Jump to content
EN
Play

Forum

Alternative critical hit mechanic for Smoky


Maf

Recommended Posts

The story of smoky:

Smoky is a turret that stays on your back. It eats your life away. It has very small shells and it stings when it hits you. Smoky hits you from far away. It has unlimited loading. Smoky doesn't go away. Non-smoky dies. People say Thunder is OP. People go close to thunder, and thunder dies (self destructs) because of recoil from its own weapon. Smoky knocks off the aim of all turrets and is impossible to spot. It can be from anywhere.

But what if smoky was short distance like twins or ricochet? Then smoky will no longer be annoying (and it needs slower reloading). Smoky takes several shots to kill but has rapid fire. If smoky couldn't reach you from far away then other turrets wouldn't have their aim knocked over by smoky again. And everyone lives happlily ever after.

The End.

Moral of the story is smoky is OP.

Smoky does not do enough damage to be short-range turret. It needs to weaken melee turrets as they approach or it is dead meat.

Thunder does more damage (at max dmg range) than Smoky's critical hit. And the Splash Damage it does to itself can also be reduced a further 50% with protection modules.

Share this post


Link to post
Share on other sites

  • Replies 184
  • Created
  • Last Reply

I agree with Mafioso on this one, but I'm gonna tweak this just slightly.

 

Instead of decreasing its base damage by 2/3, it would only get a 1/3 of a decrease for the first shot.

 

Every consecutive shot it lands on the target, the damage will increase by 1/4 of its base damage.

 

Smoky base damage(first shot):----

Second shot: -----

Third shot: ------

Fourth shot: -------

 

By the time you land your fifth shot, you would be doing double the damage of the base and it will keep increasing and eventually you would be able to one shot a mammoth and the gun will keep going up until you miss, you pause too long maybe like 15 seconds, or if you die which in those cases, the damage will reset to the base.

 

It's also gonna get a slower rotation(which will help with the aiming), the reload time will be slightly longer, and the Crits will be removed from it.

Share this post


Link to post
Share on other sites

I agree with Mafioso on this one, but I'm gonna tweak this just slightly.

Instead of decreasing its base damage by 2/3, it would only get a 1/3 of a decrease for the first shot.

Every consecutive shot it lands on the target, the damage will increase by 1/4 of its base damage.

Smoky base damage(first shot):----

Second shot: -----

Third shot: ------

Fourth shot: -------

By the time you land your fifth shot, you would be doing double the damage of the base and it will keep increasing and eventually you would be able to one shot a mammoth and the gun will keep going up until you miss, you pause too long maybe like 15 seconds, or if you die which in those cases, the damage will reset to the base.

It's also gonna get a slower rotation(which will help with the aiming), the reload time will be slightly longer, and the Crits will be removed from it.

Srsly? No arguments about this idea? -__-

Share this post


Link to post
Share on other sites

Srsly? No arguments about this idea? -__-

Way too OP. First of all, more experienced Smoky users would simply be unstoppable in packed maps like Polygon. They could sit in a camping spot and fire at anything they see and after a while they will be able to one-shot every visible player. Furthermore, this can be abused with the help of a friend, where one guy with smoky and another guy with Mammoth and a 50% smoky module sit in one place. The smoky shoots the mammoth 10-15 times, easily gets its damage to huge values and then proceeds to kill everyone in the field.

Share this post


Link to post
Share on other sites

Way too OP. First of all, more experienced Smoky users would simply be unstoppable in packed maps like Polygon. They could sit in a camping spot and fire at anything they see and after a while they will be able to one-shot every visible player. Furthermore, this can be abused with the help of a friend, where one guy with smoky and another guy with Mammoth and a 50% smoky module sit in one place. The smoky shoots the mammoth 10-15 times, easily gets its damage to huge values and then proceeds to kill everyone in the field.

About time, someone disagreed, ok so how about the max damage when it reaches it will do damage equal to 1/4 of mammoths health at full health? And it's base damage will be 3/5 less than its current damage. And if you like, maybe it will increase by1/8 of its base damage with every successful hit.

Share this post


Link to post
Share on other sites

I still think this idea is relevant to the current state of the game. Now that Alterations have been released this definitely feels more like a new alteration idea, rather than a permanent balance change for the turret. And I feel like it would be a fun one to use. I'd definitely buy it.

Share this post


Link to post
Share on other sites

I still think this idea is relevant to the current state of the game. Now that Alterations have been released this definitely feels more like a new alteration idea, rather than a permanent balance change for the turret. And I feel like it would be a fun one to use. I'd definitely buy it.

Definitely would not be good as permanent balancing.

1) It require way more than 5 hits to make up for the lost damage for the first 5 hits. What targets are gonna wait for the heavy hits to kick in?

2) dependent on map a lot.  Maps that provide lots of cover allow target to get away from the later "critical shots"

 

Doubt I would use it on MM battles since the maps are random.  Just like i would not buy that new alt that increases CH damage but lowers std damage.

