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Darkvenge91

Perth needs a better cooldown on Smoke Generator

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Perth's unique ability is the continuous Smoke Generator which lays for 90 seconds. But the cooldown on this consumable is too long to make use of the ability. Perth is missing out on potential because of this and I think the standard cooldown should be reduced from its current hefty 240 seconds (4 minutes!) to at maximum 180 seconds. This would give the premium consumable a very workable but modest cooldown of 90 seconds (1 and a half minutes).

 

To put in perspective the ineffective utility of Perth's Smoke Generator, I am running premium consumables (-50%), Jack of All Trades skill (-15%) and November Foxtrot signal (-5%) and still only get a cooldown of 129 seconds. I also run Superintendent, so my total charges are 4. If you do the maths and combine the 4 cooldowns plus activation times (4 x 90 seconds), that's almost 15 minutes. Factor in the challenges of getting in range of enemies with Perth's limited range, and the time taken to get to the battlefield, it is almost impossible to get the most of out this Smoke Generator consumable. 

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Perth really just needs...something. She's definitely underperforming right now. Smoke cooldown might do the trick, or just access to the British heal. But something should be done.

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Perth really just needs...something. She's definitely underperforming right now. Smoke cooldown might do the trick, or just access to the British heal. But something should be done.

 

Not sure about that im performing above all the NA Averages of T6 cruisers with it so...

I dont see myself as an excellent player or great. Maybe somewhere between Good and Above average.

 

Its a ship with a rough skill ceiling.

 

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if you think the perth needs a faster reload on the smoke, then mount a premium smoke module, or you can buy it for in game silver, or pay real$$$$ and use gold

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if you think the perth needs a faster reload on the smoke, then mount a premium smoke module, or you can buy it for in game silver, or pay real$$$$ and use gold

 

Ummm...yeah. Read the OP. 

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I am really struggling to affect the outcome of matches in the Perth at the moment too. It really does need something.

 

I'm grinding towards concealment expert at the moment.

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Perth's unique ability is the continuous Smoke Generator which lays for 90 seconds. But the cooldown on this consumable is too long to make use of the ability. Perth is missing out on potential because of this and I think the standard cooldown should be reduced from its current hefty 240 seconds (4 minutes!) to at maximum 180 seconds. This would give the premium consumable a very workable but modest cooldown of 90 seconds (1 and a half minutes).

 

To put in perspective the ineffective utility of Perth's Smoke Generator, I am running premium consumables (-50%), Jack of All Trades skill (-15%) and November Foxtrot signal (-5%) and still only get a cooldown of 129 seconds. I also run Superintendent, so my total charges are 4. If you do the maths and combine the 4 cooldowns plus activation times (4 x 90 seconds), that's almost 15 minutes. Factor in the challenges of getting in range of enemies with Perth's limited range, and the time taken to get to the battlefield, it is almost impossible to get the most of out this Smoke Generator consumable. 

 

So with your current skill setup and signals you basically can activate smoke 39 seconds after previous one expired? Not sure what the problem is here. 39 seconds is a nice and small gap. Do you want to have a continuous smoke with no cooldown in between?

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So with your current skill setup and signals you basically can activate smoke 39 seconds after previous one expired? Not sure what the problem is here. 39 seconds is a nice and small gap. Do you want to have a continuous smoke with no cooldown in between?

 

Negative. The 90 some seconds is after all skills and such. I don't have Jack of all Trades on mine, and it's even long than that. I think I have to wait 1:55 for my smoke to come back. It's a very long time defenseless.

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Yeah you almost need it it's that fragile

 

I can only suggest divisioning up with some DD or another RN cruiser to have a  non-stop smoke coverage.

 

 

Negative. The 90 some seconds is after all skills and such. I don't have Jack of all Trades on mine, and it's even long than that. I think I have to wait 1:55 for my smoke to come back. It's a very long time defenseless.

 

Yeah, I mean, if you don't use premium consumables and aren't running signal flags then it would be a long time, but if it's so important for your survival you should definitely use all the resources you have available. With just Smoke Generator II the gap reduces to 70 seconds.

 

For example, I won't go into battle in a BB without fire duration reduction and increased healing signals and proper skills to boost survivability, because it's that important with my play style and so you shouldn't go into battle in Perth without proper setup.

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I can only suggest divisioning up with some DD or another RN cruiser to have a  non-stop smoke coverage.

 

 

Yeah, I mean, if you don't use premium consumables and aren't running signal flags then it would be a long time, but if it's so important for your survival you should definitely use all the resources you have available. With just Smoke Generator II the gap reduces to 70 seconds.

 

For example, I won't go into battle in a BB without fire duration reduction and increased healing signals and proper skills to boost survivability, because it's that important with my play style and so you shouldn't go into battle in Perth without proper setup.

 

I use premium consumables and the signal. The countdown doesn't start until after the smoke is completely gone. 

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I use premium consumables and the signal. The countdown doesn't start until after the smoke is completely gone. 

 

Oh... that's what I missed. Right. Yeah... in that case it's bad

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Oh... that's what I missed. Right. Yeah... in that case it's bad

 

Yeah, if you don't have the Perth, it works a little differently than any other ship. The smoke generator is operating for, I think, 90 seconds. You can troll around at quarter speed while it's running, but the puffs only stick around for 10s, so you can't just cover the entire fleet. 

 

But, as I said, the cooldown doesn't start until that 90s are up, and you only have 10s of smoke beyond the deployment. One has to be very careful with the ship in her current state, because she also doesn't have a heal.

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Yeah, if you don't have the Perth, it works a little differently than any other ship. The smoke generator is operating for, I think, 90 seconds. You can troll around at quarter speed while it's running, but the puffs only stick around for 10s, so you can't just cover the entire fleet. 

 

But, as I said, the cooldown doesn't start until that 90s are up, and you only have 10s of smoke beyond the deployment. One has to be very careful with the ship in her current state, because she also doesn't have a heal.

 

Yeah, I know how the Perth smoke works, I just didn't know that countdown starts only after it has finished all 90 seconds. It actually makes perfect sense. Yeah, that would make here very-very fragile. Probably divisioning up is the best solution right now.

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Can I just reiterate because people seem to be missing the OP. The lowest possible minimum cooldown is 129 seconds (OVER TWO MINUTES). This is after investing in premium consumables, a signal flag and spending 5 valuable points in a commander skill which would rather be Concealment Expert. 

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