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So... smoky auto-cannon sux?

It does not because it has much bigger DPS than standard or incendiary Smoky. Even more, Autocannon maintains almost full DPS even beyond its max range. When I play 1v1 against that broken alt, I usually lose in open field and I usually win when I have cover.

 

Autocannon encourages noobish gameplay because it is the only Smoky which can play effectively without any cover.

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It does not because it has much bigger DPS than standard or incendiary Smoky. Even more, Autocannon maintains almost full DPS even beyond its max range. When I play 1v1 against that broken alt, I usually lose in open field and I usually win when I have cover.

 

Autocannon encourages noobish gameplay because it is the only Smoky which can play effectively without any cover.

I was joking - I have it equipped by default.  But now you've kind of contradicted yourself on the peek-a-boo statement.

 

Stock smoky can play effectively without cover - rreload is still short.  It's just not quite as effective at longer ranges because it gets less criticals per minute.  More drop-off in long-distance damage.

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I was joking - I have it equipped by default. But now you've kind of contradicted yourself on the peek-a-boo statement.

 

Stock smoky can play effectively without cover - rreload is still short. It's just not quite as effective at longer ranges because it gets less criticals per minute. More drop-off in long-distance damage.

Smoky is OK without cover but perfect with cover. Cover enables me to beat high-DPS turrets like Twins, Rico, Vulcan and Autocannon. Cover is also very useful against Rail and Shaft, I like to make them waste shots by constantly annoying them with peek-a-boo.

 

The same applies for Thunder. When you want to camp without receiving huge damage from enemy campers, you need a cover.

Edited by GorgoBlesk

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Striker Alt Idea: Missile Launcher "Tornado"

 

Modification for those who hunt crowds of tanks, more than doubles the missile count. Creating a rapid barrage of 10 rockets, target acquisition time is significantly increased, but these rockets are unguided, they will not track your target.

 

Total rockets in salvo: =10

Pause between rocks in salvo: =0.15

Aiming time: +90%

Rockets lose the ability to track the target

 

Price: 200 000

Rank: General

Edited by Hate
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Also, the laser should be removed when this alteration is active.

you still do need to lock-on, can't really do that without a laser.

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Pause between rockets in salvo is 1,2 sec? That is too much. Whole salvo would take 10,8 sec (!).

 

A smart enemy would simply get locked, then hide or flee and let you waste your precious time.

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Pause between rockets in salvo is 1,2 sec? That is too much. Whole salvo would take 10,8 sec (!).

 

A smart enemy would simply get locked, then hide or flee and let you waste your precious time.

ok, I didn't think that part thru, might a' been a typo, all fixed thanks

Edited by Aigaion

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Wait, so it "locks on", but then fires a barrage into the point where the rockets locked on, even if the tank you locked on to already moved away? I guess that's interesting, but it also seems mostly useless with the exception of very few situations.

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Wait, so it "locks on", but then fires a barrage into the point where the rockets locked on, even if the tank you locked on to already moved away? I guess that's interesting, but it also seems mostly useless with the exception of very few situations.

yes, that's true, really only good against a gold box crowd, a camping shaft, maybe a juggernaut, but It'll get the job done for sure.

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It does not because it has much bigger DPS than standard or incendiary Smoky. Even more, Autocannon maintains almost full DPS even beyond its max range. When I play 1v1 against that broken alt, I usually lose in open field and I usually win when I have cover.

 

Autocannon encourages noobish gameplay because it is the only Smoky which can play effectively without any cover.

 

 

So... smoky auto-cannon sux?

That's right, Autocannon sucks. It kills enemies roughly as fast as the stock Smoky, slower than one with Supercumulative or Incendiary rounds.

It is somewhat like a Vulcan, having to expose itself to deal damage, but it has way lower DPS. However, it still maintains the disadvantage high-damage-per-shot guns have – wasting damage. This is because it deals most of it through critical hits, which come every 2,5 seconds.

