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Found 65 results

  1. Hallo allerseits, leider, …. fällt es mehr und mehr auf, das das concealment System (Sichtbarkeit der Schiffe) mehr und mehr das Gameplay ruiniert. War es zu Beginn (nach der Beta) das invisible Fire… Schießen ohne Sichtbar zu sein, scheint es Mittlerweile leider Standard, das mehr die Hälfte der Flotte hinter Inseln oder außerhalb der Sichtbaren Radien steht. Der erste, der Sichtbar wird ist nur allzu oft der Erste der versenkt wird, da Augenblicklich mehrere Schiffe auf diesen einen das Feuer eröffnen. inkl. Radar im Grunde Chancenlos wenn du sichtbar wirst. Alternative... einfach weit hinten bleiben Wir haben Radar-Schiffe, die mehr Radarreichweite haben, als "Sichtbarkeit"... das führt z.B. dazu, das, sobald dieses Schiff gespoted wird , kann es seinen Gegner Augenblicklich sichtbar machen. Ich denke, das diese Mechanik initial nicht wirklich geplant war, und sich vielmehr zufällig ergeben hat. Auch die Funtion des Spotens… (Captain, wir wurden gesichtet.... Von Wem.... Keine Ahnung,... von Wo.... keine Ahnung...…. aber wie können die uns sehen..... wenn Sie nicht Wissen, das wir kommen???.....) ist im Grunde völlig unverständlich Ich hatte heute eine Runde, wo beide Flotten im Wartemodus waren, in einer Art die völlig neu war.... die Caps "Ungecapped" und alle hinter Inseln oder in sicherem Abstand, darauf wartend das es jemandem einfach zu dumm wird. Ich bin mittlerweile der Meinung das das Sichbarkeissystem Grundlegend überarbeitet werden müsste, wir haben BBs die 10km Sichtbarkeit haben, wir haben Kreuzer mit 9km und Maschienengewehr, wir haben Radar das durch Berge geht, und die neue CV Mechanik scheint eher ein Arcadeshooter zu werden... Schade eigentlich, der Spagat, den WG hier versucht ist schwer Nachvollziehbar, und mit der aktuellen MM Mechanik womöglich zum Scheitern verurteilt. Vielleicht sollte der MM auf Basis der DPM Werte, und weniger auf Basis der Tiers die Teams zusammenbauen. Es stehen sich schon innerhalb der Tiers Schiffe gegenüber, die einfach nicht aus der selben Zeit sind, der spread über 3 Tiers ist da eigentlich völliger Nonsens und generiert allzu oft zusätzlichen Frust unter den Spielern. (z.B. T8CV in einem TX Game) Es bleibt zu hoffen, das WG hier nachbessert, aber der aktuelle Trend geht meines Erachtens leider in die verkehrte Richtung. LDM
  2. Smoker ses alliés en FFA

    Salut la compagnie ! Depuis l'arrivée des radars (tous nouveaux pour moi qui vient de reprendre), je me pose de plus en plus de questions sur la smoke. Avant, je me la gardais en Ho crap Button. Sauf qu'avec les radars, c'est juste pas valable, et se finit en général en mode yolo submarine. Le concept de mettre ma smoke puis de tirer depuis est nul pour moi. Surtout que comme je joue beaucoup ricain, les portées sont pas géantes, et les tirs faciles à esquiver. Donc, je me pose de plus en plus la question d'une utilisation sociale de la smoke. Ca me fera des amis, mais j'aimerai quand même qu'elle ait une utilité. En fait, le concept d'avoir mes CAs/BBs smokés pendant que je gère le spot est juste génial (surtout avec la durée des smoke ricaine). Sauf que... Ca veut dire que tous mes alliés doivent se [edited] dedans. Faire disparaître 2 bateaux, c'est concentrer les tirs sur ceux qui restent visibles. Je veux faire disparaître tous mes copains ! Ensuite, j'ai besoin que ceux ci soient pas trop cons et restent dedans / à couvert. Donc, je pose la question ici aussi bien aux joueurs de DDs qu'à ceux de CAs/BBs : - Y a t'il des manières de poser proprement sa smoke en FFA ? - Quand vous êtes en CA/BB, et que vous voyez une smoke apparaître devant vous assez proche, est ce que vous courez en profiter ou l'ignorez vous ? - Est-ce-qu'il vaut mieux poser sa smoke directement sur les alliés ? Histoire que 1. ils comprennent et 2. ils en profitent immédiatement ? - Est-ce-que pour vous c'est une tactique viable ? Merci ! PS : Si une grosse tomate reste seul en dehors de ma smoke pendant que les bons joueurs sont dedans, je considère que ma smoke est utile. Je peux pas sauver tout le monde, y a que Jésus pour ça.
  3. game failure ?

