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Alternative critical hit mechanic for Smoky


Maf

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At the moment Smoky's crit is like this weird, annoying random thing that happens every now and then and requires very little skill to use, unlike other unique features of weapons such as Thunder's splash damage, Freeze's freezing, Rico's ricochet, etc.

 

Most people suggested that the critical hit should be changed to an ability that you can activate on demand (like the critical strike in Fallout) with a separate key, but developers do not want to add any more keys to the turret firing controls other than Space. So I suggest that Smoky's critical hit should be changed to a more controlled passive ability that gradually increases the damage dealt with every consecutive shot that lands on target.

 

How will it work?
 

First of all, Smoky's base damage will be reduced drastically. Maybe to about 2/3 of the current value. That means that the first shot Smoky hits will have quite low damage. But then, if the player continues landing hits on target, each following shot will have more and more damage until finally (perhaps after 5 shots), the damage will reach critical value, at which point each shot will have the lightning effect on it.

 

The critical damage will continue indefinitely as long as the player keeps landing shots on target. If he misses once - the damage gets reset to the base value. If he pauses too much between shots, the damage also resets. That way the player's ability to use the critical hit will be based solely off his ability to consistently land accurate shots and being able to quickly switch between targets, rather than a random chance. 

 

Let's face it, right now it's extremely annoying when the critical hit doesn't come out when you need it most and instead happens when you know that your enemy is on 1 hp and would die from any normal shot. Vice versa, it's equally annoying when you are fighting a player with Smoky and you would win the fight, but you lose because of the random crit that just happens at the wrong time. I'm hoping that my idea will change Smoky's crit into a much more skill-dependent feature.

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Under review

[wpn] [gmpl]

(yeah yeah, I know, approving my own idea is kinda cheating :р)

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First of all, vice versa* :P


 

Secondly, good idea. Although I disagree about drastically decreasing Smoky's damage at shot 1. It shout be reduced to 2.75/3 or 2.5/3. 2/3 is wayy to much. Then, we could have the Crit hit at 7 shots instead of 10.

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First of all, vice versa* :P (thx)


 

Secondly, good idea. Although I disagree about drastically decreasing Smoky's damage at shot 1. It shout be reduced to 2.75/3 or 2.5/3. 2/3 is wayy to much. Then, we could have the Crit hit at 7 shots instead of 10.

As with any idea like this, all values are up to developers to decide. This change is quite significant, so it will obviously require some thorough calculations, testing and rebalancing.

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I like this cuz I don't use smoky :P It would make anyone facing my savannah like my best friend hhh. I like ur ideas mafioso :P 

JK its actually a good idea, more skill less chance :P

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Well, I hate it when people use smoky on me but when I use it on people it just turns me up (not in the other way :ph34r: ) But seriously Smoky is OP so I think this will be a excellent idea!

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I hate when smoky lands random crit and kills me in 1 shot.

m0,m1.m2 smokys are weak but m3 shoots in the speed of rico. smoky must be changed.

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Smoky m3 can survive face to face with vulcan m4. we need this idea but im not sure about like. what will newbies do? Never will achieve crit.

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This is like nerfing the power of Smoky or what? I like it as it is. This idea means I have to change to a lighter hull to bring out hits to bring out more crits.

 

I'm going to have to disagree heavily since I'm mainly using heavy hulls. It's hard to play chase.

 

-1.

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This is like nerfing the power of Smoky or what? I like it as it is. This idea means I have to change to a lighter hull to bring out hits to bring out more crits.

 

I'm going to have to disagree heavily since I'm mainly using heavy hulls. It's hard to play chase.

 

-1.

What is the reason why you need to change on light hull?

Btw your k/d says alot about your hulls. So low k/d is hard to reach with light hull.

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What is the reason why you need to change on light hull?

Btw your k/d says alot about your hulls. So low k/d is hard to reach with light hull.

Using lighter hulls with smoky enable one to chase tanks and start to land shots much easier, using the hit and run technique due to speed (E.g, Hunter, Viking, etc.) This would become OP. Heavier hulls like Mammoth & Titan are more static.

 

K/D has nothing to do with skills in battle or hulls.

What's more important is how I perform in battles.

Profiles don't tell the entire picture.

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10 shots to reach the cricital value?

 

I dont really like this idea. I upgraded my Smoky almost to M4 (46 MUS) mainly because a single shot make big damages. Developers already lowered the damage from the critical shot in the past, and making normal shots more deadly.

 

I like Smoky how it is right now.

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First of all, I'd like to remind everyone that 10 shots is not a final verdict. If 10 proves to be too difficult, it can be lowered to 9,8, maybe even all the way down to 5.

 

Second, the reduced initial damage is what makes you think that this idea is a nerf. It's not. Only the worst players won't be able to go past the lower damage values. For more experienced Smoky users after 2-3 consecutive shots the damage will be already the same as that of the current Smoky, but after that it will only continue going up until it reaches the maximum! If you are in a battle with a lot of enemies like Polygon CP, you can keep shooting at enemies in all directions and have constant maximum damage. And as for the newbies - they don't have that high of a chance for a crit now, so this update shouldn't make much of a difference to the amount of crits they get.

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Smoky's critical hit is far from random. It was changed a while ago it make it QUITE expectable. I can usually expect when a crit. is going to happen with ease MOST of the time. I can't seem to find the video about it, but it's there! About the idea, having critical damage being dealt indefinitely is basically having Smoky XT. Damage is equal to Thunder with Smoky's reload - too overpowered. Perhaps if they lower the critical damage a bit or that you have a limited number of shots before it goes back (for example) to the 5th step out of ten with damage being dealt more than the stock damage but less than critical damage. Just to not make it COMPLETELY boss.

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It was changed a while ago it make it QUITE expectable. 

Well, for Smoky M4 it appears to happen on the 4th, 5th or 6th shot. That's still random enough to call it unpredictable, since you can't plan how to fight someone unless you know exactly when the crit is going to happen. That's why it was removed from eSports servers - it ruined gameplay on a professional level.

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If they add this feature to smoky, it will be too easy to kill Godmode_on with smoky because every hit after 10 hits will be doing the same damage as critical.  :P

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If they add this feature to smoky, it will be too easy to kill Godmode_on with smoky because every hit after 10 hits will be doing the same damage as critical.  :P

but u cant miss even 1 shot.

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Maybe 3 sec cooldown after reloading is done?

Reloading time+3 secs later your crits will go back to default.

3 seconds is way too long. It needs to be a time that's less than 2 of Smoky's reloads, so that if you miss one shot, there is no way you can continue the combo in the next one. That way you can "kill 2 birds with 1 stone" - stop the combo when the player misses or when the player takes too long to shoot.

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It would be funny if you can actually miss a shot with smoky tho. Unless enemy hides behind a wall in which case i just give up on the guy and go find someone else.  :rolleyes:

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