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Found 122 results

  1. 1) for us dd main captains, smoke is life. If we chose to use that consumable to help you, it is a big deal. 2) If we use smoke to conceal you, it means that we think that your important to securing the cap, the flank, or whatever the objective is...so much so that we're willing to risk our lives to keep you alive 3) If you see us steaming towards you, please slow down. We are fast, but some of you are fast too. I hate having to burn a speed boost in order to give you smoke 4) Speaking of 3, if you have a dd near and you're getting hammered, please ask for smoke. We get focused on killing other dds and we're not always paying attention to you 5) When we set smoke, PLEASE go into it. So many of you just sail through it like it is nothing 6) Once you're in smoke, STOP FIRING! The smoke is there for you to hide and heal. If you're firing inside smoke, some of the red team can still see you 7) I know that it is tempting to camp in smoke and fire away once you've got your health back. It can work, at least for a little while. Please be aware that one of our favorite tactics as dd drivers is to spam torps into smoke. Heal, take a few shots inside smoke, and then beet feet to the closest hard cover. I just played a bunch of division games with two BB drivers. I was their screen, AND when they go spotted, their guardian. In the real world, the role of the dd is to screen the fleet. Moral of this story, if your a BB driver division up with a dd driver if you can. If not, help your dds as they contest the caps. They will be more likely to help you later in the battle. Ask for their help if you need it. Not all DD drivers will respond, but some of us will if we can. We want to win and keeping you "Heavys" alive as long as we can makes it more likely that we can.
  2. Hello all, When I started playing this game in earnest about two years ago I started with the RN cruiser line. I was attracted to this line partly for the smoke and historical value (loved the ROF too). RN cruisers even before the smoke nerf were probably the most unforgiving to new players. I got tired of being squishy, stopped at the Neptune and migrated to other lines that did not depend on smoke so heavily for survival. But while playing up to the Neptune over several months I began to notice how much more effective players became at countering my smoke. And it didn’t seem to matter much if I smoked in open water or behind an island. Standard smoke play for RN cruisers means you smoke up while undetected, deploy hydro and then fire on enemy ships and reap profits. Lately, even in my destroyers players are hitting my ship reliably in smoke while angled or moving back and forth. Combine that with the inevitable torpedoes players send to smoke, Hydro, RADAR, spotter plane and the smoke firing detection nerf and what exactly is the point anymore? Smoke has kind of become a liability. On DDs and CA/CLs that can take anything else in the smoke slot (TRB/RADAR) I take that instead. I have exhausted all mitigation efforts to not get hit in smoke. Smoke screens just don’t seem to matter most times. My theory is that smoke was nerfed right around the time the player base skill had become good enough to overcome the advantages of smoke anyway. Ranked season at T7 with the Belfast fiasco had taught everyone how to deal with smoke ships. Nerfing smoke when WG did only served to further weaken ships that depended on it for survival. Players that experienced Ranked that season came away with new tactics, techniques and procedures to successfully prosecute ships in smoke while players that did not participate were in for a rude surprise if they deployed smoke without factoring in lessons learned. At this point in the game veteran player retention seems to be at an all-time high so this knowledge has been retained. Combine those experiences with the natural progression of player skill at high tier and we start looking at the final nail in the coffin for smoke play. Even I can reliably hit ships in smoke now and I am an average player. I think the solution is that WG should look at evolving the smoke mechanic to reflect the new realities of player skill if they want it to be a useful consumable. Creeping smoke on the Haida and Cossack is a good start but a smoke refresh is overdue. The legendary smoke upgrade for the Minotaur hasn’t been deployed in battle in enough numbers yet for me to form an opinion on that. For clarification, I am not advocating we go back to the days where people could smoke right in front of you and farm you to death but I think we need a change. I know my experiences may be subjective but lately I have seen many players eschew smoke for anything else. Do you think smoke should evolve to match current player skill/meta? Do you think smoke was nerfed too much? Please let me know your observations. Thanks.