    2 ships tier 4 , one sits in smoke, the second one nears until he can see ship in smoke, ship in smoke gets warning via radar sign ,, he is spotted, all ok , but why can the ship in smoke , not see the ship spotting ? if he is so close as to see through smoke , the ship in smoke must see him too ?
  4. Invisible ships

    This is absurd. less than 5km yet I cannot see the enemy. I later died from 6 torpedoes that came from the magic invisible ship that you can(t) see here. How am I supposed to fight or do anything if I cant see a ship that is shooting and launching torpedoes at me??!! Firstly, no it wasn't torpedo bombers that i missed, it is a destroyer that appeared on my minimap and then disappeared. secondly, this guy was no more than 5km away from me and was also shooting at me, though i still could not detect him. A am in the Iron Duke. Nerf these bloody invisible destroyers, this is getting out of hand.
  5. Smoke changes experience

    So it has been a while since the the new smoke mechanism was introduced and I think it's time to share my experience with it. I play random, very rarely divisions. Don't play clan or ranked or anything like it, so you got the context. Experience with the new smoke is bad. Not just simply bad, horribly bad. Killed the game. While before the change there used to be at least some strategy and teams working together ever since the change it has turned out to be a disaster. Either lemmingtrain or die immediately and most likely lose. I play all classes (except CV) and my experience with the old smoke mechanism was that it could been easily challenged. Torp in smoke, shoot in smoke, radar, hydro, and some basic logic made it possible. Sometimes required tactics but it could be very well challenged. People helped each others, smoked up cruisers, battleships if they needed it. Nowadays there is no reason to use your smoke for someone else because he still remains visible most of the time. Basically a simple move killed teamplay. You can't smoke up BBs to help them because if he shoots he is visible from the Moon. If it doesn't shoot he is useless. If he tries to turn using the smoke gets torped or shot and dies. Some cruisers in a good spot can be smoked up but most of the time it's just not worth it. No wonder less and less DDs use the consumable. Now about the mechanism of it. If you shoot and use it immediately after you still stay visible. But why? It makes absolutely 0 sense. If you are a BB, shoot, sail inside smoke, nothing happens, still visible. How? Why? 0 sense. 2 smoke cruisers meet. Let's say Kutuzov and a british one. Both smoke up. If brit is inside 7.5 km, Kutuzov still stays visible inside smoke. Why? This is just utter bullsh*t. I think among the many changes they have made they should reconsider this smoke change because it just ruined the game and wasn't good for teamplay. So how does smoke works?
  6. radar and hidro change

    hi, I have an idea that might make the game a bit more interesting for DD's. What id suggest is that u change radar detection based on the ammount of reflective surface on a ship. so big ships = further detection ship moving bow in = more stealthy. it might make for some interesting gameplay and teamplay (using radar together to sniff out a DD). also new skills "radar and or sonar detection" that show u where the sonar or radar is coming from (same way as with radio location) so for example: A DD is saling broadside to a cruiser outside of detection range. 7.2 km The cruiser pops radar and the DD gets detected from 11km by the radar when at a 90% angle (broadside) The DD gets a warning the radar is coming from the cruiser and he nouw has to make a choise. Turn towards the cruser or turn away from the cruser. Both will reduce the effective range of the radar but one is alot more dangerous than the other. also if the DD is saling straigt to the cruiser he might not get detected at all and get the drop on whatever he is escorting. also on hydro. maybe variate the range by the speed the enemy/torpedo is going? hirdo ususally works on listening to the cavitation of the propeller or the sound of the engine noise.
  7. Too much smoke

    Nowadays, more and more players are using smoke a very smart way. However, the issue seems particularly unfair. If detection have been had to the ships which have unload smoke and fires, it does not apply to those standing in smoke when they shot at enemies. As smoke can stands for 70 sec and some can use 3 times smoke during a single battle, it means some players can shot at others during more than 3 minutes with an unfair protection. It is a too big advantage and so far from reality. So please, shortened the smoke time, or let all ships appearing during a short time when firing, or stop ships in smoke firing .
  8. Huanghe

    W sklepie pojawił się ciekawy nowy okręt premium - azjatycki lekki krążownik Huange. Pierwszy krążownik z boosterem torped, z doskonałym camo i z nietypowym dymem. Warto? Ciekawa pomocnicza z niewiarygodnie szybkimi pociskami. (moderatora proszę o przeniesienie krążowników, nie da się założyć tematu jeśli nie ma katalogu)
  9. Is this the meta in this game ?