You cannot use peek-a-boo tactics with this weapon, rocking your hull to shoot tanks on a different elevation will cause you to lose 50% of your damage potential. It's impact force is way less useful, since it is dealt every 0,5 seconds. With that being said, the shots cause less physical impact per second than the stock version!

 

It simply combines the disadvantages of multiple weapons. It is the worst of all worlds, so to speak.

The only advantage it has is that it loses less damage over range, which is only significant when shooting enemies afar. So far, that they are sure to have cover.

 

So there you have it – it brings all sorts of tactical disadvantages just for some more range and stopping RK's a bit more effectively. Something I missed?

Edited by Picassoo

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That's right, Autocannon sucks. It kills enemies roughly as fast as the stock Smoky, slower than one with Supercumulative or Incendiary rounds.

It is somewhat like a Vulcan, having to expose itself to deal damage, but it has way lower DPS. However, it still maintains the disadvantage high-damage-per-shot guns have – wasting damage. This is because it deals most of it through critical hits, which come every 2,5 seconds.

You cannot use peek-a-boo tactics with this weapon, rocking your hull to shoot tanks on a different elevation will cause you to lose 50% of your damage potential. It's impact force is way less useful, since it is dealt every 0,5 seconds. With that being said, the shots cause less physical impact per second than the stock version!

 

It simply combines the disadvantages of multiple weapons. It is the worst of all worlds, so to speak.

The only advantage it has is that it loses less damage over range, which is only significant when shooting enemies afar. So far, that they are sure to have cover.

 

So there you have it – it brings all sorts of tactical disadvantages just for some more range and stopping RK's a bit more effectively. Something I missed?

Haven't we had this conversation before?  (maybe it was someone else)

Supercumulative takes too long to get the critical out.  Stock smoky outperforms supercumulative.

 

And auto-cannon can't be as bad as you believe - it's my default option for smoky.  You are discounting the multiple hits that all still do impact.

And at long range, more criticals means more damage since there is no dmg loss due to range.  In same time-span autocannon will do a lot more damage than stock or supercumulative when on larger maps. (lol you coverd this)

- basically on smaller maps I switch to Titan-Ricco. You're supercumulative cant stand up to this at closer ranges.

 

As for Incendiary - well all those types of alts are goofy - and should never have been introduced. Allowing two types of damage from one turret is basically unfair.

Edited by wolverine848
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Haven't we had this conversation before?  (maybe it was someone else)

Supercumulative takes too long to get the critical out.  Stock smoky outperforms supercumulative.

 

And auto-cannon can't be as bad as you believe - it's my default option for smoky.  You are discounting the multiple hits that all still do impact.

And at long range, more criticals means more damage since there is no dmg loss due to range.  In same time-span autocannon will do a lot more damage than stock or supercumulative when on larger maps. (lol you coverd this)

- basically on smaller maps I switch to Titan-Ricco. You're supercumulative cant stand up to this at closer ranges.

 

As for Incendiary - well all those types of alts are goofy - and should never have been introduced. Allowing two types of damage from one turret is basically unfair.

Oh please...

1. Stock Smoky takes an equal amount of time to destroy a tank, regardless if it gets a crit or not (provided that it deals it's average damage), so both will kill one tank equally fast. However, the next tank will take two shots less if you use Supercumulative rounds.

2. Supercumulative rounds increase the gun's DPS.

 

As for your second statement, let me alter it: Autocannon's shots deal 224,4 impact force per second, while the stock Smoky manages 220. 2% less, but this is still more convenient since it is divided into bursts, allowing you to actually knock somebody's aim off.

Also, the Cannon is not that effective at long range, since the advantage starts at 100 m, becomes significant at 130. Unlikely to find such large an open space with tanks driving through it.

 

Now, for the last one:

1. Incendiary rounds are unlikely (to say the least) to be removed.

2. Allowing two types of damage from one turret is basically unfair. - Wolverine848. Well, you mean... Firebird?

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Oh please...

1. Stock Smoky takes an equal amount of time to destroy a tank, regardless if it gets a crit or not (provided that it deals it's average damage), so both will kill one tank equally fast. However, the next tank will take two shots less if you use Supercumulative rounds.

