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BullpupWOT

Do you train the extended smoke range skill on DD captains?

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So, I've finally started to have success in some DD battles. Is the "smoke" skill advised on DD captains?  Since a wall of torps usually enters my smoke, I like to be bow on to threats, but I also like to launch my torps when I see/or suspect an enemy DD in range. I'm finding it difficult to lay smoke, get turned to launch, get back to a better dodging position...all without leaving the smoke. Thoughts?

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i usually don't,  for various reason

1) my first 2 pt skill is ALWAYS last stand, so i won't have 2 free skill points until 12pt captain, even then, I'd prefer adrenaline rush or torpedo reload

2) torp take time to reach you, you can smoke up and release your torp and turn your stern(plz stern not bow) towards possible direction of enemy torp

3) i usually don't torp moving DDs. i will torp into their smoke, but if they are full speed and maneuvering, i never bothered

4) try to remain 1/4 speed when laying smoke, this way you get a significantly larger area to work with

 

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Only worth it on certain ships really (it is nice to have on something like the Perth or some British Cruisers) but I generally don't both with it on most DDs.

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Only thing I have it on is Fiji. Not really a waste of points, as any other CA would have EL and DE and/or IFHE.

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Different nations have different smoke parameters.  Which are you interested in?

I mostly use USN DDs and I do not have the smoke talent.  Here is my general procedure in my DD when I encounter trouble:

1. Immediate full reverse and activate smoke. 

2. Turn away from threat to minimize profile and further bleed off speed. 

3. Maintain full reverse, follow reverse of initial path.  This will bring all guns and torpedo launchers to bear.  Additionally, most people when they see your smoke will assume you're towards the end point of it.  You're safer near the start point.

4. Make mental note of how long it will take torpedoes to arrive assuming they were fired as soon as you were spotted.  Ideally you'll be completely gone by that time but if you still have prime shooting conditions in your smoke you might risk sticking around.  At least point your stern mostly towards the expected source of torpedoes.

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8 minutes ago, Brhinosaurus said:

Different nations have different smoke parameters.  Which are you interested in?

I mostly use USN DDs and I do not have the smoke talent.  Here is my general procedure in my DD when I encounter trouble:

1. Immediate full reverse and activate smoke. 

2. Turn away from threat to minimize profile and further bleed off speed. 

3. Maintain full reverse, follow reverse of initial path.  This will bring all guns and torpedo launchers to bear.  Additionally, most people when they see your smoke will assume you're towards the end point of it.  You're safer near the start point.

4. Make mental note of how long it will take torpedoes to arrive assuming they were fired as soon as you were spotted.  Ideally you'll be completely gone by that time but if you still have prime shooting conditions in your smoke you might risk sticking around.  At least point your stern mostly towards the expected source of torpedoes.

Well, I'm only running the Russian tier 4 and the Russian tier 5 premium at the moment (the one that is as long as a football field), but I'm just trying to think ahead in general. Getting that okhotnik turned around in smoke is a real [edited]. 

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33 minutes ago, BullpupWOT said:

So, I've finally started to have success in some DD battles. Is the "smoke" skill advised on DD captains?  Since a wall of torps usually enters my smoke, I like to be bow on to threats, but I also like to launch my torps when I see/or suspect an enemy DD in range. I'm finding it difficult to lay smoke, get turned to launch, get back to a better dodging position...all without leaving the smoke. Thoughts?

In all honesty, that skill is better for someone going for improved team play as it allows larger smoke screens for allies to hide in.  However ever since the smoke firing nerf I have seen less teamplay using smoke and instead more selfish offensive smoke from dds and cruisers with the option.  It would probably be a stronger skill to take for something like clan wars but for solo play its value is questionable at best.

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Puff puff puff puff puff puff puff puff puff puff puff puff puff puff puff puff puff puff puff puff....no.

Puff puff...yes.

 

As no DDs do the latter....the answer to the specific questions is.....no.

Edited by Soshi_Sone

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Generally it is only good for USN destroyers and Perth. 