    I don't play this game a lot, it manages to suck me in for a month or two every once in a while. I do think this is a very nice game and perhaps if I would be better I might enjoy it even more, but still i don't think I am the worst player ever. I try to carry my weight around and since I have all the ships I ever wanted then I am happy to stay at tier 7 and 8. I have no desire to go further then that. But still, I have to ask one question. Racing behind an island, set a smoke and spam HE all day long, is this the meta of this game ? When I see those British BB's, I know straight the way what's gonna happen, HE spam. Chapyev, Leander, Kutizov, Atlanta, go smoke behind an island and spam HE like a boss. For me this is not fun, they probably do a great job by positioning them self in the right place and slowly burning down the BB's to death, but I don't feel like this is something rewarding. It's like camping the entire battle in one spot, do 120-150-200k of HE damage and call it a great game ? Is it interesting game, breathtaking or the one that makes your hands shake ? No, I don't think so. Ok, get your pitch forks ready, if this forum is similar to the one in WoT, I can expect all sorts of things.
  10. From the dev blog "ST, Smoke Generator, British cruisers Smoke generator set up time for British cruisers increased from 7 seconds to 15. This change will allow players to use the Smoke Generator more efficiently and conceal their cruisers, even if the consumable is activated at higher speeds." I mean, this is a direct buff for RN CAs. It's ok, the recent smoke change must have modified the stats of this line and wargaming do not want to wait as long as they did wait for conqueror, and they modify the... smoke set up time? Why, among all possible changes, (and especially a decrease in detection after firing from smoke) did they decide to buff that? Or is this buff just happening now but without any correlation to the last smoke mechanic change?
  11. Heya all After waiting an utter eternity for the patch to download yesterday i booted up the system and took out British Cruisers into the game and had two games in my Minotaur and a game in the Fiji to test out the new smoke changes. Sadly in both the Minotaur games i was cursed with the worst CV's know to man and both came dead last in the team XP as they both tried to go sniping rather then actually helping the team, and even failed at that, but that is RNG just hating me as i also lost the Fiji game but managed to get double the XP of the next person on my team and 3rd highest overall thanks to 4 kills, confederate and 120k damage. So the smoke change experience. Its not the end of the world, DD's are still terrified to get too close to the smoke and an RN destroyer in general, i had a benson try and spot me in my smoke towards the end of the second game in the Minotaur, at that point the game was already lost so i wasn't too caring wise and promptly deleted him in 4 salvo's and by that point i could see the game was lost so it was a case of doing as much damage as possible, i was spotted in the smoke but then seconds later i was radared. The Fiji game i really did not see much difference the only changes was when i was spotted and attacked by a pair of Queen Elizabeths towards the end of the game and i was just trying to farm as much damage as possible. the only other time i was spotted in my smoke was by a DD that pushed in range and he was also then spotted and took 10k damage before retreating behind his own smoke screen and i disappeared off contact. either way early impression is that it has not made that much of a difference and if you are within 5.5km of the front lines you have over extended and time to fall back, hydro helps but its not 100% whats everyone else's experience so far
  12. Secondaries and Smoke? (Edit: solved.)