  3. (Place tongue firmly in cheek before proceeding. And remember: Irony is Truth) Invisible ships that whine about radar and battleship AP Big fat clumsy ships that whine about invisible ships, fires and walls of torps Floating citadels that win by hiding behind cover and lobbing lameness onto hapless targets that can’t fire back at them Smoke, smoke, smoke and some more smoke Fire-spitting smoke clouds featured prominently in the naval battles of the early to mid-20th Century Overpenetrations: 16” shells go right through a canoe, you know, for only 10% damage The Dispersion Slot Machine---feeling lucky? Well, are you, punk? Hair-pulling and rage incumbent upon the attempt to get a few digital stars next to one’s name through “competitive play” (mark you: there is no monetary compensation for this) Wailing, frustration and rage about the matchmaker Wailing, frustration and rage about “having a bad team” Wailing, frustration and rage about “losing 10 games in a row and it’s not my fault” Cyclones: “Well, Yuri Ivanovich, you have to encourage people to close the distance somehow.” “Great idea, Igor Semyonovich, let’s implement it!” (leaked conversation from WG St. Petersburg office, circa 2016). Angling: Because 2700 lb shells aren’t that dangerous if they hit you at 65 degrees. To borrow a phrase from WoT: "Bounced off!" Overmatch: The number 14.3 is extremely important in naval combat (who knew? I’ll tell you: The designers of 460mm Japanese naval guns. Smart!) One of the greatest innovations in naval strategy in this period involved pointing the bow of the ship toward the enemy and slowly reversing. Don’t you dare cross the T, noob. What do you think this is, a historical game? British battleships: Because to heck with your angling Great Naval Battles in bodies of water full of large masses of strangely-shaped land An aircraft carrier? Never seen one of those. Deep Water torps: Because battleship players are stupid and there are too many of them Radar: Because if your own DDs die, how will you ever see the little buggers? Egos and Tempers the size of the USS Midway Who knew the Soviet Navy boasted such a formidable surface fleet with artillery more accurate than anything any capitalist pig-navy could ever devise? “Destroyers in World War II primarily performed fleet and convoy escort, as well as antisubmarine warfare duties” Oh wait…. Detonations: “We at Wargaming.net believe in fun and engaging gameplay!” Detonations: “Buy this piece of striped cloth and hoist it up the mainmast. It will prevent the unlimited supply of torpedoes in your hull from going off when hit.” Fires: Because how else can a 127mm gun sink a 60,000 ton ship? 33% Skill, 67% Luck. Want to change that? Carry harder and git gud, scrub. “I play World of Warships because it helps me relax.” “I play World of Warships because of the friendly, welcoming and helpful community.” Losing credits? “May I interest you in a premium account, dear sir?” Armor penetration mechanics more Byzantine than organic chemistry Soviet Battleships: The End of the World is Coming
  4. Seems to me, at the higher tiers where radar is so very prevalent these days, that dropping smoke, while capping, in a Gearing, isn't the best thing to do. I'm not sure, but from what I see, doing that almost always guarantees one or more radar activation against you. Suddenly, you get a sinking sensation... yup, back to port. So I'm suggesting you stop smoking up on caps. My observations, limited as they may be, indicates there are more negatives for you and your team than positives. Worst thing is you provide cover for the reds against your team mates who do not have radar. Your smoke blinds us. Yet you want us to back you up. We cannot shoot what we cannot see. How about smoke to retreat from the reds? Depending on how close and what tiers you are at, that might be a big fail as well. You know Moskva has nearly a 12km radar range... if your conceal is around 6km and they get that close to you the Moskva has another 6km to sink you. So smoke probably isn't going to work for you there. About the best thing I can see smoke being used for these days is as a screen... you drop smoke, get out in front of it and spot whilst your team mates, a few km behind your screen, let's rip with their main batteries. How do you see smoke working these days in such a radar hot environment? tiafyc
  5. I've got to be missing something about how the detection / smoke system works... There are 4 detection symbols, Radar Detection(radar screen), Hydro Detection (Head phones), Air detection (Air Plane), and Sight Detection (!) I'm in my Gearing, about 5 mins into match. A Buffalo is 13Km out from me. I duck behind a island with him closing the gap he turns on radar and I'm detected but he can get a shot on me. He close to about 5-6 km to clear island to get a shot. I pulled out and popped smoke just as his radar ran out. .While in my smoke I send a salvo of torps his way to make him duck behind a island so I can escape out the back side of smoke screen ... Just as I do, I'm detected again (!), and stay detected and get deleted by the Buffalo that was 4.7k away and I was in my smoke screen not firing... So what am I missing here.... I don't see how he regain a sight detection on my Gearing while I was in my smoke screen not firing, and moving at 1/4 throttle and he was 4.7 km away. There was no other ships within 12 km so it could not have been aa team mate detected me for him...
  6. I was reading a run fact about the Tirpitz and realized WG forgot... https://www.navygeneralboard.com/facts-battleship-tirpitz/ "Tirpitz had smoke generators mounted in her stern and also had several smoke canisters littered across her decks and superstructures." HER SMOKE GENERATORS....
