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Kassiba

More than 3 months since release, and Royal Navy smoke is still buggy as heck

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How hard can it be to put 2 damn smoke circles on the map ??? Gosh, look at the Perth, how she is pumping out those ticks; she doesn't care whether you drive full speed or just 1/4. I had hopes that maybe 20% bigger smoke circles on ptr would help, but nope, the same bull over there.

 

If this takes another 6 months like it did with the "smoke ready but not usable" or the "repair doesn't instantly kick in", I will not be playing to see it. You made a sh*tload of money from christmas boxes, now give us a somewhat working game. This is annoying as fudge, as it usually means death in these ships.

 

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Alpha Tester
19,378 posts
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It's still bugged on PT, so don't expect it to be fixed in the next patch. 

 

Also it's not limited to RN CL's, the GE DD's I tried also seemed to sometimes take longer than they should with actually deploying a puff. 

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[-RT-]
Players
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I remember only this statement from WG regarding RN smokes:

 

Guys...I thought I made myself clear last time this question was addressed. But it seems I was wrong and did not manage to clarify things for you. Let me explain in once more, and sorry for misunderstanding.

"Number of puffs" doesn't matter, at all. There is no such parameter in mechanics. What matters is: 1. Smoke generator work time; 2. Your current speed.

If your speed is 15 kts and less, you MUST be concealed during smoke generator work. If your speed is higher, you MUST NOT be concealed on the move.

So,

http://imgur.com/a/UxUoa

Here are your cases, 1 puff and 2 puffs. What is common between them? Your speed is higher than 15 kts, and you are NOT concealed.

The 2nd puff in the 2nd case was deployed, because you moved far enough from the 1st puff becasue of your high speed. But you are not concealed anyways.

This is it. There is no bug here. Perhaps this mechanics is not clear without explanation - I agree. But on the other hand it is absolutely strict in terms of conditions - only speed and smoke generator duration influence the outcome.

Please let me know if I managed to explain it. Cheers!

 

 

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[TOXIC]
Players
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I remember only this statement from WG regarding RN smokes:

(...)

 

But this statement is BS. Because the speed is not a constant it changes (often with people slowing down while deploying smoke). With extremely short smoke deployment time you actually have a situation where:

1. You're going too fast when you start smoking. You deploy your two puffs of smoke before you slow down enough to stop within the second one.

2. You're going just fast enough - you deploy your two puffs of smoke and come to a stop within the radius of the second one.

3. You're going TOO SLOW - you deploy your ONE puff of smoke and stop OUTSIDE.

4. You're going slow enough - you deploy your one puff of smoke and stop within it.

 

It's ok to have scenarios 1,2 and 4 - nobody disputes that. If you're initially going too fast while smoking, you won't stop in time to remain concealed... and there's no problem with generating less smoke because you weren't moving around fast enough to cover larger area.

THE SCENARIO #3 IS BS AND SHOULD BE FIXED

It is NOT ok for someone to be unable to stop within smoke BECAUSE HE WAS GOING TOO SLOW TO GENERATE THE SECOND PUFF.

Edited by eliastion
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[AXIS]
Players
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so they don´t even know that the problem exists? that´s encouraging.

i´ve had this bug 2 or 3 times and it got me killed each time. and that´s with me playing 1 or 2 RN games per day at most.

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[LEWD]
Beta Tester
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"it's not a bug. It's a feature" :D

I can go everywhere between 10-18knts and still getting that 1 puff from time to time. Such fun

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Players
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How hard can it be to put 2 damn smoke circles on the map ???

 

In first post on the forum you should say "hello community".

While you whine on a bug. Shame on you.

 

I don't have problem with smoke on RN. Yeah I've seen 1 puff only many times but you should slow to 15knots and then hit smoke screen, so you will hide in it without problem.

