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Found 16 results

  1. The 4 point skill reads "Reduces the accuracy of hostile fire directed at your ship for 15 seconds after your ship's been detected." Then says "Dispersion of shells fired by enemies attacking your ship +20%" I'm curious how it measures the ship being detected, because with some ships I play with the edge of the smoke to help with spotting by peaking out from time to time to help with spotting. So I'm curious if every time I peek out does the timer start, and then when I go dark into the smoke again does it reset? If that's how it actually works, dazzle might be a much more valuable skill for that type of play. But with WG I just never feel like I know for sure if what they wrote is actually how it works. If the spotting mechanic somehow lingers, it wouldn't nearly be as useful. Does anyone know for sure how the timer on the detection works? For those who are curious, WG put this up last year - but that was well before the 10.0 skill rework
  2. LittleWhiteMouse

    Marco Polo does NOT get Smoke

    Hey all, just a quick FYI about the new tier IX premium Italian battleship. These are Marco Polo's consumables: Can you see what's missing? Unlike the other high-tier Italian tech-tree battleships, Marco Polo DOES NOT get access to an Exhaust Smoke Generator. For me, I was very much looking forward to playing with an Italian premium battleship with smoke and I was surprised to see that Marco Polo did not have one. I dunno if this is a deal breaker for anyone else, but I thought it best to get the word out promptly before people had a chance to spend money or coal on her. My full review for Marco Polo, the new tier IX Italian battleship will be coming out over the next couple of days. I'm going back to editing, checking references and rewrites. Mouse out!
  3. IMO, the ability to use defensive measures such as smoke as an offensive weapon is something that needs to be addressed. Being able to aim out of smoke and rain shells on targets and yet, somehow, be completely hidden from your adversary is like using a one-way mirror to win a gunfight. Or like having technology that didn't exist at the time like inferred. It doesn't make sense and frankly, it becomes more of an irritation to players who have to deal with this weird game mechanic that is abused by players far too often. To make the situation worse, since you can't see the target in smoke, shell dispersion is at its maximum limiting the effectiveness to stop the never-ending stream of death raining on you. Many of you know which cruisers I'm talking about and at tier X this mechanic is unavoidable showing up in almost every match, sometimes in force when 3 or 4 of these ships are on the same side. Yes, its the cruiser smoke/ HE spam meta, and it has got to go. I have some suggestions, however. What I'm suggesting is to force commanders who use the smoke consumable to use the minimap to try to land shots on their targets. If you are good at it you could apply some pretty good damage. However, using optics to pinpoint targets while in the cover of smoke would not be possible in the same sense it would not be possible to see a ship in heavy smoke. Let's be real, smoke works no matter what direction to look through it. A second option is to add an effect in-game that a ship in smoke would become visible for .25 seconds when firing its guns. This would be similar to how the ship would light up when the flash of the guns illuminate the area. This effect could essentially make a ship in smoke to be completely visible if it has a high rate of fire. This mechanic could also be applied to the ships outside of smoke making them visible for the .25 seconds to the commander in smoke as well. In this case, optics could be used to attempt to land shots. The third option would be to do a combination of the previous two suggestions. These suggestions would make smoke a defensive measure again forcing commanders to decide if it is worth the risk to shoot. Give commanders the option to shoot out of smoke in an attempt to apply damage if they see the opportunity, but don't give them free rain to apply massive damage almost unchallenged. Let me know what you think.
  4. Just saw the new signal flags for added time for smoke, and for hydro / AA are for sale in the armory for coal and credits. Nice. My RN CL's thank you WOW. I didn't think they were out 'til the next patch.
  5. You know how in real life radar would both detect distant threats as well as make you detected to them? If you institute a global change that makes radar reveal you to every target it spots for you, suddenly Belfast isn't nearly as powerful. The extreme synergy of its consumables goes out the window. Not only that, but longer radar range would be a double edged sword, making it a risk you are willing to take to use it rather than a no brainer to activate it when you need it. Okay, now I can sleep. This idea was keeping me awake...
  6. 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.
  7. rafael_azuaje

    why JAGUAR hot hve smoke???

    I have the jaguar destroyer french , he is great but not have smoke , why? https://imge.to/i/kWUbx he is good DD but not smoke no fun.
  8. 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?
  9. Jumarka

    Small rant

    This is me venting here so I don't do it on chat in the game and annoy people. These things break the game for me, they totally ruin my enjoyment of it. Every time I get radared trough an island that should conceal my ship ( and by ship i mean dd ) Every time my planes get blotted out of the sky by a ship sitting in a smoke screen. EVERY SINGLE TIME I get shot with pinpoint accuracy from inside a smoke screen. So, just some, simple ideas that would improve the game for me, a great deal. 1 - Radar won't work trough islands. 2 - Ships inside smoke can't see or target ships outside of it. You can still track them in the minimap. 3 - AAA can't work inside smoke. A lot of me me me here, but like I said, these things ruin the game for me, If you enjoy those things OK I am not against you.
  10. I wish to bring to your attention the absurd use of smoke generators. I recently had an Icarus, who was no more than 0.2 kilometers from my Fuso, use his smoke and become invisible even though i was more or less inside the smoke with him. This absurd face is one of the things i find most glaring about detection of DDs in smoke and I feel if a ship is that close and a DD pops smoke, that smoke ain't going to hide them. He may of sunk me but i got him but still damn annoying when you're that close, they go stealth when you're literally close enough to touch them
  11. 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.
  12. 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.
  13. 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.
  14. (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
  15. 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
  16. Smoke is a BB magnet too!! Last night had a match on estuary, a kutuzov used his smoke in the beginning of the match on east side of the map, and 3 BBs slowly came into his smoke. But his smoke ended so soon lol.
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