  7. I'm seriously worried about the Cossack design. In the same way that Perth and HuangHe worry me. I'm *especially* worried they'll use this design on Haida, certainly one of the ships I've been most eagerly anticipating, being Canadian and all. When they announced that Cossack is being tested with Perth style smoke, I cringed. Every other DD and all the RN cruisers can slot a 'regular' smoke. Which is to say that it puffs for a short duration (RN cruisers have a MUCH shorter duration), but then they last for quite some time. Now in the case of most DDs, that means they can puff out a HUGE smoke cloud, slow down, and then have this huge smokey area to move back and forth that lasts anywhere from around 70s to 120s or so. Obviously, RN cruiser smoke clouds are a lot smaller, but still last a healthy chunk of time. Perth smoke instead rests for only 10 seconds, but keeps puffing out non stop for 90s which seems like a really big deal. And it *should* be a big deal. But it's not. Due to how current smoke mechanics works, you cannot move at more than a quarter speed to stay concealed while puffing. This means moving around around 8 or 9 knots, which is really pointless for any sort of aggressive play. And since the smoke cloud actually rests for 10 seconds before dissipating, it means that no matter what you do, it's always stupidly easy for enemy ships to roughly guess where you are since your smoke cloud is tiny and moving with you. Now, RN cruisers also suffer from this, but nowhere near as bad since you can still create an okay smoke cloud by moving at full speed, cutting speed just as your last puff spits out, and then backing up into your cloud. But that's not in fact that worst problem. The worst is the *reload*. The way every single consumable in the game works is that the reload timer starts when the consumable active time stops. If you're a battleship using Repair Party, the consumable will heal you over time for 28s. When it stops healing you, it goes on it's 80s cooldown. Use Damage Control Party, same deal. Now in the case of regular smoke, the timer starts when the last puff puffs. But that smoke cloud is still sitting there for you to sit in. So let's take Kidd, for example. The smoke spits out for 28s, but then lasts for 124s. Which basically means your smoke cloud, assuming you're sitting where it last stopped puffing, will keep you safe for 128 seconds of her 160s reload, or 32 seconds of being unable to cover yourself in smoke. The Pan Asians have it even better ... the no smoke window is a measly 10 seconds! German DDs have it worst for regular smoke users at around 80s. In the case of Perth, the no smoke window is 160s - 10s smoke cloud ... 150s! That's TWO AND A HALF minutes, with the premium version, of not being able to use smoke to protect yourself! That's insane! There's no core gameplay mechanic consumable in the game that leaves you vulnerable this long. DDs and RN style fragile light cruisers *depend* on smoke to survive. So suggestions: - GREATLY reduce the cooldown on those smokes. As in down to 90s or less with the premium smoke. I'd say maybe even add an extra smoke charge, but that's probably asking a lot. - Change the properties of the smoke so it's puff intervals are every half second to allow the ship to puff out smoke and stay concealed if going at half speed instead of merely a quarter speed. Wargaming wants an aggressive smoke ... then let the ship actually be aggressive. Plus it's a lot easier to dodge incoming torps if you're turning at 16 knots than it is if you're doing so at 8. Honestly, I really dig the idea of Perth style smoke. It's really a neat gimmick and it should be embraced. But not in it's current form. It's far too weak. It didn't bother me so much that it was only on Perth as that's a seemingly one off cruiser. It didn't bother me so much on HuangHe as that cruiser is garbage regardless of anything you could add to it, lol. But now with Cossack being outfitted with it, and the potential of it being added to Haida as well as it's another Tribal class destroyer, and even worse that it could be the core smoke for an entire tech tree of RN or Commonwealth DDs, this needs to fixed ASAP as I really don't see this as being remotely playable in it's current form. TL;DR: Perth style smoke forces you to only move at quarter speed and has a *monstrous* cooldown. Needs fixing.
  8. A Question to DD Players

    At what tier does one learn the lesson of NOT sitting broadside in smoke so that torpedoes won't dev strike you three minutes in? Because this lesson is not being learned by half of the DD players I have witnessed today. I mean, I'm seeing Shimakaze players just sitting in smoke and lo and behold red Gearing gets a Dev Strike.
  9. Balance of play

    Something really needs to be done with the balance of play. Torpedoes in this time frame sometimes would not detonate. They always do and never fail to run true in the game. The DD's seem to pop smoke sit in the smoke and fire at the BB with torpedoes and guns. All the while I cannot see where they are to return fire. It seems if they can see me, I can see them. If my guess is correct, the photo of my USS New Mexico seems to be equipped with radar. With the rudder configured they way they are, these ships should not be able to backup and turn as well as they do. The turning rate seems to be the same going forward and backward. How about scenarios without CV's? Yes, I back complaining about the torpedoes. Perhaps a Jutland Battle. No islands to hide behind.
