Jump to content
EN
Play

Forum

Smoky HD and new augments


Marcus
 Share

Recommended Posts

I think I've played enough with the new Smoky to give sufficient feedback now. Note that this is from the perspective of an Mk7+ Smoky at Legend rank, that is being played on TO mobile. 

 

For the most part, I am enjoying the overall gameplay of projectile Smoky. It took me less time to welcome the addition of the projectile than I thought it would. However, the one thing that is really keeping me from becoming 100% comfortable with the change, is the fact that I do not understand the new critical hit accumulation mechanic Smoky is using. The devs for whatever reason decided not to explain the new critical hit accumulation to us, so we're in the dark about a parameter that contributes a huge portion to Smoky's balance. And the only thing I can use to have a good idea of how it works, is locked behind RNG in the scarce amount of Ultra Containers available to me. 

 

So after playing with the projectile Smoky during the grindy Ultra Weekend and outside of it, here are my thoughts. 

 

Pros: 

  • Increased number of critical hits per average lifespan
  • Can ricochet the projectiles off of surfaces
  • Impact force done by projectiles is noticeably increased (bug?)

 

Cons:

  • Allies can block projectiles, resulting in a small or large drop in damage output
  • Loss of impact force on faraway/locomotive targets
  • First critical hit after spawn now takes longer achieve on average 
  • Long range effectiveness decreased considerably
  • Minimum angle of ricocheting projectile is too large for practical use

 

Augments:

 

I alternated between each augment regularly, though some were played more than others as they were harder to get accustomed to or required many more battles for adequate feedback. From most played to least played:

 

  1. High-Precision Aiming System
  2. Adrenaline
  3. Cryo Rounds 
  4. Supercumulative Rounds
  5. Assault Rounds
  6. Autocannon
  7. Incendiary Rounds

 

High-Precision Aiming System - It is understandable that this augment was the one to receive the projectile speed penalty. But I have to say, it does not feel or perform as well in its current form. This one took the longest to get used to and I had to continue playing with this to confirm whether I was just playing badly or if the augment really became considerably weaker overall. The projectile speed penalty exacerbates the cons of the Smoky conversion. Before the rework, I had always wondered whether or not Adrenaline practically (not statistically) powercrept HPAS. As a result I would often alternate between these two augments and compare to see where one would succeed if the other were to fail. And it always resulted in Adrenaline performing better. Now I can say that in its current state, besides the added variety it gives to Smoky gameplay, there is really no reason for me to use High-Precision Aiming System. 

 

Adrenaline - Stock Smoky with a boost. Simple. Anything Stock does, Adrenaline does slightly better. 

 

Cryo Rounds -  With the increased number of critical hits per average lifespan, and the fact that I can survive longer where Cryo Rounds is most potent, it lead to it being a really good flag defender. It feels fun to play now and satisfying when your job is done well. I wouldn't have used this augment for so long, if it weren't for the fact that I came across many Cold Immunities. It was hard to keep track of critical hits and properly gauge its effectiveness.

 

Supercumulative Rounds -  As I did not know how the new critical hit accumulation worked, I was unsure whether or not this augment would have been made better or worse. From playing, it seems to have gotten better if you are able to survive long enough. The number of shots in between critical hits is less now, and they do not seem to come at inconvenient times like before the rework. 

 

Assault Rounds - I was most excited to play with this augment after the rework. The hitscan-esque projectile speed is wonderful, but I was let down very hard when I noticed that most if not all of my shots were not dealing tangible impact force. Once again, I was downgrading my damage output for nothing in return. I hope this is a bug and will be fixed. In the worst case scenario where this is an unfortunate circumstance for Assault Rounds on TO mobile, then this may become my least used/least fun Smoky augment. 

