest value, this is what wrote, I think :)

 

 

EDIT: Saw you understood now ^^

You back. Glad to see you again.

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Is that. . . .. is that BarbaFenner?! :o I remember him as the guy who rarely posted, but was a dedicated Locker of Topics. . . ^_^ Which certainly isn't a bad thing. . .we could sure use some of that these days.. . :P

 

Anyways. . .

 

@Disorderly: Very nice idea! I like it. :D But I think you could change it so that you could still latch that affect onto multiple tanks. Like say you shoot a Titan 4 times, and then you shoot  a Hornet once, and then you go back to shooting the Titan, the 4 shots are not lost. . . .

 

And in addition to that, Smoky gameplay would be changed a lot. . . . so a refund for Smoky! :lol: :lol: Thumbs up for me, since I don't use Smoky anymore. :)

 

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Eh. But Smoky's critical is meant to kill you on the spot if you think about it. I mean, like I said, don't be afraid to receive deaths in Tanki Online. :rolleyes: It's unlimited. I always love taking up enemy Mines because I'm a fast Wasp. I can just come back again, and the taken Mine would either waste the user's supply, or make way for Teammates. And if he/she doesn't put another one, I can always cap a flag, which hurts them a lot more. :lol: Especially if I come back and kill the actual Mine layer.

 

But not going off topic, Smoky is Thunder's little brother, right? Thunder is meant to be messy, focusing on splashing multiple opponents. Smoky however, must focus on singular enemies. So to eradicate it at once, that's where the Critical comes in. I don't mind it at all. Just keep going, and try not to get hit by that Smoky.

 

It is also a nice idea for another gun. . .. true. . . . . ^_^

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Furthermore:

 

@JayJey: What hull  do you use? . . . . .because Savannah and Needle. . when I go up against those annoying paints, the Critical is nerfed immensely. And don't even talk about the normal hits. . . the resistance is definitely there. . . .

 

If you use a Hornet/Wasp, then of course your Hp is still drastically lowered. When I get targeted by a Smoky, I don't just keep running in a straight line. You have to start zig-zagging or get off the open field and into a bunch of buildings. . . . And the small shots that are not criticals do build up.

 

For Medium hulls, alright, I assume M2 Viking. 220/ You should still have enough health to get cover or fight back, no? And heavy hulls. .. . well I doubt any Smoky wants to waste his time on that. . .:P

Edited by r_DidYouKnowThat0

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Is that. . . .. is that BarbaFenner?! :o I remember him as the guy who rarely posted, but was a dedicated Locker of Topics. . . ^_^ Which certainly isn't a bad thing. . .we could sure use some of that these days.. . :P

 

Anyways. . .

 

@Disorderly: Very nice idea! I like it. :D But I think you could change it so that you could still latch that affect onto multiple tanks. Like say you shoot a Titan 4 times, and then you shoot  a Hornet once, and then you go back to shooting the Titan, the 4 shots are not lost. . . .

 

And in addition to that, Smoky gameplay would be changed a lot. . . . so a refund for Smoky! :lol: :lol: Thumbs up for me, since I don't use Smoky anymore. :)

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Eh. But Smoky's critical is meant to kill you on the spot if you think about it. I mean, like I said, don't be afraid to receive deaths in Tanki Online. :rolleyes: It's unlimited. I always love taking up enemy Mines because I'm a fast Wasp. I can just come back again, and the taken Mine would either waste the user's supply, or make way for Teammates. And if he/she doesn't put another one, I can always cap a flag, which hurts them a lot more. :lol: Especially if I come back and kill the actual Mine layer.

lol hah  :lol:  always do that but waste of time -_-  but love to do that with armor fitted and isida at back healing(so i dont get destroyed) and blowing up mines. The guy planted mine is like

 

 

2ns1e1d.jpg  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:

 

 

lol

Edited by Farhan55

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Ahaha! Yeah, agreed Farhan.

 

I remember an incident from a long time ago, I was on Silence blue team. Another Teammate and I both laid a Mine on the ramp, the one near the cliff. A Dictator M2/Freeze arrives, and we're both just looking at him like ''Hah, what're you going to do? Nub!''