  10. I'm collecting data for the Minotaur and only the Minotaur. If have other RN CLs, great, but this poll is for Minotaur players' votes only please. Please keep the topic civil, there is no "better" consumable (I don't want to see discrimination against either smoke or radar users). All I'm doing is collecting data for the present, note this poll also refers to random battles and random battles only please. Playing 1 game in either smoke or radar and voting for that 1 game you played isn't accurate, I'm talking about playing at least 50% of your games using 1 specific consumable. If you use Minotaur in CB that's cool, but the only real reason is really for the radar. If you could explain when and why you use either consumable that would be great (optional). Personally I use the radar because it has larger influence on the game usually leading to a higher win rate, but yields less damage potential. I play Minotaur as a kiting ship when I can (early game) and I camp behind islands whenever I can to help out with radar. The Minotaur has been the first RN CL I have used radar on because of its manoeuvrability and stealth. You can still manage to deal decent damage with a radar Minotaur, but I have to warn you, it's literally one of the hardest ships to play in the game. If you can make it work, then it is extremely rewarding and well worth playing without the smoke. If I bonked up the poll please let me know, I haven't posted polls in a while.
  11. I just started playing the Minotaur Smoke version around a week ago, I love rapid fire mushy cruisers as you can tell by my stats. I do have a conflicting of emotions, and i wanted to start this thread to Help a guy out. Now I played the MINOTAUR in Public test in smoke form, I had the crazy idea that it was going to be the same type of experience in battle in the live server. Boy was I wrong but hey Iam learning the ropes in Tier X (normally I avoid upper tier battle like Ebola, but that is for a different thread). I tried looking at youtube for help but most feature the Smoke but not the radar. SO I ask To be Radar or not to be Radar that is the question If you guys want to help a guy out in discussing the pros and cons of the Radar MINOTAUR vs Smoke MINOTAUR please do so below. I do read your post however if its over 5 paragraphs long, just include a bottom line/summery for the rest of us that dont read much :). Cheers everyone!
  12. After having played the new French Scenario a few times, a new idea came to mind. Since the Thunderstorm anomaly bubble can move and it has stat reduction characteristics, could the same accuracy reduction mechanic be applied to destroyers that are hiding in smoke? there is nothing more irritating to most players than being blasted by a DD with 50 HP just lobbing shells out of smoke and getting tons of damage. smoke is NOT meant to be a mobile fortress and this has been stated many times, but WG has yet to come up with a viable solution to prevent smoke from being a completely broken mechanic. if we could apply a hefty accuracy nerf to DD accuracy when smoke has been deployed, it would go a long way to balance a necessary but unbalanced mechanic. when in smoke you have ZERO direct line of sight, so why are DDs allowed to relentlessly make 100% accurate shots out of smoke, when all they "theoretically" have to rely on are radio transmissions of coordinates? DDs are not the only problem though, Battleships are still able to stay completely hidden in smoke even after the smoke nerfs, so an accuracy nerf across the board would not nerf any one ship, or any one line and tick off prem ship purchasers. If WG can make a thunderstorm reduce accuracy and move across a screen, then there should be no reason that the same mechanic can't be applied inside the borders of smoke clouds. just a though. fire away
  13. Smoke muzzle FLASH

    Really pop smoke shoot in smoke no radar/hydro or any of that and get targeted.................dead............. If your in smoke your Shells shouldn't show up IN SMOKE, make a damn FLASH that makes smoke useful, {By FLASH i mean something that lights up the smoke} so yeah smoke is broke for gunboats. My rant TY 4 reading this........
  14. So a few months ago before I quit playing, I was enjoying and almost done with the RN cruiser line. My brother and I came back to the game to find these big smoke changes. I was consistently top 3 in points on my team in the Neptune before the smoke nerf. I have yet to have a good game since returning. Neptune has been hit way too hard by this smoke nerf. The boat can barely hit anything at 10km, but now it's detected at 6.6km in smoke. Why? It usually results in an instant delete since tier 9 is always tier 10 matches. I wasn't happy to find my Kutuzov pooped on either. I mean it has 152mm guns and now can be seen in smoke at 7.7km. How does that make sense? DD's don't have to get close at all and boom, you're gone from their BB pals 20km away. I am more angry about the Neptune though because it has to get so close to the enemy to do ANYTHING, and I'm so close to the Minotaur, but not sure if I even want to spend that kind of credits now. I'm aware it has been a while since the smoke nerf and all of this has probably been said many times by now, but has Wargaming said anything about it? It looks like they need to help the RN cruisers in some way since they crapped on them, Neptune the hardest.
