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Found 71 results

  1. _Scarrry_

    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)
  2. Capt_John_Black

    Smoke Bug in 8-8-1

    Is there an issue with smoke in 8.8.1 ? My Flint doesnt seem to be putting smoke out as quick as it did, and I am getting detected on the 2nd puff ??? I have tried slowing down to 1/4 speed, no improvement. Did smoke get changed? Also having the same issue on Belfast
  3. When the Smolensk shoots out of smoke, it is not possible to locate its position by spotter plane because its gun-/ ammo trails start way too late above the guns. Seems like the trails are only seen when leaving the smoke cloud. Like any other ship there should be a way to blindfire at it in smoke. Gameplay with the smolensk otherwise is way to easy.
  4. So i'm driving my Gallant and I ambush and engage a Fuso from 2km away and fire 5 torpedos into him doing 50k damage and flood him twice, ofc he survives and he proceeds to fire at me and breaks my engine. I smoke up immediately after firing however I am still spotted, Thats fine, hes at 2km so im hard spotted then for me it starts getting weird. He drops off my visuals - gone, its 2.3-2.5km but i'm still hard spotted ? His secondaries are still firing and i'm still spotted 3km and still the same. Now i'm dead. I wasn't firing from 2.5-3km so can someone please explain the mechanic behind this for me as to me it just doesn't make sense.... Was it the fact that I still had gun bloom and he was only using secondaries but then don't they count as well...... confused.. Please be gentle...
  5. Hi all, Do you have difficulty aiming with torpedoes when your ship is on fire (i.e. huge smoke plumes obscure the aiming when enemy target is near-by)? Leo "Apollo11"
  6. Moin. Ich spiele zur Zeit nur gelegentlich WoWs seit 0.8.0 und entschuldigt falls die Frage schon kam. Mitunter habe ich Schwierigkeiten die Geschwindigkeit von Schiffen zu erkennen weil mir einfach die Rauchfahne aus dem/den Schornstein(en) fehlt. Es ist mir gerade heute wieder aufgefallen als ich eine Lightning mit dem Radar meiner Tschapajew aufgedeckt hatte. Meine erste Salve landete voll versemmelt hinter dem DD. Überraschungseffekt dahin. Replay verfügbar, falls benötigt (Juhu! auf diese Gamefunktion) aber ich weiß halt nicht ob sich das auf das Smoke-Rendering auswirkt oder nicht. Vor einigen Spielen ist mir das Phänomenen schon mal aufgefallen, keine Ahnung ob es gestern oder vorgestern war... Hat dies evtl. noch jemand bemerkt? Ich möchte erst mal nachfrage ob es nicht ein Problem auf meiner Seite ist bevor ich Anfange es für einen Bug zu halten. Ich spiele auf einem Ryzen 2600X mit GTX 1070 und folgenden Grafikeinstellungen:
  7. LemonadeWarriorITA

    Exeter switch repair party with smoke?

    I kinda feel like the repair party is useless. The damage I mostly take: Getting citadelled by a BB. 203mm, or above, HE that causes a black out on my ship with every shot. Now I can imagine that some people are still happy with the repair party, but I would prefer to switch this survivability consumable with another one, namely a smoke generator. So what I am suggesting is to give us the option to give Exeter access to the Smoke Generator in the Repair Party slot. What are the thoughts of you guys on this? Don't get me wrong, I am still enjoying the Exeter a lot. It is only so now and than when a lost AP shell of a BB finds its way to my hull that I lose 30% of my HP. Which is pretty frequent due the shotgun spread of BBs at the lower tiers. It is also difficult to make the concealment work with the carriers around. A bit less frequent now, but should become more frequent in the future. Greetz Lemon.
  8. 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
  9. 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.
  10. friedeggnchips

    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.
  11. luggy62

    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 ?
  12. Humorpalanta

    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?
  13. 2fast4every1

    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.
  14. pradz

    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 .
  15. 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.
  16. 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?
  17. 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.
  18. 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
  19. 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
  20. 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.
  21. AMONAS1

    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)
  22. 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?)
  23. 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!".
  24. Rock_n_Rolf

    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?
  25. 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?
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