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MrDeaf

Some math on the Super Smoke Generator mod

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Is "Smoke Generator Modification 1" really as useless as we think it is?

TLDR: Think of it as free 625,000Cr

The common assumption is that the super smoke mod is useless, because it cuts down on how long the smoke lingers around and, therefore, how long a ship can stay inside of smoke. However, this assumption fails to account how much the activation time, the emission time, bonus adds to how long a ship can stay inside of smoke.

This is what Smoke Generator Mod 1 does, as of 0.6.10.

  • +30% to Emission Time (calculated as X * 1.3 = Xsgm)
  • -5% to Duration (calculated as Y * 0.95 = Ysgm)

As you can see, most people focus on the -5% Duration portion, but fail to account for +30% Emission time.

 

Assumptions on Paper

  • Smoke will deploy almost instantly the moment you use it (there might be a bit of lag in real usage)
  • Your ship is already slowed down enough to be inside your FIRST puff of smoke
  • You will maneuver your ship so that you will be inside the LAST puff to come out of your ship
  • Does not include most T6/7 ships, as I assume most players will want to use it on higher tier ships
  • You will always get extra puffs of smoke, even on fractions (as in not a whole number)

Most "offensive" smoke usage will start off with the ship using it being invisible, and will also mean that the ship using smoke will have enough time to slow down to stay inside of the smoke it laid down itself. Although selfish, this is the, 100% guaranteed, way to get the most usage out of your own smoke.

The alternative "offensive" smoke usage is using smoke for teammates or divisionmates to sneak into, but this post does not cover that, as there are too many variables at play.

 

Fancy schmancy chart, both with normal, modified time and their totals.

  • Net Gain
  • Net Loss
  Emission Time Duration Time Total Time

Emission Time /w SGM1

Duration Time w/ SGM1

Total Time w/ SGM1
Gearing 30s 130s 160s 39s 123.5s 162.5s
Fletcher / Black 29s 127s 156s 37.7s 120.65s 158.35s
Benson / Lo Yang 28s 124s 152s 36.4s 117.8s 154.2s
Other TX DD 20s 97s 117s 26s 92.15s 118.15s
Other T9 DD 20s 93s 113s 26s 88.35s 114.35s
Other T8 DD 20s 89s 109s 26s 84.55s 110.55s
Z-52 20s 77s 97s 26s 73.15s 99.15s
Z-46 20s 73s 93s 26s 69.35s 95.35s
Z-23 20s 69s 89s 26s 65.55s 91.55s
Minotaur 7s 15s 113s 128s 9.1s 19.5s 107.35s 116.45s 126.85s
Neptune 7s 15s 110s 125s 9.1s 19.5s 104.5s 113.6s 124s
Edinburgh 7s 15s 106s 121s 9.1s 19.5s 100.7s 109.8s 120.2s
Kutuzov 20s 89s 109s 26s 84.55s 110.55s
Perth 90s 10s 100s 117s 9.5s 126.5s
Pan Asia 30s 70s 100s 39s 66.5s 105.5s

 

Thoughts and Conclusion

On paper, it appears that most ships, excepting RNCL, get a net benefit when using SGM1. The longer the original Emission Time, the more the ship seems to benefit, as Perth has an astounding 26.5% extension to its total smoke duration. Most other ships have a net gain of around 1.4% - 1.5% to the total duration of their smoke. Even the horribly bad German DD smoke will see a net benefit in total duration when using SGM1.

Only the British RNCL line, with their short Emission Time, stand to lose out when using SGM1, with a sub 3% net loss to total duration.
+ As of 0.6.13, RNCL had their smoke emission time doubled to 15s. This change lessened the margin, but it still results in a net loss, so SGM1 is wasted.

While SGM1 does benefit most ships with smoke, SGM1 also goes into the same slot as AAGM2 (+20% AA range) and ASM1 (+Accuracy, +Torpedo traverse speed). For most ships with smoke, that are not RNCL, I think ASM1 still has better overall benefit to the ship, as the difference between SGM1 and not is less than 3s.

Perth stands to gain the most from SGM1, with an extra 26.5s of smoke per usage, and this results in Perth being the only true benefactor of SGM1.

 

Edited by MrDeaf
added pan asia DDs (preliminary, as in not finalized)
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Nice man,  I might have to try it on my Perth then.  

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Minor note, the "no smoke gap" time also gets longer with SGM1 because the cooldown starts at the end of the emission.

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54 minutes ago, MrDeaf said:

 

Perth 90s 10s 100s 117s 9.5s 126.5s
             

 

Even on Perth, which stands to benefit the most, still only gains 9.5s, or one extra salvo, two at most.

I'm confused. If Perths normal time is 100 seconds. And then after smoke mod it's 126.5 seconds. That's way more than a single salvo. 

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O math... so useful yet entirely beyond me..

Seriously though MrDeaf +1, very cool.  Confirms my previously held belief that is was really only worth it with the Perths unique smoke.  

Now I just need to get lucky and get one is a SC or something...

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5 minutes ago, Kapitan_Wuff said:

O math... so useful yet entirely beyond me..

Seriously though MrDeaf +1, very cool.  Confirms my previously held belief that is was really only worth it with the Perths unique smoke.  

Now I just need to get lucky and get one is a SC or something...

I kept them all, I only had one of theses.  Going onto my Z-52 for a 2 second boost is rather huge for it.  

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Used it on Gallant during Dynamo; now it's on Perth...

Edited by Estimated_Prophet

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2 hours ago, MrDeaf said:

Even on Perth, which stands to benefit the most, still only gains 9.5s, or one extra salvo, two at most.

According to your math, Perth gets 26 seconds extra...

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9 hours ago, Merlox said:

I'm confused. If Perths normal time is 100 seconds. And then after smoke mod it's 126.5 seconds. That's way more than a single salvo. 

 

8 hours ago, Ducky_shot said:

According to your math, Perth gets 26 seconds extra...

I must have been tired, I was looking at the wrong column

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Now show us how spotter plane modification is worthwhile over the other available skills. I have gotten more of these than any other module in super containers. 

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The math, only works if you can sit in the last puff of smoke.  If for any reason you are forced back into your first puff you are at a net loss on every ship. (except for the perth)   In a practical situation you will have a line of smoke and move around inside of it to avoid torpedoes and such.  The math suggests you either deployed smoke in one location or you moved to the last puff and stayed there.  

However, the real benefit to running this mod is not the change in duration but the amount of smoke you can drop.  You can get an extra 2-3 smoke bubbles on most DDs, and possibly 1 more bubble on RN cruisers.  So, in practice the 30% deployment duration is effectively a 30% increase in smoke area.  I feel like the smoke mod is more team oriented, as you can fit more ships in your smoke or block off a larger area.   Its also a little safer for getting torped by enemy DDs as they have to choose which part of the larger smoke to saturate with torpedoes.  

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