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Found 115 results

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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
  6. 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........
  7. 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.
  8. 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?
  9. I asked here: TL;DR - why can't we see smoke when zoomed in, that is, in scope mode? tiafyc
  10. 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
  11. 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?
  12. 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
  13. 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.
  14. 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.
  15. 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?
  16. 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.
  17. 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.
  18. USN CA viability after Smoke nerf?

    As the proud owner of a Des Moines and fan of the USN Cruiser line as a whole, I've always found the ability to creep up alongside my Destroyers and forcefully remove all opposition from a Cap circle to be one of the most fun and rewarding things to do in my USN ships. However, as of late, Wargaming has decided to nerf Smoke- any ship firing behind a wall of smoke is now detected as it would if the smoke wasn't there to begin with, and firing your guns inside smoke now reveals your position from varying range depending on the ship in question. What I'm asking is: Is there a real reason to continue using American CAs instead of German DDs? With smoke being butchered as it is, a DD just has to sneak relatively close to a smoke screen and then the ship will get seen just for firing. If it's a DD, the Hydro goes up and the target is lit up much longer than it would be by Radar. The German DDs are also much much safer and effective in terms of scouting and capping, and we always still have access to the USSR Cruisers if we need DPM and Radar from a somewhat safer ship.
  19. Well as a DD I find myself rendered all most useless. Smoke is only good for firing torps. A DD no longer an get points using is guns unless it wants to die. I notice ships seem to be able to easily dodge the torps also. I will keep trying to do better with the new prams but if what happened to me in last battle happens to other DD players than I don't think running DD will be much fun.
  20. Just curious if anyone has done any testing on detection ranges while firing secondary's from smoke and holding main battery fire. Does it work as before and is 2km or caliber based more in the 2.5km range like DDs.? Example Biz rolls up in smoke holding fire and undetected and cuts loose on enemy's that are detected with secondary's only, what's the spotting distance?
  21. I have put together a short guide with all the relevant things you need to know about smoke changes. Sub_Octavian reviewed for accuracy, as I wanted to ensure you got exact information.
  22. So with a spotted range of 7-11km for top tier CAs in smoke (except Brits), how are they supposed to support a DD fighting for cap? When playing radar, I usually ask the local DD for smoke near cap (preferably next to island to retreat to) and radar the whole cap. Light up the DD and kill him so DD can cap. Then use remaining smoke time to burn BBs before pushing forward or retreating. Now, as soon as I fire, the entire red fleet will try to kill me because the DD I'm shooting at will most likely be within my 7-11km spotting range. And in a radar CA, I draw a crapload of fire when spotted. I think this whole smoke spotting change will simply lead to a lot more camping/hiding. I mean really, you don't want to stick your bow out and get deleted in the first 2 min, so what do you do? Wait for the DD to do the spotting? Radar the cap, but don't fire? Hide behind islands like everyone else and be useless? I like all the other changes in 6.12 (50% bonus, clan battles, rebalance Brit BBs, DW torps, etc.), but these new spotting ranges for CAs in smoke is going to affect game play in a huge way.
  23. Smoke change question

    Is the smoek change gonna be effective liek the cyclone is if im spotted at 5.3 km can that guy at 12 km actually see me if so then this change is dumb if not and the guy at 5.3 can see me and the guy a 6 km cant im all for it clarification please?
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