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Overpowered Smoky...


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I've been playing for 3 years now, I have seen this game change a lot, mostly for the good, I remember when ricochet ruled and then it was brought down in power e.t.c.. to be reasonable, well, it's time for smoky, it is extremely worse than ricochet ever was and yet no one comments about it???  sometimes 1 hit kills my m3 mammoth it's ridiculious and I refuse to pay any more money or bring new players into this game unless something is done about it, the "critical hit" is absurb to say the least, it happens more often than not and ruins the game completely IMHO, I beg the developers to curtail smoky and remove this critical hit factor, smoky was/is the first gun you get in this game and thus considered the "noob" gun, all of the sudden it rules pretty much ever other gun... HINT TO DEVELOPERS: If you want to see which gun is much more out of balance with the others, just look at how many smoky's are in games and drugging only to make it worse...

 

 

Thanks for reading my thoughts, I hope others can get on board with this and get something done, of course I expect all of the non skills to have something to say about it because of course they use it often, I've been down this road before... so then, please only comment e.t.c... if you are against how smoky is over powered and the "critical hit."  

 

Thank you...

 

 

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Just get Needle or Savannah.

 

And just because it is given to you in the beginning does not mean it should be the worst gun. Without the critical hit, it's completely boring. . .

 

But then again I'll be happy if they refund it since I bought it at 50% off in another sale quite a while ago.

 

Furthermore, it's a pretty expensive gun ranging at 114k for M2. . .so you get what you pay for. :O

Edited by r_DidYouKnowThat0
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Actually, I recently played in a Polygon DM against gens for fun, and I was actually quite shocked at the fact that smoky was actually quite weak without critical shots. I had an m1 titan and they still didn't seem to be doing much damage. Without the critical shots I would think the weapon would be almost garbage.

Edited by HostileTakeover
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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.

Edited by HostileTakeover

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No, I multiplied smoky's damage by 2 to make up for the reload time and it still came out lower than the thunder. Smoky doubled: 64.9 Thunder: 73.8

 

I used the average of the damage shown on the weapons charts.

Edited by HostileTakeover

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DidYouKnowThat is right.

Splash damage is useful but sometimes unpleasening.

And also,imagine how long does it take to kill a Mammy if its without critical hit? Forever.

Yet, it's better if critical hit damage is lower because its quite annoying.

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The guy who has been killed only once in the tanki life is a Master Sergeant, and he got a rating of 1800( about)

And yes tanki have unlimited life lol

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Critical is fine. Besides, in Tanki you have unlimited Life. I'm not sure why people are so scared to get destroyed unless they're addicted to good ratings.. . . .

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!!

  • Like 14

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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. 

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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!!

I've to agree with what you posted!

Devs could set a "start damage value" for every Ms, so M0, M1, M2 and M3 have all different and higher "start damage value". This start damage value could be micro-upgraded aswell.

Then, as you suggested, after X shots on the same target the damage you deal to it reach the "max damage value", different and higher for M0, M1, M2 and M3. In this case, the number of shots needed to reach the "max damage value" could be micro-upgraded, so you need less shots to reach the max damage value..

 

Not sure if what I'm saying reflect your idea, @DiSoRderLY, I hope so,

have a nice day :)

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DiSoRderLY, you didn't describe the idea in a full way. Like what happens after it keeps shoting while it reached the Max Damage Value. Does it start over? Or keep the Maximum Damage Value? I know you said the cycle starts all over again. But does it start again when you die? or start again when you reach the Maximum Damage Value? Half of what you described would also be a bad idea. You are saying that you can shot the wall and gain the Maximum Damage Value. So what I have to do is to take cover, shot Two times and then the Third time would just be inflicting Massive Damage on the Enemy? It's just not that good. It, though could have some few changes made to it. Like you should shot a TANK not the WALL to get the Maximum Damage Value. I don't know about the rest though... Post it in Ideas and Suggestions.

 

EDIT: I just misunderstood your idea. And instead of clearing this message I'd leave it. Nice idea then. Sorry for misunderstanding DiSoRderLY. Thank you if you would understand.

Edited by michael20028

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