    How do you actually de-select a manual secondary target? If no ship outside your secondary range is visible, thus selectable, monkeys for seamen keep firing with secondaries, thus revealing position in smoke. Making escaping the sticky situation hard. Edit: Disabling AA now disables also secondaries. Monkey seamen can be controlled, if your captain actually read the ships technical manual.
  13. 6.12 marks the end of World of Warships

    I see that to make the game ever more "just sail around in a BB and shoot at stuff" by removing tactics and variation that the smoke change is about to be inflicted in the most ham fisted way possible. They have therefore removed whatever incentive was left to drive a CA and made the game reward those who play completely, utterly passively (by and large BB players.) There was more than enough of this to wreck DD game play with the ham fisted removal of stealth firing. Yes, it had issues, no it wasn't necessary to create such a brain dead fix - they could for example have made bloom period relative to caliber so a DD firing a 127mm gun would only bloom for 5 seconds whilst a 420mm gun would bloom for the full 20 seconds. But no, the BB players must be given yet more reason to play without thinking. I have not played my Blys since because WG pretended that they would track performance - how about the fact that you almost never see them anymore - when that was just BS. If they were tracking performance they'd have noted that it was a common ship until the "save our BB's from nasty DD players" nerf and now is a VERY rare sight. But what have they done to make the ship more competitive? Nothing. At least this time round WG has had the decency to offer a refund for the ruination of a premium ship. The Blys has just been a €20 mothball without the slightest care from WG apart from the lie that they will track its performance. It was sold as a ship that had no strengths apart from its ability to engage in a very large concealment shadow. It is merely OK at everything else so offers nothing to the player that other ships don't give you better choices in. So now to please arcade warriors in BB's and really finish the Cruiser class off whilst further hampering DD's we have this ham fisted nerf to remove smoke from the game. Which are the only Cruisers that regularly go to the front of the fight? RN Cruisers. Will they now? No, they will probably sit at max range and join the BB's in doing nothing for most of a game as far from the fight as they can get. How about Cruisers supporting DD's in cap? Nope. They need smoke to be an effective supporter in areas in and around cap because they get citadelled by BBs otherwise the moment they fire. Now they fire to support a DD and they get slaughtered anyway. Best thing a CA can do now? Go for max gun range and fire starting ability, sit back at the start line (or go further back if you can) like our heroic BBs do and then spam from max range. Drop all sonar / DD hunting and go for AA modules then cruise around with BBs covering them from air attack and kill steal off the drolling dolts just to annoy them so they can start whining about how CA's should not only be citadelled very easily, they should just blow up altogether if hit by a BB. Oh and they should not be allowed to change tack either. However, there is one Cruiser line for whom this is not viable, who have very limited range, no HE and no ability therefore to start fires: RN Cruisers. Already a highly situational line who need very careful use to get the most out of - rewarding aggressive positioning, punishing a failure to plan hard - are now finito. Especially the Neptune that has for no apparent reason been given an extra 1.16Km of "screw you" by WG. There are inumerable counters to an RN Cruiser - who has no HE remember - sitting in smoke, not least of which is that they are depending on their team to spot and most teams are anything but. Torp wall, radar, sonar and ping! you have a dead RN Cruiser who can be citadelled by a T4 DD. Balance? Nah, why bother! Lets just publish that we will make changes if it seems that RN cruisers are screwed then do nothing because people stop playing them anyway! A simple solution would have been to extend the sonar reach of these ships to match the greatly reduced effectiveness of smoke, but no, they had to finish the RN Cruiser line completely - the Neptune fires and its visible from a completely ridiculous 6.58Km away to ensure that it is seen about as often from now on as a Blys after they got wrecked. The 5.4Km "screw you RN players" the rest get is bad enough but for some reason the Neptune needed to be made completely unplayable. BBs are the greatest poison in this game because every single game I have ever played you can see a cluster of BBs as far from the fight as they can get praying to RNGesus for a bit of long range stat padding. Now they will be joined by CAs for whom there is now no way to utilise smoke to get closer and ambush their much stronger, better gunned, better armoured BB enemy. WG you have sucessfully killed your own game for anyone who wants more than an extremnely passive sit at the back and put your faith in RNGesus arcade game for BBs. Bravo.
  14. New smoke "mechanics"

    I am not a DD player. The new smoke "mechanics" are bad. When you fire from inside the smoke you will be visible for a duration of time i think 20 seconts, with redused radius of visibility acording to your ship. This is wrong because my teams dd will sit out of the smoke ditecting you (YOU CAN NOT SEE HIM). I will kill you he will kill you ALL the damn fleet can kill you. The new mechanics are wrong. I suggest the ships inside the smoke NOT to be visible from the outside but to have a dispersion penalty. (bad english.... deal with it)
  15. Neue Mechanik für Smoke im ST

