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Alternative critical hit mechanic for Smoky


Maf

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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.

imagine smoky in those big maps where you cant do rapid fire.

For example rio? Madness?

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Like smoky, but currently using rail to gain some skill, so +1.

 

Btw i have also seen non-turret-rotating people who move their hull and killed me with dp cuz of critical, when i respawned!

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OK, so right now we have people saying that this will make Smoky OP and we have other people saying that it will make Smoky weak and too hard to get critical hits. So which one is it?

 

I say that it might be better to turn this feature into a rapid damage increase that will help you deal with heavy hulls. Because let's face it - nobody likes to sit there and shoot at a mammoth 15 times only to see them activate a repair kit... Against light hulls this won't be much of an advantage because you'll destroy them in 4-5 shots and move on (your damage streak will most likely reset), but when dealing with a heavy hull, the extra damage increase will really help you speed up the process of destroying it and will force the mammoth to either move out of the way or try to knock your aim off to make you miss and reset your damage.

 

I don't know about you guys, but to me this seems like a whole new range of new strategic maneuvers for both - players with Smoky and players fighting against a Smoky. Making sure that you are constantly hitting the target seems like a much better skill than simply hoping that the next shot will be a crit.

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Under review

[wpn] [gmpl]

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

It is cheating. I like my smoky the way it is. Don't mess with it!

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It is cheating. I like my smoky the way it is. Don't mess with it!

Yea you like smoky because its OP now and stands over other guns in m3/m4 and you dont want it to be balanced just like other noobs do who disagree, They want OP smoky.

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Yea you like smoky because its OP now and stands over other guns in m3/m4 and you dont want it to be balanced just like other noobs do who disagree, They want OP smoky.

I like smoky because it IS balanced! Also, who's the noob, exactly? You quote a marshal and call him noob?

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I like smoky because it IS balanced! Also, who's the noob, exactly? You quote a marshal and call him noob?

also who's the noob? You quote player who is here more than 5 years and own banned generalissimo.

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You must be too much Irritated by Smoky's right? Use it once, with brain not just shooting random spots. Call those noobs who don't turn their Turrets. What was the reason you called someone who uses Smoky noob? Use M1 Smoky without supplies and please, don't cry then too much.


Idk, I like Smoky as the way it is though, but for Criticals, I don't care about 'em. Smoky on Supplies is real deadly though... IMO normal hits damage shall be somewhat increased and Criticals hits damage shall be decreased somewhat and if the Smoky is on DP then normal hits damage should be little decreased, and Criticals shall be made something we can control not something which is completely on luck and random.

when i play with smoky, i dont need brain to kill everyone.

increase smokys dmg? No.

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Really? Then the other people will be damn nub, 'cause its not easy to use Smoky. And did you read my full post? Because you are just not seeing what I said, just random words. If you'd read it you'll know what I said. I did say "Decrease damage" not just increase.

bug or what?

It posted only quote.

Yes i readed. Increase normal damage and decrease critical so you deal more damage with all shots making it even more op.

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I think this is not a good idea...

Because think how OP smoky is when a skilled player uses it now.

 

And if a player is skilled enough to hit every shot they would crit every single shot...

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I think this is not a good idea...

Because think how OP smoky is when a skilled player uses it now.

 

And if a player is skilled enough to hit every shot they would crit every single shot...

he cant miss or wait too long.

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he cant miss or wait too long.

Yes but the really skilled players can hit every shot in the time it takes to reload, and they sometimes have M4 smoky, can you even imagine the imbalance and devastation you could cause by having an M4 smoky landing crits on every shot?

 

I have been in several battles with M4 smokies that hit every shot they fired and that was waaaaaay too OP anyway...

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Yes but the really skilled players can hit every shot in the time it takes to reload, and they sometimes have M4 smoky, can you even imagine the imbalance and devastation you could cause by having an M4 smoky landing crits on every shot?

 

I have been in several battles with M4 smokies that hit every shot they fired and that was waaaaaay too OP anyway...

Depends on what battle you are in. I'm pretty sure the only time you are able to land every shot is on Polygon CP, when there are always enemies to shoot at, but even then not missing is still a challenge. On most other maps once you deal with one enemy, you have to go find another one and your damage will definitely reset in that time.

 

Besides, I don't want the crit damage to be the same as now because that would indeed be overpowered. It will probably have to be set somewhere in the middle between the current normal shots and crits, so basically 1.5 of the current normal damage.

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Nope, this clearly nerfs smoky. Hitting 10 shots in a row without missing is hard unless you're fighting a mammoth with needle with turret having no impact force to make you miss and taking 10 shots which would be easy to aim. The probability of not missing in any other scenario is highly unlikely. Why not think of ideas to nerf isida instead?

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Smoky's critical hit as it currently is serves as a way to deal burst damage to make up for its low normal damage, but at the same time prevent it from being as reliable as, say, Thunder, making it not as good for consistent damage overall. Mafioso's suggestion would make Smoky too weak initially, which means that if you're caught by someone right as you spawn, you're screwed, whereas currently you can get a crit within the first few shots. Once fully charged up, I think it would be too powerful, since it would basically be a rapid-fire Thunder with high impact force, something that's too consistent for the damage it deals and the range it possesses.

 

I like Smoky's unpredictability since it adds another layer of suspense to using it or fighting against it. The last time I checked, M4 Thunder had about the same damage per second as M4 Smoky, and both are outclassed by Ricochet and Twins in that regard. From a statistical standpoint, it's not an exceptional turret in terms of damage. To win with it on a level playing field, the user needs to use catch enemies by surprise, use cover when applicable, and engage them at distances where their turret is not effective. Smoky's unpredictability isn't a annoyance unless you've already been caught by a Smoky in a situation where you're at a disadvantage, in which case it just seals your fate.

 

In the case of eSports, Smoky happens to be really strong against Railguns at close and medium range. I figure that a normal Smoky would be disproportionately powerful against a team using a turret that it's a hard counter against, so the nerf there is warranted due to the environment being calculated and Railgun-centric. But in a normal battle, Smoky is intended to be a chaotic and powerful opponent for unfortunate Railguns, and needs to be ideally countered with other turrets.

 

So yeah. I just think that Smoky is filling its intended role on the battlefield and doesn't need to be changed.

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I was just thinking of those annoying moments when you're running away with the flag and shooting, let's say, a Hornet thats chasing you. You land 2 normal shots and you have very little health left. You know that if the next shot is a crit, you'll kill the Hornet and get away, but instead the next shot isn't a crit and you die.

Or let's say you see a Hornet that just got hit with a Rail. You know he has practically no health and it will take 1 hit to kill him, but when you shoot him, your shot happens to be a crit and you end up wasting a ton of potential damage on a player that would have died from a normal shot.

 

Same goes the other way around. You fight a Smoky and you know that he'll die from the next shot you land, but then you get hit with a random crit and die, when you could have survived if the shot was normal. See what I mean? The randomness factor of the crit is a rather annoying feature and makes fighting too unpredictable, so I want that to be removed from Smoky one way or another. A separate key to activate the crit whenever needed would be an interesting mechanic (same as adding "special powers" like that for all other guns"), but like I said before - for some reason devs want to keep this game as simple as possible and keep the gun firing controls limited to one key.

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