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[AXIS]
Players
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"it's not a bug. It's a feature" :D

I can go everywhere between 10-18knts and still getting that 1 puff from time to time. Such fun

 

i got the solution.

full speed straight into an island and pop smoke

you´re welcome :D

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Alpha Tester
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But this statement is BS. Because the speed is not a constant it changes (often with people slowing down while deploying smoke). With extremely short smoke deployment time you actually have a situation where:

1. You're going too fast when you start smoking. You deploy your two puffs of smoke before you slow down enough to stop within the second one.

2. You're going just fast enough - you deploy your two puffs of smoke and come to a stop within the radius of the second one.

3. You're going TOO SLOW - you deploy your ONE puff of smoke and stop OUTSIDE.

4. You're going slow enough - you deploy your one puff of smoke and stop within it.

 

It's ok to have scenarios 1,2 and 4 - nobody disputes that. If you're initially going too fast while smoking, you won't stop in time to remain concealed... and there's no problem with generating less smoke because you weren't moving around fast enough to cover larger area.

THE SCENARIO #3 IS BS AND SHOULD BE FIXED

It is NOT ok for someone to be unable to stop within smoke BECAUSE HE WAS GOING TOO SLOW TO GENERATE THE SECOND PUFF.

 

No to mention I failed to get my second puff when going BACKWARDS at 12kts..... 

 

Seems the dev's don't know their own smoke mechanics ( or smoked one to many themselves ). 

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[-5D-]
Players
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Yep calling that bull too. I can pop my smoke slowing from 19kts in the Minotaur and get/stay within my smoke. 19kts is the max as 20+ and my nose pops out the smoke. NOW repeated with the Neptune last week I was at 11kts and only got one puff. THAT is a bug and bloody big one at that! Get it fixed before I take another 11 citadels... I don't understand the issue here. It has been documented on many a YT video that this is a bug. Are you now saying you they have tried to cover it up before as a "mechanic"? This just gets worse and worse.

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[SICK]
Weekend Tester
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If fixing smoke is too hard, they could also give RN CLs the ability to stop and go in reverse in less time than it takes to look at your mug, notice that it's empty, look back up at the screen, decide you have time to get some coffee, actually get some coffee, put it in the microwave because it's a bit cold, fetch the sugar, then go back to your desk just in time to finally be crossing the threshold of your own smoke.

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Beta Tester
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Little wonder since Wargaming denies the bug even exists. They seem to think that we are all idiots that keep outrunning our own smoke over and over.

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Players
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You can also go to fast and still only get one smoke puff, you can have a smoke puff that does not spawn around your ship and spawns behind it (although I have not seen this one recently, only when the line first came out). You can be going within the correct speed window and still only get the one puff. I went a long while without having this by constantly slowing to exactly 16.5 kts and then pushing the button but recently that gives me at least a 33% chance of only getting one puff.

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Alpha Tester
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Little wonder since Wargaming denies the bug even exists. They seem to think that we are all idiots that keep outrunning our own smoke over and over.

 

Afaik they deny it because they fail to replicate the issue reliably, and without being able to reliably replicate an issue it's hard to 'fix' it. 

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[TACHA]
Players
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Just died partly due to this - one puff - activated at 13 knots and merrily sailed out of smoke! The Bismark thought Xmas was still here!

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[SCRUB]
Beta Tester
1,245 posts

"It's not a bug, it's a feature™".

 

I thought back then our STs even acknowledged that there was something wrong with RN smoke.

And I've died as well because the 2nd smoke didn't deploy. At full speed, trying to smoke an ally, at 12 knots, trying to get a big smokescreen and while slowing down. The unreliable smoke already makes me change my playstyle in RN cruisers to only expect 1 smoke puff.

 

Probably in about 6 months time there will be a small reference in some patch notes about a small adjustment to smoke mechanics and it will be fixed with that.

Normal WG practise. Or is my WoT cynicism showing again?

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Weekend Tester
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I've stopped using smoke altogether on my Fiji.