    Hey Leute, eben bin ich bei Youtube drüber gestolpert, dass WG den Smoke nun auf eine andere Weise anpassen will als zuerst geplant (Da war ja die Rede das der Smoke schneller verschwindet sobald man aus dem Smoke feuert.). Nun soll, abhängig vom Schiff, die Detectionrange sich erhöhen sobald man feuert. Als Bsp. würde eine Yamato knapp über 19 km sichtbar sein, sobald sie aus dem Smoke feuert. Ohne schiessen, bleibt es bei der bereits bestehenden Mechanik. Interessant z.B. die Kutusow. Diese ist dann wohl ab 7,74 km sichtbar. Das stellt sich für mich dann hier z.B. die Frage wofür die Kutusow dann noch Smoke hat. Eigene Flotte einnebeln ist nicht mit dem kleinen Smoke. Mal sehen wie sich das entwickelt und ob WG das live bringt. Fällt Radar und Hydro dann eigentlich weg bzw. werden generft? Schließlich war Radar doch als Konter für Smoke gedacht. Mit der neuen Mechanik würde ja nur ein DD reichen in der Nähe des Smokes und der spottet dann alle die aus dem Smoke feuern. Wem diese Änderung wohl am meisten bringt bzw. wer hier am lautesten wohl geschrien hat: "Nerf Smoke!".
  16. Hi, the first try of WG to fix smoke was horrible, the now proposed try is better but still pretty bad. why? mainly because it changes too much to fix verry little. (and even unfix some) that got me thinking how would you get the desired effect of nerfing big ships in smoke by not changing small ones? IMHO the solution is pretty simple and partly already in the game! Radar was designed as a smoke counter so let it be a smoke counter, just change it a little... make the range Radar spots enemies dependant on the ship class you want to spot: old radar spots everything at 10km new radar spots (numbers only for explanation,best numbers need to be found in testing) DD's at 8km (if droped enough you could rise duration of radar) CL at 9km CA at 11km BB's at 15km why would it make sense? well it would make sense because biger targets have a bigger radar signature for the realism aspect. - it would nerf BB's inside and outside of smoke which both is somewhat desireable, - it would use a mechanic already in the game. - it would screw less with current smoke mechanics - you could make radar last longer if you for example made the range on spotting DD's significantly shorter, which would alow for more difrent types of radar that the SN/USN types curently in the game which would boost diversity (maybe even a extreme radar that has 2km on dd's 5km on cls but 20km on BB's and give it to the RN DD line?)
  17. From the Dev Blog... Smoke!

    As this was a big topic some time ago, let's restart the discussion... And since the old threads were dark and full of terriers, let's restart anew. There will be a new thing coming to tests - discuss! From DevBlog
  18. I feel the recent smoke change,DD nerfs are all failed solutions to 2 problems in WGs and players mind that should be solved: - people sitting in smoke - BBs camp Both can be fixed with incentives instead: - every second sitting in smoke will decrease credit and XP (eg 1000 credit/s and 100XP/s). So using smoke to save your live will cost some XP. - every second further than 10km from cap point or enemy base decrease credit and XP for BBs (also for CL and DD but proportionally less) No need for mechanics changes. Money talks. What do you think?
  19. Smoking Up

