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Episode 285 of the V-LOG is live!


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28 minutes ago, Sir_What said:

the shell usually doesn't get ejected OUT of the turret

I imagine that this was done in the interest of allowing turrets to be used interchangeably with different hulls. :tongue:

Edited by ThirdOnion
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24 minutes ago, ThirdOnion said:

As a Smoky main these are my thoughts on the addition of a projectile.

If the intent is to nerf stock Smoky, I think this intent is misguided. While I think that Smoky is one of the better turrets in the game, there are turrets which are far more deserving of nerfs (Gauss). I really do not think it is necessary to make it less effective right now.

However, the main target of this change seems to be Autocannon. This augment currently is simply OP and its damage output is the same at both short and long ranges. With the introduction of a projectile, Autocannon's effectiveness at range will likely be significantly decreased, since the players who use it will actually have to aim in order to hit enough shots to get crits at a decent rate (instead of driving around with bricks on their keyboards). While I do not think this change is the best solution, I nonetheless do support a nerf to Autocannon even if it comes at the cost of a slight nerf to stock.

By the way, I simply cannot agree with the "best combos" list featured in the video of the week . . . Freeze Viking as the most effective combo in the game? Seriously?

I don't think Smoky is a high balanced turret in the game, except if you compared it with the current 2 OPs Gauss and Magnum.

It has an annoying impact force, that's a really disgusting. Btw, I think the nerf in projectile wont affect Smoky ever. It will be like the Thunder, the shell is like an instantly, you couldn't escape from it, and in most mostly cases your rocket will hit the target. I think it's more a aesthetic thing.

Btw, regardless of Smoky. Yes, the video about the "best combos" is a horrible. I think the least intuitive thing that in the first seconds of the video, he went away from capturing the near point just for sake of getting more kills. Those are a more content video creators than a real discussionable players, and yes they did it very well in videos and montages and made a good content for watching. The chosen combos are just a random personal choices, he basically neglected EMP Gauss, and chose Hammer with Hopper?

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4 hours ago, ThirdOnion said:

Wish Smoky HD resembled the design of the current skin more. Hornet HD was quite faithful to the original, why take creative liberties with Smoky?

The bug is now a feature, unfortunately.

That can't be true    ?

1 hour ago, ThirdOnion said:

As a Smoky main these are my thoughts on the addition of a projectile.

If the intent is to nerf stock Smoky, I think this intent is misguided. While I think that Smoky is one of the better turrets in the game, there are turrets which are far more deserving of nerfs (Gauss). I really do not think it is necessary to make it less effective right now.

However, the main target of this change seems to be Autocannon. This augment currently is simply OP and its damage output is the same at both short and long ranges. With the introduction of a projectile, Autocannon's effectiveness at range will likely be significantly decreased, since the players who use it will actually have to aim in order to hit enough shots to get crits at a decent rate (instead of driving around with bricks on their keyboards). While I do not think this change is the best solution, I nonetheless do support a nerf to Autocannon even if it comes at the cost of a slight nerf to stock.

By the way, I simply cannot agree with the "best combos" list featured in the video of the week . . . Freeze Viking as the most effective combo in the game? Seriously?

I don't think they are doing this as a nerf feature - just like the change to thunder wasn't designed as a nerf.

It's an aesthetics thing.  A slower shot does inevitably end up as a nerf though.

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56 minutes ago, asem.harbi said:

I don't think Smoky is a high balanced turret in the game, except if you compared it with the current 2 OPs Gauss and Magnum.

I think Smoky is certainly powerful, but if balance changes are to be made they should start with much more powerful turrets first.

Edited by ThirdOnion
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54 minutes ago, asem.harbi said:

I don't think Smoky is a high balanced turret in the game, except if you compared it with the current 2 OPs Gauss and Magnum.

It has an annoying impact force, that's a really disgusting. Btw, I think the nerf in projectile wont affect Smoky ever. It will be like the Thunder, the shell is like an instantly, you couldn't escape from it, and in most mostly cases your rocket will hit the target. I think it's more a aesthetic thing.

Btw, regardless of Smoky. Yes, the video about the "best combos" is a horrible. I think the least intuitive thing that in the first seconds of the video, he went away from capturing the near point just for sake of getting more kills. Those are a more content video creators than a real discussionable players, and yes they did it very well in videos and montages and made a good content for watching. The chosen combos are just a random personal choices, he basically neglected EMP Gauss, and chose Hammer with Hopper?

At short to medium ranges and on slower moving targets probably not much difference.

But at long ranges where there's actual travel time, and against the faster moving targets (think light hulls on SB) I really believe smoky will be less effective with more missed shots.

Not to mention hopper on Crisis.

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7 minutes ago, wolverine848 said:

It's an aesthetics thing.  A slower shot does inevitably end up as a nerf though.

It's possible to add a purely aesthetic projectile trail while still keeping hitscan shot mechanics . . . the timing of the visual effect won't exactly line up with the timing of the shot but the discrepancy will hardly be noticeable. Other games have done this, and Vulcan was like this before it was reworked. I think there was a conscious decision made to change the mechanics.

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1 minute ago, ThirdOnion said:

I think Smoky is certainly powerful, but if balance changes are to be made they start with much more powerful turrets first.