 

Autocannon - Effectiveness against long faraway locomotive targets was significantly decreased, so its effective range is even shorter. But fortunately for Autocannon, Smoky's critical hit accumulation now grants it more critical hits per lifespan, which is a nasty surprise when one engages you suddenly. Effective range is shorter but it now kills you faster within that range. I did notice that there were intervals where I seemed to get unlucky and have 6-9 normal shots in between criticals, resulting in losing the engagement but that does not happen often enough to gimp its effectiveness noticeably. It still retains its utility in the form of its fast firing rate disrupting enemy repair kits, and its noticeably increased impact force (bug?) 

 

Incendiary Rounds - Increased number of criticals per average lifespan allows it to heat more targets and keep the pressure on their repair kits longer. Heat Resistances and Immunites are still rampant and drown some of its potential, but if they were to be not present in battle, it would become the beast @wolverine848 always makes it out to be. 

 

[hr]

Changes

 

After playing with the new Smoky, I believe these changes are necessary or optional (the latter will be indicated).

 

Smoky: 

 

  • Minimum damage increased by 7% for all modifications  +
  • Minimum angle required to ricochet projectile decreased from 75 degrees to 65 degrees  +

 

 High-Precision Aiming System:

 

  •  Projectile speed penalty removed  --

                                 or

  •  Projectile speed penalty increased to -40%  --
  •  Reload speed penalty decreased to +25%  +

 

Autocannon:

 

  • Critical hit chance decreased by 10%  --

 

Incendiary Rounds: (optional)

 

  • Critical excess damage penalty removed  +
  • Critical hit chance decreased by 25%  --

 

Cryo Rounds: (optional)

 

  • Critical excess damage penalty removed  +
  • Critical hit chance decreased by 15%   --
  • Like 1
  • Thanks 2

Share this post


Link to post
Share on other sites

1 hour ago, TheCongoSpider said:

Assault Rounds - I was most excited to play with this augment after the rework. The hitscan-esque projectile speed is wonderful, but I was let down very hard when I noticed that most if not all of my shots were not dealing tangible impact force. Once again, I was downgrading my damage output for nothing in return. I hope this is a bug and will be fixed. In the worst case scenario where this is an unfortunate circumstance for Assault Rounds on TO mobile, then this may become my least used/least fun Smoky augment. 

Agreed.  Impact only seems to affect light hulls.  Medium and heavy hulls just shrug it off.  So you are trading some damage for a faster shell.  Get more hits at long range but - damage will drop a lot because of loss of critical which suffers no range penalty to damage.

Share this post


Link to post
Share on other sites

25 minutes ago, wolverine848 said:

What is this?

It's the thing that makes Incendiary and Cryo Rounds' critical hits deal normal shot damage. Removing this penalty means that their critical hits will be dealing the same damage as Stock, 800. To offset this increased critical damage, the chance for a critical hit is lowered. 

I don't think Incendiary and Cryo Rounds need any changes at the moment. That's just something I would do to experiment. 

Share this post


Link to post
Share on other sites

7 minutes ago, TheCongoSpider said:

It's the thing that makes Incendiary and Cryo Rounds' critical hits deal normal shot damage. Removing this penalty means that their critical hits will be dealing the same damage as Stock, 800. To offset this increased critical damage, the chance for a critical hit is lowered. 

Critical hits from Smoky have their own damage, not a bonus damage.

An Mk7 Smoky can do at max. 650 dmg, and the critical hit is 800 dmg. If the critical hits can do an excess damage as they assume (or lack in ability of explanation the clear things!) they have to say in Wiki the critical hits do an addition of 150 dmg, not 800.

Share this post


Link to post
Share on other sites

11 minutes ago, asem.harbi said:

Critical hits from Smoky have their own damage, not a bonus damage.

An Mk7 Smoky can do at max. 650 dmg, and the critical hit is 800 dmg. If the critical hits can do an excess damage as they assume (or lack in ability of explanation the clear things!) they have to say in Wiki the critical hits do an addition of 150 dmg, not 800.

It is open to whatever interpretation you would like. We don't know the exact code that went into it. 

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...