    This article will be unstructured. What do you want? I'm trying hard to procrastinate at my internship right now! Honestly, sometimes I feel like none of you appreciate the work I put into not actually doing any work. War gaming continues its inability to maintain company secrets with the smoke screen changes that appears to be created for the sole purpose of driving the entire teamplay meta alongside the entire fleet back to the back lines where most of the battleships have already set up tents and are already breaking out the acetone torches. The smoke nerf, according to WG's propaganda ministers, aims to address the issue of certain ships (mostly battleships) sitting in smoke screens and shooting at ships with impunity. Due to this, they have decided that every gun fired in a smoke screen, depending on their caliber, would deplete the smoke screen. It's not strictly necessary for me to explain this, but I feel compelled to. There's no reason really. When it comes to smoke however, ultimately I do not think I could leave behind my biases. I never had a very high opinion of ships that utilized a combination of smoke and gunfire to do their role within the game. My opinion on this matter is unlikely to make me popular, but it hardly matters. I have almost all of the smoke screen cruisers, and I have different opinions of all of them. Even with that however, I can't help but feel that this is another justification for nerfing things that hurts battleships. When it comes to smoke, they are both responsible for alleviating and exacerbating the camping meta. Each ship can be thought to exert a sphere of influence, a sphere of power that holds most strategically aware players away. The power of the sphere becomes more pronounced closer to the ship of origin, as guns, secondaries, and torpedoes all increase in lethality up close to the enemy ship. As ships closest to the enemy get shot at first, being able to close to range whilst invisible offers massive opportunities for teams to push forwards together. Even once the smoke fades, the team can exploit the far more strategically strong positions that they would not normally have access to due to the fact that they would have far too little health left to burn once they get there. In a way, it temporarily nullifies the sphere of influence of a lot of ships, unless the enemy team has access to a radar suite in the optimum position. A smoke also, in many ways, exerts a nearly unlimited sphere of influence. Anything on the enemy team could theoretically be hiding in a smoke screen, and that anything could have access to radar suites, nearly unlimited AA, and potentially hundreds of guns ready to fire at the first thing that gets spotted. There is a reason most ships steer clear of smoke screens. It's not like there aren't any counters to smoke. There are plenty of counters, and most of them are at least moderately effective. The problem arises however because War Gaming insists on balancing around meta instead of games. Putting it simply, they balance World of Warships like it's Starcraft and not League of Legends. That may be a little confusing, but let's say you're playing as the allies in RA3, and I'm playing as the Japanese. If you sent a scout over and discovered that I was fielding three or four dozen attack helicopters, you would probably begin to stock up on missile buggies and interceptors to stop me. This is a viable tactic: giving incredibly strong units an inherent and insurmountable weakness that makes it possible to counter them and to stop cheesing tactics. This raises the skill of players and mandates variety in army compositions. War Gaming probably wants to see a similar thing in their games. Each ship lines probably takes approximately the same amount of effort to complete, modeling and initial programming accounting for but a tiny fraction of the development period. The problem is the matchmaker. If you see a Minotaur division on the enemy team, you can't decide to field an extra radar ship or two. If you see a tier X carrier on the roster, you can't decide to switch out your hydroacoustic search. War Gaming expects that eventually players will simply switch to the tools that are better suited to dealing with persistent problems, but that is a terrible way to balance. Theoretically, players will gravitate towards a line that can deal with the problems they face. In reality, most of the players who play the game, even those who have played the game since launch, don't even have access to their first tier X yet. I very much doubt that most even have tier 8 ships on most of their lines. Even assuming that players will gravitate towards the correct counter, that theoretically prevents issues that will happen eventually in the future. It won't solve the issues that are happening in the match right then and there. This isn't an RTS player refusing to field AA units against a player who has been cheesing bombers and attack choppers. This is MM screwing a team over. I remember last night in an epicenter match in my Z-52. The results of that match was decided the microsecond the enemy team didn't have access to a Z-52 or a radar cruiser through no fault of any of the players on the enemy team. I'm not certain if WG understands this issue, or if they are under the delusion that this is the issue that will sort it out eventually. There are mechanics in this game that are nearly insurmountable except against a mechanic that instantly annihilates any pull that said mechanic might have on the outcome of the match. In the case of smoke screens, even one laid by a destroyer, an extra ship with the hydroacoustics removes all but the tiniest sting from torpedo destroyers. Their primary weaknesses are carriers and radar searches which is great when those items are available, but their availability is far from guaranteed. The dominance of ships like the Fiji and the Belfast are in fact artifacts of how rare the tools to deal with heavy firepower hidden inside of a smoke screen are in the middle tiers. One thing this does address is the issue of the dominance of divisions. A pair or triplet of Minotaurs could sit inside of a smoke screen that will last the entire game as they chain the entire smoke screen and is more difficult to remove than a terrible idea from Lesta's head without the use of radar and focus fire, something that is only occasionally provided by the matchmaker. This new change would certainly create an organic method of stopping the dominance of multiple Minotaur divisions who can just sit in a ring behind good torpedo cover and entirely shut down a whole flank or a double Minotaur and Des Moines division that could keep any plane, destroyer, cruiser, or battleship from approaching them save for some very accurate into-smoke firing or a radar cruiser. The Des Moines could also be replaced with the Conqueror with a radar suite, which this change could be a preemptive nerf to. If the smoke screen of a long Minotaur is balanced in such a way that their combat effectiveness doesn't change very much if there is only one of them inside of the smoke screen, then I don't see many players complaining too much. It would probably diminish the effectiveness of smoke based divisions, but I think we can all agree that smoke divisions can be rather unfair especially against extremely inexperienced players. Ultimately, my feelings on this change is mixed. On one hand, it does massively discourage team play and extremely aggressive ship action all the while making it harder to slow down enemy pushes using good application of combined arms and tactical manuvers. On the other hand, it might help diminish the dominance of divisions. Smoke screens help a large number of cruisers survive in this meta, but ultimately it is a bandage that is covering the nature of the problem that lurks beneath. Smoke only really helps the cruisers that have them, and very few destroyers are centered around firing from smoke. Whichever way this swings the meta, for once I am not sure.
  20. I think a better way of showing our disagreement to the proposed changes of smoke in 0.6.9 (basically, the smoke screen is reduced every time a ship inside shoots, disappearing when a battleship makes a full attack), is to make a poll. I have to polls, one if you like it, and other if you think it will be good for the game, even if you don't like it.
  21. R.I.P Smoke?