Gauss EMP, Gauss, Magnum Mortar, Magnum, Railgun Scout, Ricochet Minus-field, etc... I can count you infinity things that way more powerful than Smoky. Those OPs ruined the game, but I mean in general Smoky isn't a weak compared to well known turrets before the horrible game changes (after 2017) with the new OPs.

I don't want these OPs to be nerfed, I want them to be removed completely. So when I talk about Smoky I something neglected them.

Btw, in conclusion. Agree with you

10 minutes ago, wolverine848 said:

At short to medium ranges and on slower moving targets probably not much difference.

But at long ranges where there's actual travel time, and against the faster moving targets (think light hulls on SB) I really believe smoky will be less effective with more missed shots.

Not to mention hopper on Crisis.

To be honest yes it will affect especially when you a person who prefer to kick tanks with the last edge of the tank (for better knockback), or when you hit a tank when it about to run behind a build.   So yes, it will affect.  But if we neglected these two points, I think it more aesthetic than an actual intended nerf, the game is in a mess, waiting for the result after new updated graphics and re-advertise the game.

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2 minutes ago, ThirdOnion said:

It's possible to add a purely aesthetic projectile trail while still keeping hitscan shot mechanics . . . the timing of the visual effect won't exactly line up with the timing of the shot but the discrepancy will hardly be noticeable. Other games have done this, and Vulcan was like this before it was reworked. I think there was a conscious decision made to change the mechanics.

Like Railgun nowadays I think

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14 minutes ago, ThirdOnion said:

It's possible to add a purely aesthetic projectile trail while still keeping hitscan shot mechanics . . . the timing of the visual effect won't exactly line up with the timing of the shot but the discrepancy will hardly be noticeable. Other games have done this, and Vulcan was like this before it was reworked. I think there was a conscious decision made to change the mechanics.

I agree it's for a mechanics change.  But I'm still not convinced it's for nerfing purposes.  Well - until I see what speed they give the projectile.

But the thing is, smoky is not OP at all.  It really does not need a nerfing.

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21 hours ago, GG_reg said:

I'm as surprised and excited as much as you are )

Good luck in season 1, I hope TP wins ?.
How will this work tho? There are 4 seasons and 5 1st place paints. Will all paints be as rewards?
What will happen with gladiator?

Edited by Cruelty

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I tried out Smoky HD on the test server. The projectile seems to be the fastest out of all projectiles in the game and its addition won't really have an impact on Smoky's effectiveness except at very long ranges against fast targets. It can also ricochet off surfaces, though the angle of approach must be very small.

The recoil animation and particle effects look great, but the design itself is really an eyesore. It looks alright from the back but the front is atrocious. In my opinion the current skin looks better even though it has fewer polygons and lower resolution textures. The way the shell disappears after being ejected looks jarring; it would be better if it faded away gradually.

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25 minutes ago, ThirdOnion said:

I tried out Smoky HD on the test server. The projectile seems to be the fastest out of all projectiles in the game and its addition won't really have an impact on Smoky's effectiveness except at very long ranges against fast targets. It can also ricochet off surfaces, though the angle of approach must be very small.

The recoil animation and particle effects look great, but the design itself is really an eyesore. It looks alright from the back but the front is atrocious. In my opinion the current skin looks better even though it has fewer polygons and lower resolution textures. The way the shell disappears after being ejected looks jarring; it would be better if it faded away gradually.

I don't play many of my battles in slow motion so... really... aside from in-game performance ... are we gonna notice any of these aesthetic changes while we are running for our life or trying to destroy another tin box?

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Sorry to say this to eSports players, but in the V-LOG the eSports news should be more general and should lead players to the official eSports channel so they can read the news there. It takes up way too much time in the normal V-LOGs, and the majority of players do not care about and just skip this part. 

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Quote

No news on fixing Matchmaker rank-spreads?  You know - when a player ends up against enemies 8 or even 10 ranks above? 

nope

 

FZy8UCF.jpg

 

need to spread it out fairly

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On 1/23/2021 at 5:12 AM, ThirdOnion said:

It's possible to add a purely aesthetic projectile trail while still keeping hitscan shot mechanics . . . the timing of the visual effect won't exactly line up with the timing of the shot but the discrepancy will hardly be noticeable. Other games have done this, and Vulcan was like this before it was reworked. I think there was a conscious decision made to change the mechanics.

Hammer is a good example.

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Funny how when implementing these same shot mechanics for Thunder, they said it was to make it more unique rather than a version of Smoky. These guys first implement a change, then make up a reason for it

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It's a very simple idea, increase the time where it shows the damage you have done to the enemy, about the same time as flash. I tried Shaft on my small account, and I can't even tell how much damage I did, because it disappeared super fast. I think doubling or increasing the time by 1.5x would be good.

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Yeah so today i have tested out the new smoky HD and i gotta say the design was awesome. At first i thought them changing the projectile from insta hit to a realistic bullet wasn't a good idea but when i tested it out it was cool it just gave that "this is so cool" feeling, you guys should test it out in the test servers.

Edited by Xx.Zeldris.xX
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1000 Shards point for a free container.

shards can be earn in daily mission

from test server. (defender drone everywhere, life guard more useful for hopper)

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