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Alternative critical hit mechanic for Smoky


Maf

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what if i was versus smoky or rico or hammer and i got my aim knock  off 

Then you have to be more careful and not let your aim get knocked off. It's a big problem for Railgun, but not so much for other guns. Just adjust your position so that you stand up against a wall or something, pause a bit between shots or use a heavier hull.

 

 imagin a shaft with needle protection  or savamna  he will not die 

That applies to any other tank with high protection from any gun you are using. Actually, this idea is specifically aimed to help skilled Smoky players fight against high protection enemies and heavy hulls, because when you're up close against them you can consistently land shots without missing, so you will be dealing 1.5x damage until they die.

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Then you have to be more careful and not let your aim get knocked off. It's a big problem for Railgun, but not so much for other guns. Just adjust your position so that you stand up against a wall or something, pause a bit between shots or use a heavier hull.

anyone can get aim knock off even the most talented smoky players, so i go find a wall untill he the enemy kill me ? it will ruin the game that i go run to wall to stand up against it , i don't wanna run the whole map trying find a wall . -1 for this point +1 for other point

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yea because its so hard to get near him if he is camping! i have to use thunder to kill that smoky!

(Shoot near by objects so i can deal him dmg but he cant.)

You should try facing Vulcan m3 + Mammy/titan when you rank up.

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Smoky is the middle turret, with twins, in most circumstances. Ricochet is the boss. It is the most overpowered turret.

 

Skill makes an OP gun like rico into a death machine that gets everyone whining about drugging and hacking.

 

Smoky, not so much. A skilled smoky player can turn a battle, or fight three rails at once, and win, but a smoky isn't usually the tank drawing complaints from the opponents, even when first on the leaderboard.

 

If smoky had a progress (power) bar, like the charging bar, the progress bar could charge some amount with each hit, but it would always be falling slowly. If a shot misses, the bar should fall back to zero, base damage with no bonus, but whenever the bar was partially charged, the smoky shot would have a proportionate damage boost.

 

To keep smoky players willing to tip over a side-fallen teammate, hitting a teammate would only drop the charge by a small portion, rather than all, like when missing and hitting no tank.

 

I think a mechanism like described here could work. However, I think smoky is quite good as it. It is a middle-ability turret that is trivial when driven by a low-skilled player, and probably the most dangerous turret when piloted by an ace.

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That's actually a great alternative option for this idea. It kind of mixes the way Ricochet's and Shaft's reload bar works, where the fullness of the bar indicates power and it gets boosted with every shot, while gradually decreasing (opposite of Rico).

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Another consideration: Critical hit is, notionally, the random possibility that the strike was unusually lucky, or very skillfully landed.

 

Any given shot can potentially destroy an enemy if it hit just right, exploiting a weakness. That is the notion behind the critical hit on the smoky, and it works reasonably as envisioned. 

 

In long battles with lots of players, the smoky critical just averages out. The average damage, plus a portion determined by the probability of the critical hit occurring, will make the smoky's overall effect of damage dealt just a matter of the averages, and it will work out very close. The smoky is not a desirable member of the team if it is not effective at shot deflection. It must also be able to agilely change targets for optimum and opportunistic shots. Then it becomes a valuable asset of the team.

 

So, critical hits as envisioned are not quite what is implemented, but close. Changing along the lines discussed here would make more of the averaging effect, but a highly skilled player in close-fought battle with lots of opponents could make the smoky a true terror.

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Well yeah, I'm not saying that Smoky is generally overpowered because of the crit. I just find it annoying that sometimes critical hits happen at the worst possible time or don't happen when you need them most. And this is a problem for both Smoky users and players fighting against a Smoky.

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I like the idea. Just this one little change could make it better IMO.

 

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. 

The "counter" gets decreased by 1 or 2. 


Example. If I am shooting Maf and I hit him 4 times in a row then miss one, the counter goes down to 3 or 2 instead of returning to base value. 

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I like the idea. Just this one little change could make it better IMO.

 

The "counter" gets decreased by 1 or 2. 


Example. If I am shooting Maf and I hit him 4 times in a row then miss one, the counter goes down to 3 or 2 instead of returning to base value. 

+1

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I like the idea. Just this one little change could make it better IMO.

 

The "counter" gets decreased by 1 or 2. 


Example. If I am shooting Maf and I hit him 4 times in a row then miss one, the counter goes down to 3 or 2 instead of returning to base value. 

Yeah, very similar to what Ricosk suggested above. Good idea :)

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I like the idea. Just this one little change could make it better IMO.

 

The "counter" gets decreased by 1 or 2. 


Example. If I am shooting Maf and I hit him 4 times in a row then miss one, the counter goes down to 3 or 2 instead of returning to base value. 

If you shoot maf he will ban!1!

 

Anyway, I prefer Shadow's idea. Missing should be a proponent.

Rico's is more a gradual idea, and TO is not a gradual, slow paced game. However, his is more detailed.

 

TBH I don't think this BIG a change to TO would be accepted. I think the current Smoky is fine, because we'll have people complaining, left, right, and centre.

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Smoky is the middle turret, with twins, in most circumstances. Ricochet is the boss. It is the most overpowered turret.