2. Supercumulative rounds increase the gun's DPS.

 

As for your second statement, let me alter it: Autocannon's shots deal 224,4 impact force per second, while the stock Smoky manages 220. 2% less, but this is still more convenient since it is divided into bursts, allowing you to actually knock somebody's aim off.

Also, the Cannon is not that effective at long range, since the advantage starts at 100 m, becomes significant at 130. Unlikely to find such large an open space with tanks driving through it.

 

Now, for the last one:

1. Incendiary rounds are unlikely (to say the least) to be removed.

2. Allowing two types of damage from one turret is basically unfair. - Wolverine848. Well, you mean... Firebird?

half the time your target will be dead or out of site before you get off 1 supercumulative critical.

 

Criticals also do full damage at any range beyond max damage range.  Or did you forget the other smokys all lose damage potential that way.

Only situation where autocanon does not have advantage is within max damage range.

 

Why are you mentioning firebird?  You only need one type of module... FIRE module.

To protect against smoky incendiary you need to different modules... fire + smoky.

 

Enjoy your supercumulative alteration and I'll enjoy the auto-cannon.

But your comment about auto-cannon sucking is just ignorant.

Edited by wolverine848

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half the time your target will be dead or out of site before you get off 1 supercumulative critical.

 

Criticals also do full damage at any range beyond max damage range.  Or did you forget the other smokys all lose damage potential that way.

Only situation where autocanon does not have advantage is within max damage range.

 

Why are you mentioning firebird?  You only need one type of module... FIRE module.

To protect against smoky incendiary you need to different modules... fire + smoky.

 

Enjoy your supercumulative alteration and I'll enjoy the auto-cannon.

But your comment about auto-cannon sucking is just ignorant.

Good luck in enjoying your Autocannon... You'll need it! Unless it is all M4 vs M3 players :ph34r:

 

Ignorant is quite a strong word to use when referring to a comment supported with valid arguments. The Autocannon only has an advantage over Supercumulative rounds if both tanks are heavy and/or are fighting over a distance of over 110 meters with no cover at all. Otherwise, the fact that Autocannon is not good for flanking, rocking, peek-a-boo or deflecting will give the opponent the upper hand.

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Good luck in enjoying your Autocannon... You'll need it! Unless it is all M4 vs M3 players :ph34r:

 

Ignorant is quite a strong word to use when referring to a comment supported with valid arguments. The Autocannon only has an advantage over Supercumulative rounds if both tanks are heavy and/or are fighting over a distance of over 110 meters with no cover at all. Otherwise, the fact that Autocannon is not good for flanking, rocking, peek-a-boo or deflecting will give the opponent the upper hand.

We're never gonna agree on which is better - that's fine.

 

And I can understand if someone doesn't favor the rapid-fire version - different mechanics and tactics.

 

But what I don't understand is - if you're not going to choose auto-cannon, why choose Supercumulative over Stock?

You cut your critical chances in half, but only gain a bonus of 50% to the crit when it eventually happens.

You mention DPS... well... the DPS of Super is definitely lower than Stock. Math doesn't lie.

 

Even if the bonus damage was 100% - so over 20 shots the overall damage is a trade-off, I still wouldn't choose Super as you have to wait longer to realize the same end-results.  It makes no sense.

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I think it would be better to have the same lock on time, but only firing 5? It’s hard enough to get a lock on as is, and doubling the time for rockets that will inevitably miss anyway seems unhelpful.

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I don't think that there would be any alterations that have the same price and unlock rank for a turret. 

 

That clearly isn't worth 200k crystals. 

 

 

this seems like a confirmed juggernaut kill with booster drone

Missile Launcher "Cyclone" with the Booster drone already is a confirmed kill with the Booster Drone. Practically, it's a confirmed kill with only a stock double damage because other enemies attack the Juggernaut as well and the life is low enough to kill it on the 7th or 8 rocket most of the time. 

 

Cyclone also has a faster lock-on time and it can track the Juggernaut so Cyclone is better than this alteration while being 77.5% cheaper and available at a plethora of ranks. 

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