 

Then an Isida goes behind him. . . . We didn't really expect anything.

 

Then, he puts on a Double-armor and takes up each Mine, one at a time, and lets Isida heal him. And. . .you guessed it.

2ns1e1d.jpg

 

But staying on topic. . . . .

 

Eh. Smoky. . . . the Criticals do have a downside. Sometimes they don't appear at all, and you have to rely on the regular shots. So Smoky does have its ups and downs.

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Perhaps because the factor 'Luck' should be ruled out as much as possible in a strategic game...

 

Smoky could easily be adjusted, while still remaining a popular weapon. The changes I have in mind are even more interesting than waiting for a 'critical' to come along!

 

Keep smoky a rapid fire weapon, but with each shot you land on an enemy tank the damage increases. If you decide to target another tank or hit a wall, then the cycle starts all over again. You all feel free to fill in the numbers and decide if there should be a limit in (max) damage.

 

The result: less luck, more skill!!

This. Must. Be. Posted. On. Ideas and Suggestions.

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@Jayjey: Yeah, there's some glitch where you hold your spacebar down, and click somewhere else so that your tank pauses. Then something happens and your tank starts shooting 24/7 without even having to push the spacebar. .. .

 

Used it on Twins once. All you got to do is aim and destroy. Lol..

 

Although I wouldn't recommend it on Smoky. I like to time my shots right instead of just shooting at a rhythm. . .I mean, enemies are that stupid. . .they'll figure you out. :P

Edited by r_DidYouKnowThat0

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Perhaps because the factor 'Luck' should be ruled out as much as possible in a strategic game...

 

Smoky could easily be adjusted, while still remaining a popular weapon. The changes I have in mind are even more interesting than waiting for a 'critical' to come along!

 

Keep smoky a rapid fire weapon, but with each shot you land on an enemy tank the damage increases. If you decide to target another tank or hit a wall, then the cycle starts all over again. You all feel free to fill in the numbers and decide if there should be a limit in (max) damage.

 

The result: less luck, more skill!!

Totally agree. Very good idea. Also the crit makes smoky a very bad duelling weapon. There should not be a max damage in the cycle because by the time you shoot your third shot, they would have turned around. That would make smoky a very good defence weapon paired with freeze. And the cycle should be taken off if your using nuke or smoky would become the new druggers choice weapon.

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This exactly. Reduce either the frequency of critical hits, or give them a little less damage. I think both are equally effective for a slight nerf. I'd probably side with less damage though. The crits are exciting, and they should be frequent enough for the smoky user to enjoy seeing the crits happen, rather than it being frustrating how rare they appear. Better to drop the damage a bit... though I think M0 and M1 smoky are perfectly fine, M2 and M3 are OP. M2 and M3 should only have 140 and 150 damage for a crit... at max... 172 and 189 are far too much.

 

Example:

M0 Smoky = Crit damage 80 - 5% chance to crit

M1 Smoky = Crit damage 100 - 6% chance to crit

M2 Smoky = Crit damage 130 - 7% chance to crit

M3 Smoky = Crit damage 140- 8% chance to crit

 

I think this would make it balanced, and keep smoky a unique and fun weapon to use. Lowering the frequency of the crits would just make it a boring weapon to use I think...

For some reason I feel that the crit in reality is actually 3 times as often, then when I try it seems to do it as the stats say. Apparently smoky hates me. Although since I rely on crits less, it helped me play better... Maybe.

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On average the smoky does 32.45 damage while thunder does 73.8 damage if they are not facing distance penalties. Even if we double smoky's firing speed, which isn't on the stats sheet anymore, it reaches and average of 64.9, which is still lower than thunders damage so thunder is still stronger.

But thunder has splash which makes it really easy to kill at short range, just run and ram.

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@awesomeness: Dumb Thunder-users who think of Thunder as a Smoky are beat when enemies do that.

 

Professional Thunders know how to handle that situation very well. ^_^

 

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