 

Skill makes an OP gun like rico into a death machine that gets everyone whining about drugging and hacking.

 

Smoky, not so much. A skilled smoky player can turn a battle, or fight three rails at once, and win, but a smoky isn't usually the tank drawing complaints from the opponents, even when first on the leaderboard.

 

If smoky had a progress (power) bar, like the charging bar, the progress bar could charge some amount with each hit, but it would always be falling slowly. If a shot misses, the bar should fall back to zero, base damage with no bonus, but whenever the bar was partially charged, the smoky shot would have a proportionate damage boost.

 

To keep smoky players willing to tip over a side-fallen teammate, hitting a teammate would only drop the charge by a small portion, rather than all, like when missing and hitting no tank.

 

I think a mechanism like described here could work. However, I think smoky is quite good as it. It is a middle-ability turret that is trivial when driven by a low-skilled player, and probably the most dangerous turret when piloted by an ace.

I think the main problem for tankers using smoky and who duel against it is that they do not know if the next shot is critical or not.Instead of giving a charge bar for smoky as Ricosck suggested, I think changing it's appearance/giving a sign that indicates smokys critical hit has been fully charged would be a better option for example:

 

we know that a vulcan is heating when the turret and Hull starts turning red,similarly a smokys critical hit has a percentage to activate when the percentage hits 100% the next shot the smoky fires is a critical hit so in my suggestion when the percentage hits 100% their might be a lightning which circles aroundthe tank (or some other animation)which indicates that smoky has its critical charged then tankers will know which smokies to avoid and tankers who use smoky will now know which targets to engage.

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My idea about this

 

Smoky shots: shot, shot, shot, shot, shot, critical, shot, shot, shot, shot, shot, critical, shot, shot and more...

 

Every five shots, the six is the critical hit

 

.

ppl can use it different way  i mean if u versus someone with smoky he can hide behind wall and shot 5 times at the wall and the 6th on u hope u understand

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Smoky is not overpowered at all right now. While yes, it can tear through an enemy's health bar, smoky has one of the highest numbers of protective paints against it. I oftentimes find myself in a game to realize half of the other team has some form of smoky protection. However, I can still compete.

 

It may not look like it, but smoky's critical hit feature is actually fairly predictable right now. I know almost for sure if I land 4 shots on an enemy, the next will be a crit. While this may not always work out the best (the last shot is a crit but doesn't need to be), it keeps a level of skill to smoky. For example, if I am taking on 2 enemies at once, and I shoot a hornet 4 times (only 1 more regular shot needed for a kill), and have only shot a viking a few times, I would shoot the viking because the next shot has a high chance of being a crit.

 

One of the big arguments here is that the crit feature takes no skill to use. However, keep in mind the aforementioned circumstances. Also, it is one of the toughest turrets to aim. It has a rapid rate of fire, and almost always needs a small amount of correction after each shot. The difficulty of aiming, combined with the halfway predictability means smoky needs just as much skill as something like railgun. Also, if we are taking a look at turrets that are too easy to aim, look at ricochet...

 

In my mind, the crit feature needs no reworking. It would be confusing for new players or players that do not read update notes to understand, and would take away from the balanced nature of smoky.

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If you shoot maf he will ban!1!

QUADRUPLE-FACEPALM.gif

Mafioso cant ban you even if you hack in front of him and steal hes gold.

He is just a forum moderator.

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ppl can use it different way i mean if u versus someone with smoky he can hide behind wall and shot 5 times at the wall and the 6th on u hope u understand

Five shots on same target, if he changr his target the number of shots is restarted

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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.

That not the case, smoky critical damage do not work like you stated. For instance, you have viking, many times, the first shot you are hit decrease your life drastically,then the other shot you received you die. My suggest is that smoky must remove the critical damage or decrease it or increase the reload of smoky  above 2.20. Thus, it will not be annoying. 

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I hate this idea, sorry but decreasing smokys base damage just doesn't work. Most of the time you will rarely ever get more than 3 shots on an enemy before they are gone, and missing is just too easy. It's a nice idea and it seems to work on paper but I can tell you that it won't be very popular in reality. If you haven't heard, there is this thing that anything that works on paper will struggle to work in reality. But things that don't work very well on paper work surprising well in reality. Like communism and capitalism. Communism works on paper but in reality is is flawed with corruption and theft. When you right capitalism down, it seems that it is a terrible idea, but strangely it works. It's the same with this idea, you will never be able to kill anything if you are bad at aiming. You have turned smoky from a basic simple weapon, to a complicated turret that only works if you are really skilled with it. I mostly like your ideas but this one is a bit of a stretch.

 

If the developers are willing, then this could be a "Alteration" of smoky. (Alterations are an upcoming feature that they mentioned in the last vlog)

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Lets not forget fact that he had double power and you had less than half of HP left, if I'm not blind. Also, was it Pro-Battle with Micro-Upgrades off? Might, be that he has m2 smoky (fully MUed m1 Smoky)

I know my alt has. It is a 2nd lieutenant with M1 50/50 Smoky and Mammoth. I can kill a Stock mammoth M1 in 3-4 shots :) (with double power)

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