    Tak jsem zase viděl něco ''překrásného'' od WG. Ano vím že to není konečné atd... ale už jen samotná idea změn jako je tato je dechberoucí. New Mechanism: Smoke- Firing Penalty Please Note: The following information is currently a speculation on how it works. SEA-Group is still investigating to get more accurate information. This mechanism might never make it to the Live Server. Smoke-firing won’t be as pleasant as it used to be, ships that fire inside, or around, smoke screen will accelerate the dissipation of the smoke screen. The penalty seems to be connected to gun calibre. For example: Gearing one-click firing will reduce 0.24 seconds (0.12×2) of the smoke screen lifetime in a radius of 630 meters. Larger calibre guns will have a greater penalty, like for example: Yamato 460mm guns have a basic smoke-dissipation penalty of 5.91 seconds, per gun, meaning a one-click will cause 17.73 seconds of smoke dissipation. One salvo will make the smoke screen almost disappear. Kdo se těší jako já na to, až mu do smouku vjede BBčko a totálně [Editováno] celej play?
  22. UNREALISTIC SMOKE ACCURACY

    Smoke is deployed and 3 ships are in it. No hydro No radar. They have MAX accurasy because they get my position from their team. FAIR? They can go into smoke and take my position from their team but having MAX accurasy without your own targeting system is UNFAIR. When ships are in the smoke they must have biger dispersion on their guns. They dont see me they take my position from their team. 07-05-2017 Yes the BBs should suffer the same penalty when they fire from MAX distance. 2 kills in max range in under 1 min is not right. Burning BBs is right. Citadels for cruisers is right. Accurate torps from smoke is right. Be able to have MAX accuracy from smoke is wrong. It is not that 2 DDs 1 cruiser and a BB can stay in the smoke for ALL the duration of a game. It is that you can not attack a formation like that. I dont have a problem with 1 DD or 1 cruiser be in the smoke. The only defence in a smoke with multiple ships in it, is to run, run, run and hope that you are out of their firing range. BBs stay in the edges and snipe and the rest in the smoke hoping someone comes close. (I will NOT stay at the edge, I will die).
  23. SMOKE & CELL DISPERSION

    When smoke is deployed the ships in it have MAX accuracy by "locating" the enemy from the veiw of a friendly ship out of the smoke. CELL DISPERSION penalty must aplay for the ship in the smoke because it does not use its own targeting system. The radar cant help because of the small duration, sonar cant help because of the small rang but the ACCURACY does not suffer a penalty.
  24. Smoke is not an earplug !

    4 enemy strike squadrons closing to my DD. Sitting in smoke... Complete silence.... What kind of smoke is this vanishing the sound of planes? Getting out of smoke... Bzzzzzz Broum... 4 squadrons still there above my head ! Didn't sink me, but you get the point... FIX IT WG ! It is totally unrealistic!
  25. smoke device on british cruisers

    I think that puting the smoke device on british cruisers gave them a great advantage in the battle against BB's and other cruisers. As soon as they receive hits from another ship specially bb they use it. So they break contact fire then torps and the bb is history. As far as i know all kind of ships during the WWII had that device, of all countries. Maybe i am wrong but it seems no fair at least for the rest of cruisers specially the ones with the weakest armor from other countries.
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