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[GUIDE] Smoky


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Hi guys I am AdamFen presenting my first guide on Smoky. This guide will present you the stats of Smoky from M0 to M3 and how to counter enemies. If there is any questions ask me in this topic.

 

 

 

 

post-474449-0-89221400-1414293063_thumb.png

 

 

Pros:

  1. Fast Reload
  2. Critical hit
  3. Ok recoil to yourself
  4. (At my rank) Most people don't use Smoky paints

Cons:

  1. Damage decreases as distance increases
  2. Critical hit is totally random

 

Now lets get on with the hulls you will be using

 

 

 

Wasp: This is the fastest tank in Tanki, and makes a good combination with Smoky. Speed is your greatest asset, so use it wisely. Also, you can try the peek-a-boo or hide-and-run technique since the turret is mounted near the back of the tank. However, beware of shafts, as they can 1 hit KO you even with double armour.

 

Map: Serpuhov

 

Hornet: Wasp’s bigger counterpart. The extra stability would help you, but since your health is not that amazing, don't charge straight into the battlefield. Rather, tag along w/ others. In CTF, use your rapid fire to knock the defender away from the guy who is capturing the flag for your team.

 

Map: Serpuhov

 

 

Hunter: Everyone starts out with this combo for a reason. It is one of the most versatile combinations, good for mid-fielding and attacking in small maps. With its speed, you can capture the flag.

 

Map: Kungur

 

Viking: The Viking. You can almost always see one in any battle. It makes a formidable pair with Smoky. Its decent speed and good armour makes it a highly mobile and effective unit, capable of playing multiple roles at once.

 

Map: Kungur

 

 

Dictator: I do not have much experience with this combination, but using the peek-a-boo technique, you can achieve good results with this.

 

Map: Dusseldorf?

 

 

Titan: On open maps like Massacre or the centre of Serpuhov, this combo can dominate the field. Its high hp allows it to stay for a long time, and its speed is acceptable to keep in enemies in sight.

 

Map: Massacre

 

 

Mammoth: I usually see this combination defending, However, it can make a good attacking unit in maps like Polygon, where spaces are cramped and the speed is not important. It can stay at the sides, providing support while close range weapons can go in for the objective.

 

Map: Polygon, Serpuhov

 

Now, I shall explain what to do in a 1v1 duel

 

Close-range: Firebird, Isida, and Freeze

 

These weapons require to be close to you to damage you. Provided that you have a faster hull than them, you should be able to outrun them. While running, shoot their sides so they can't go in a straight line. It would give you a few more shots and hopefully kill them

 

Twins and Ricochet

 

These weapons have huge knockback, and can severely disrupt your aim. Your only hope is to do the same. However, since Ricochet has limited shots and fires slowly, you can try dodging its shots

 

Smoky

 

After he shoots you, wait a bit and shoot the corner of his tank just before he shoots you again. That way his tank will turn due to the knockback and he will miss his next shot. You can continue shooting him in the corners after this and with enough skill, you can kill your opponent without getting any damage. - CREDITS TO Mafioza121

 

Thunder

 

If the opponent is doing a peek-a-boo technique, you will lose as Thunder does more damage. You should try to chase him and knock him aim off.

 

Railgun

 

Easiest opponent for a skilled player. Just shoot it side when it charges up. He will miss and you can put 2 shots for his 1 shot.

 

Shaft

 

There are 3 ways to counter this guy

 

  1. Run and hope for the best
  2. Charge in w/ double armour
  3. Shoot while his sniping and keep moving. If you are close to him and have nitro on, you should be able to outrun his turning scope

 

There you go, AdamFen’s guide to Smoky. As this is my first guide, please give advice on how to improve. Thanks.

Edited by AdamFen
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Nice guide, but there are still some things you need to improve. Try and read over it to see if it sounds right. Also, some techniques may need more explaining. 

"Let him shoot first, and then shoot at his sides while he tries to fire. That should knock his aim off."
This should be changed to:

"After he shoots you, wait a bit and shoot the corner of his tank just before he shoots you again. That way his tank will turn due to the knockback and he will miss his next shot. You can continue shooting him in the corners after this and with enough skill, you can kill your opponent without getting any damage."

 

P.S. In the beginning you said that it has "Ok recoil". Do you mean that it doesn't push your own tank as much when you shoot, or do you mean knockback where the other tank gets pushed around?

Edited by Maf

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Love the first point for shaft. As a shaft user myself I find that people often don't get that close. If they do your last point definitely applies.

Nice job.

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For me, the critical hit is between every 3-6 regular shots. I know this as I use smoky in one of my alts. I carefully time my shots so that I can land a critical hit on my most vital targets.

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Love the first point for shaft. As a shaft user myself I find that people often don't get that close. If they do your last point definitely applies.

Nice job.

Thanks M1-A2. I am working on a guide for Firebird

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For me, the critical hit is between every 3-6 regular shots. I know this as I use smoky in one of my alts. I carefully time my shots so that I can land a critical hit on my most vital targets.

It might depend on what modification, as higher modifications has more crit chance

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