 

It is now bugging permanently - no matter what speed is used. I only ever get a single bubble, and this makes it nearly impossible - and usually fatal - to use. The only way I can be sure of smoke cover is to stop completely before activating the smoke. Given that the ship takes so long to stop, even with propulsion mod and engine in reverse, all that is achieved is make the ship an easy target. With only one smoke bubble, the ship is also a very easy torp target, as there is no room within the smoke to manoeuvre or change orientation without peeking out and becoming visible again.

 

 

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[TTTX]
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Guys you have to give WG some time. They have only recently realised that firing from stealth is an unintended feature that has been in the game since Alpha, and are now working on removing it.

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Players
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Yep calling that bull too. I can pop my smoke slowing from 19kts in the Minotaur and get/stay within my smoke. 19kts is the max as 20+ and my nose pops out the smoke. NOW repeated with the Neptune last week I was at 11kts and only got one puff. THAT is a bug and bloody big one at that! Get it fixed before I take another 11 citadels... I don't understand the issue here. It has been documented on many a YT video that this is a bug. Are you now saying you they have tried to cover it up before as a "mechanic"? This just gets worse and worse.

 

Hot shot Jimmy is correct,  the smoke is dire on the Neptune, I have tried today slowing down to half speed ( 14.9kts )  and hit the smoke then stop,  the smoke is instantaneous only one circle appears and you glide straight out of the one ring of smoke completely, reversing back in can take well over a minute,   do the same in the Edinburgh from 19kts and 2 circles appear and you stop well inside no problem.

If this is NOT a bug this ship is going straight to the wreckers yard A.S.A.P. it's definitely NOT a keeper.

EVEN WORSE ......... all the RN line uses AP rounds .....but THIS has some sort of weird ballistic arc which is so difficult to fathom it's actually a bit of a joke!

This is the first ship where I have had to delve into the Crosshair section to try and find a sight with a 25 degree mark! which isn't available. 

That is to shoot at a Cruiser at 19k distance! the AP round is in the air for 17 seconds, the ship can do a full circle, and back again before it lands.

Can someone tell me if the Minotaur has the same problem, if it has!  I can stop this line now and delete this garbage scow?

 

 

 

 

 

 

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Hot shot Jimmy is correct,  the smoke is dire on the Neptune, I have tried today slowing down to half speed ( 14.9kts )  and hit the smoke then stop,  the smoke is instantaneous only one circle appears and you glide straight out of the one ring of smoke completely, reversing back in can take well over a minute,   do the same in the Edinburgh from 19kts and 2 circles appear and you stop well inside no problem.

If this is NOT a bug this ship is going straight to the wreckers yard A.S.A.P. it's definitely NOT a keeper.

EVEN WORSE ......... all the RN line uses AP rounds .....but THIS has some sort of weird ballistic arc which is so difficult to fathom it's actually a bit of a joke!

This is the first ship where I have had to delve into the Crosshair section to try and find a sight with a 25 degree mark! which isn't available. 

That is to shoot at a Cruiser at 19k distance! the AP round is in the air for 17 seconds, the ship can do a full circle, and back again before it lands.

Can someone tell me if the Minotaur has the same problem, if it has!  I can stop this line now and delete this garbage scow?

 

 

 

 

 

 

 

Woah, hold your horses there bub.

The Neptune and Minotaur are NOT long range shooters like the Kutuzov with its peachy 19km range, no sir. For you to really get the most out of these ships you need to be closer than 15km, personally I won't fire at anything until im around the 10km mark and lower. USE their concealment and get stuck into a fight. Sling those big brass balls over your shoulder and get up close and personal, you'll be suprised how many BBs will actually turn away. Ye of course people have now got used to charging Minotaurs and Neptunes because they know they'll splode real easy but that's what the torps are for. It's the only way to make a proper mark in a battle.

 

I say again...

 

 

"Right down their throats!"

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