  15. I dipped into a few DD random battles last night. Didn't go all that well, but it got me thinking about smoke. Are there "patterns" used to lay smoke to make it more effective/efficient? Is it a strategy to lay smoke to hide friendly ships rather than just hide yourself?
  16. I asked here: TL;DR - why can't we see smoke when zoomed in, that is, in scope mode? tiafyc
  17. I cannot see enemy/friendly smoke through the scope view. Pop out to 3rd party POV - there it is. Zoom in via scope mode - can't see it. It's causing me issues when driving a DD - working the reds, don't see any dd (Fletcher for example) then bam, there he is at 4.9km. He had to be in smoke but none was visible. Anyone else? tiafyc
  18. A Bismark is in or behind smoke and hasn't fired the main guns. A red dd is spotted 8 km out by another ship. Bismark goes CNTRL + LMB (secondaries main focus) . Can the dd spot him at that point?
  19. A thought on Smoke

    I had this idea today, and forgive me if this has been brought up before, but a cursory search through the forum brought me no similar results. Please note, I am not proposing this as a change that should be implemented, just as a mechanics thought that I would like to hear feedback for- it's a random idea. I had it while playing my Fiji earlier today and getting cussed out by the Reds in chat for firing from smoke. What if smoke mechanics also accounted for firing from smoke beyond detection, by reducing smoke time each volley? Especially if it was classified by ship type, so say a BB firing from smoke reduces the smoke time by a large number, but cruisers less so, and so on. While the instant reaction is likely "Hell no", hear me out for a moment. If such a mechanic was introduced, and then smoke times were buffed across the board, this might introduce potential tactics like smoking an area to conceal an approach instead of making a concealed firing nest. Maybe there could be an additional dispersion value added for firing through smoke at spotted targets- Maybe this would make smoke slightly more effective against Radar or Hydro as a counter, instead of a hard Rock-Paper-Scissors? Additionally, this could add to the utility of spotting mechanics via planes looking over the smoke. It would allow smoke to be used like a resource handed out by DDs (And some Cruisers). Just a few random thoughts- Again, I did not see anything like this in my forum search, and was wondering what the community take on it could be. Happy hunting, Smallfuzzykitten
  20. I could post screen shots if needed, but for some reason Harekaze with 100mm guns has a 2.5km detection range when firing from smoke. Akizuki is 2.4. I'm not saying this is a big deal or anything but Harekaze has a 5.4 minimum concealment and Akizuki a 5 9. They should be equal at least or give the Harekaze a 2.3 km smoke detection range while firing, from smoke.
  21. If you ask for smoke

    I'll most likely give it to you. That doesn't mean every time you ask I'll give it to you though so be advised.
  22. Lets talk about a few things

    Hello everyone. I'd like to see some debate on some topics that I feel are in need of discussion, hence this thread. The questions are. 1. Will Pan-Asian dds phase out Japanese dds in terms of torpedo effectiveness? (The exception being the Akizuki) 2. Should radar/hydro go through islands or not? (I feel this is a big no but i've seen lots of debate over this one elsewhere) 3. Are the smoke changes that were implemented really that debilitating to cruisers? 4. Should the US's CV loadouts really be reduced to one single loadout? (This is huge no for me and I don't even play American CV) 5. Should the HE pen on the British bb's be lowered to 1/6 pen? What do you guys think of these?
  23. Spent the afternoon watching videos on USN and IJN dds. I was lucky enough that BoraHarzaGobuchul invited me to division with him for a couple of games. For those of us with less experience (1500 battles), it is a real solid when someone with 15,000+ battles takes the time to teach. We really appreciate it. We divisioned up with 2 Nicholas dds. He did most of the damage, I was the wingman. I have a tactics question when in a dd wolfpack and the use of smoke. In one of the videos from iChase or one of the other WOWs gurus, they talked about defensive and offensive smoke. I understand defensive smoke (hide when spotted). I'm not getting the concept of offensive smoke. How does that work in practice? Also, what is the best strategy to use when working with another dd? Should one dd work ahead of the other and pop smoke so the other can come up undetected? Any gameplay examples would be much appreciated. I want to work on getting better so that you dd experts invite me to division more often and don't consider me a liability.
  24. Curious. With the recent update about the affects that smoke has on various ships, I am curious how can a Battleship remain invisible after firing, 30 second reload, fire again, and still remain invisible, never being spotted? Curious.