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Found 8 results

  1. Are you looking for a clan that has no rules about when to play or how often you play or even how you play...? check out -DTS- "Dead Time Stoners" we got voice but dont require you to use. no requirements at all except please be at least 18 and friendly to other members...and yes we allow non smokers. we will do clan battles if we have enough on that want to ...otherwise just basic killing. we are always happy to help do an operation or just answer questions for the new people. so get all the benefits of a clan without the worries of being dropped for not playing.
  2. U12MONKEYS

    smoke timer

    Hello developers I have a suggestion Normally, when using the smoke function on a ship, there is usually an icon visible that counts down the time left that smoke is available. Can you please put that timer icon in the binocular mode. So many times I'm in binocular mode aiming at a target, only to blown up, because I had no Idea that my smoke has disappeared. If the smoke timer was available in binocular mode, I could time my attacks accordingly, and not be caught out in the open without smoke cover, thank you
  3. All the complaining abour radar it tine to talk about smoke being broken! You want to talk about the reality of radar lets talk the realailty of smoke. How is it that a dd sitting in smoke and can majiclty see perfectly out of it when another is spotting? How come dd can shoot planes down in smoke and the plane cant see them? Why does smoke last for 2 min and covers for the entire map and you cant see them untill your 3 km or so away. Smoke is Increably broken. It hides you from the entire map but magical you can see perfictly out of it when somthing is spotted. A DD should not be able to shoot planes down without being seen. DD should not be able to see ships out of the smoke even if there spoted without being seen them selves. DD players you have complaned to much and for to long. You want "real radar" then we need real smoke. You cant shoot at anything without revealing your self. You cant shoot at planes without being spotted. Eather stop complaing or we fix the broken smoke meta.
  4. As of late when I play ships with smoke, I am getting it in that smoke when not firing and when I am off detection, and yes I am moving around in my smoke. I know one of my clan mates has also been seeing more of this. Thoughts?
  5. 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.
  6. 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.
  7. (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
  8. 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
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