As it reduces length of smoke circle duration. 

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1 minute ago, dEsTurbed1 said:

Generally it is only good for USN destroyers and Perth. 

As it reduces length of smoke circle duration. 

you're confusing captain skill with ship upgrade

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Nope. Don't use it on any of my destroyers. 

 

Only ships I would consider it on are Perth or RN cruisers. 

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For a 19 point build, i do plan to have it. Namely to help hide bigger teammates ships.
The other reason being it's the best option for 2 points that i dont already have when i finish my captain off.
 

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20 minutes ago, BullpupWOT said:

Well, I'm only running the Russian tier 4 and the Russian tier 5 premium at the moment (the one that is as long as a football field), but I'm just trying to think ahead in general. Getting that okhotnik turned around in smoke is a real [edited]. 

That abomination has to be much longer than a football field.

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5 minutes ago, Sabot_100 said:

That abomination has to be much longer than a football field.

But when it works it's absolutely hilarious. :Smile_teethhappy:

 

It really seems like the skill would only be good for either Pan-Asian or USN DDs due to the fact they have a good duration -- but it seems like there are so many better skills to get instead. Maybe if they hadn't nerfed smoke firing it'd be good for helping encircle teammates, but not sure what it'd be useful for except maybe clan wars.

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Personally I never deploy smoke at slow speeds or reverse (if I can help it). The faster you move, the larger the area of smoke you'll create, which makes it harder for the enemy to torp you (too big an area for them to adequately cover with torps), and gives you more room to maneuver. I also never create smoke in a straight line (preferring a circle or horseshoe shape instead, this also makes it harder for the enemy to know which way I'm facing and gives me more options to maneuver).

If however you go slow while putting out smoke, then the smoke skill may be worth it (or you'll have such tiny smoke fields that everyone will be able to guess where you are).

And although it is best for a quick escape to face away from the threat, you'll survive more if you face towards it. Torps are far easier to avoid if you're facing them, and if a ship charges the smoke and gets within detection range, charging forward towards them throws off their attack and makes it easier for you to out-turn their guns (while setting up a point blank torp attack of your own). Also, if they have the right upgrades (and you do not) they'll see you first. If you try to drive away from them, they will continue to see you while you can not detect them. If they see you first, you need to be able to close the range to get your guns into the fight.

So my recommendations - no smoke skill, always deploy smoke at full speed and never in a straight line, if you must stop moving, always face the threat.

Edited by FleetAdmiral_Assassin

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6 minutes ago, MajorEnglush said:

But when it works it's absolutely hilarious

I have one (Santa crate) but feel "dirty" whenever I take it out.

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I personally take every module and captain skill related to smoke.

If it helps me cover more of my team and give them more room to move around or flee  then i take it.

But that is just how i play the game.

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I've never had a destroyer captain where I've had two extra skill points to burn.

For destroyers so many skills are better. I could spec most destroyer captains with 25 points and still not want this one.

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Bigger waste of points than RPF, and at least I can find a use for RPF.

 

If it was 1 point, maybe, since 1-point skills are pretty lacking for destroyers. But rank 2 has it competing with other, actually good skills for destroyers.

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I think it's less useful now that larger ships get spotted firing from smoke, but would still consider it on ships that use smoke and gun fire to makeup for bad torpedoes.

IMO it should be a Tier 1 skill atm.

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3 hours ago, biggie1447 said:

ever since the smoke firing nerf

^This... I agree here. The skill is wasted now that they changed the smoke mechanics for ships firing in smoke. 9 times out of 10 BBs will still be spotted and depending on the cruiser it will be spotted also. The only one to benefit from the bigger smoke plume will be other DDs. Personally I think you can use the points better elsewhere. 

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1 hour ago, KiyoSenkan said:

Bigger waste of points than RPF, and at least I can find a use for RPF.

RPF is a must for ranked and clan battles. It is pretty important info for your team to have. I agree with you on that it shouldn't be a 4 point skill, maybe a 3 pointer.

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