Share this post


Link to post
Share on other sites

I still think this idea is relevant to the current state of the game. Now that Alterations have been released this definitely feels more like a new alteration idea, rather than a permanent balance change for the turret. And I feel like it would be a fun one to use. I'd definitely buy it.

Smoky players should NEVER rely on crits, the crit is just a bonus which makes Smoky even more OP (and more different from Thunder).

 

I think that the crit chance should be FIXED to 10% and the crit should always do 2* more damage than standard shot. Crits should happen absolutely randomly without any complicated maths within it.

 

That means that the enemies would have to pay far more attention on Smoky because, yes, every shot could be the crit. There could be also a little chance of having 2 crits in a row (1/100) but shooting 3 crits in a row would be impossible.

Share this post


Link to post
Share on other sites

I think that the crit chance should be FIXED to 10% and the crit should always do 2* more damage than standard shot. Crits should happen absolutely randomly without any complicated maths within it.

But then what's the point in it? It does nothing to improve gameplay and only makes Smoky unpredictable and frustrating to play against. I'd much rather have the random crits replaced with a skill-dependent feature which I proposed in this topic.

Share this post


Link to post
Share on other sites

Smoky players should NEVER rely on crits, the crit is just a bonus which makes Smoky even more OP (and more different from Thunder).

No . . . the whole point of Smoky is crits. I take practically every shot I can take with Smoky, even if the target is far beyond the range of max damage, since there's a change of getting a crit.

Share this post


Link to post
Share on other sites

Smoky players should NEVER rely on crits, the crit is just a bonus which makes Smoky even more OP (and more different from Thunder).

 

I think that the crit chance should be FIXED to 10% and the crit should always do 2* more damage than standard shot. Crits should happen absolutely randomly without any complicated maths within it.

 

That means that the enemies would have to pay far more attention on Smoky because, yes, every shot could be the crit. There could be also a little chance of having 2 crits in a row (1/100) but shooting 3 crits in a row would be impossible.

A "bonus"?   It's factored into the damage they do and determines gameplay?

 

How many times you get 10 shots at moving target?  Or do you imagine all targets are mammoths slowly crossing an open field?

Share this post


Link to post
Share on other sites

Smoky players should NEVER rely on crits, the crit is just a bonus which makes Smoky even more OP (and more different from Thunder).

I think that the crit chance should be FIXED to 10% and the crit should always do 2* more damage than standard shot. Crits should happen absolutely randomly without any complicated maths within it.

That means that the enemies would have to pay far more attention on Smoky because, yes, every shot could be the crit. There could be also a little chance of having 2 crits in a row (1/100) but shooting 3 crits in a row would be impossible.

Back when I still used Viking as my main hull, I used to worry about smoky, not because of the crit hits, but because of its impact force combined with its fast firing rate.

 

Now that I use hunter, I only need to worry about smoky if it has that impact alteration equipped.

Share this post


Link to post
Share on other sites

Back when I still used Viking as my main hull, I used to worry about smoky, not because of the crit hits, but because of its impact force combined with its fast firing rate.

 

Now that I use hunter, I only need to worry about smoky if it has that impact alteration equipped.

Incendiary rounds alt is far more dangerous than Assault ammo because it drastically increases your damage potential.

 

Crit - full damage at every range

Afterburn crit - almost guaranteed kill if enemy has no RK

Share this post


Link to post
Share on other sites

Incendiary rounds alt is far more dangerous than Assault ammo because it drastically increases your damage potential.

Assault ammo is a powerful defence alteration. If you're good, you can easily knock off enemy turrets' shots and thus reduce the amount of damage you take. This can help you deal more damage because you'll die less.

Share this post


Link to post
Share on other sites

Assault ammo is a powerful defence alteration. If you're good, you can easily knock off enemy turrets' shots and thus reduce the amount of damage you take. This can help you deal more damage because you'll die less.

That's fine for duels - 1 vs 1 situations.

 

But it does not help you kill tanks faster - like flag carriers or tanks at CPs.

 

And in DMs - as crowded as the maps are - you are rarely just 1 vs 1 - so without the extra damage you will be subject to kill-steals.

Share this post


Link to post
Share on other sites

That's fine for duels - 1 vs 1 situations.

 

But it does not help you kill tanks faster - like flag carriers or tanks at CPs.

 

And in DMs - as crowded as the maps are - you are rarely just 1 vs 1 - so without the extra damage you will be subject to kill-steals.

You're kind of right on the DM part but in team battles, that alt stalls enemies, knocks off railgun, strikers and, shafts that are trying lock on to crucial members of your team.

Share this post


Link to post
Share on other sites

Assault ammo is a powerful defence alteration. If you're good, you can easily knock off enemy turrets' shots and thus reduce the amount of damage you take. This can help you deal more damage because you'll die less.

Aiming at the corners of the tank makes you more likely to miss. I tend to aim at the center to make sure I will hit. That alt would be useless for me.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...