Let's talk about smokes baby

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Pedr007
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Let's talk about smokes baby

Post by Pedr007 » 15 Aug 2018, 18:00

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hi,

Why does.nobody use smoke grenades? 

They :

1. Make it so evil beano can not grab your assistance n drag you off
2. Break line I'd sight for boilers to gas your ass
3.  Can be used as sign to retreat by Sls. 
4. Act as psychological deterrent for bends, if they don't know what's behind the smoke they usually don't risk a T2 or To.
5. Can cover incendiary grenades if fired first and in the same tile	 creating an invisible flame barrier

So why the First does nobody use em? 

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Ratpack
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Re: Let's talk about smokes baby

Post by Ratpack » 15 Aug 2018, 18:03

I thought Benos can see thru it?
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Herac
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Re: Let's talk about smokes baby

Post by Herac » 15 Aug 2018, 18:16

Xenos can see through/in smoke nades, and I'm pretty sure that just like with boiler acid/neuro the boiler globs can travel through smoke (i.e. if a boiler is already firing at a tile, and then smoke appears between said tile and said boiler, the shot will carry off like normal) but boilers can only start firing on tiles they can see.

Xenos cannot see cades (unless they are right next to them), claymores, or any other objects in smoke however.

Smoke nades still have a psychological effect on xeno players even if they don't have much of an in game impact, though. And they're under used in HvH.
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Pedr007
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Re: Let's talk about smokes baby

Post by Pedr007 » 15 Aug 2018, 18:35

They don't act like they can see through it Tbh. Still.breaks their grip.

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Re: Let's talk about smokes baby

Post by GenericUsername » 15 Aug 2018, 18:37

coughs coughs coughs coughs coughs coughs
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Pedr007
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Re: Let's talk about smokes baby

Post by Pedr007 » 15 Aug 2018, 18:50

GenericUsername wrote:
15 Aug 2018, 18:37
coughs coughs coughs coughs coughs coughs
This

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Re: Let's talk about smokes baby

Post by Gnorse » 15 Aug 2018, 19:33

the only use for smoke grenades is to prevent a queen screech or to stop a boiler from bombarding a certain area since they can't bombard a tile they can't click on.

Both uses are -Extremely- Situational, though.
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Pedr007
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Re: Let's talk about smokes baby

Post by Pedr007 » 16 Aug 2018, 05:08

*shrug* Apparently nobody gives a rats ass about em. Good, Ill keep aboosin em.

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Re: Let's talk about smokes baby

Post by Build_R_ » 16 Aug 2018, 10:55

It's only real use is for in HvH rounds to make the dirty CLF scum blind to your advances.
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Re: Let's talk about smokes baby

Post by Smalls » 17 Aug 2018, 05:19

>move one tile out of sight of an Mp
>prime and throw smoke nade beside them
>run away giggling as they go ape with no idea who threw it

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Re: Let's talk about smokes baby

Post by Nimiety » 17 Aug 2018, 06:22

Gnorse wrote:
15 Aug 2018, 19:33
or to stop a boiler from bombarding a certain area since they can't bombard a tile they can't click on.
Both uses are -Extremely- Situational, though.
Fake news.

Smoke grenades decrease the accuracy of shots fired through them I am pretty sure, projectile velocity too.

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Re: Let's talk about smokes baby

Post by davidofmk771 » 17 Aug 2018, 08:39

You can put them in your helmet and it shows up on your dude's sprite.

Oh, you mean the grenades? You can prank briefing, or the dropship. Hardmode: Smoke the Memorial Garden during an after-evac service.

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Re: Let's talk about smokes baby

Post by Vispain » 18 Aug 2018, 22:37

My best experience with smoke nades was in HvH. After a OB my men were eager to push up so I threw a smoke on of a CLF MG position. My men were able to push up easily while the CLF couldn't see.

Other than HvH though...there is very little use though for one of the most realistically useful nades in real combat.
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Re: Let's talk about smokes baby

Post by Xennith » 19 Aug 2018, 04:02

Using smoke to block queen screech and boiler gas is the most game-impacting way to use the smoke itself.

Xenos cannot see through smoke (they can't see through boiler gas, either), but that only applies to objects and terrain. Xeno X-ray mob-sight still works, which is why xenos grabbing and pulling escaping humans into boiler gas is so common.

There is one incredibly tactical use of the blinding feature, however, which has not been mentioned- hiding the tank.
Xeno mobsight does not work on the tank, and so a tank can be given a legitimately concealed approach around blind corners by masking it with smoke.
I have not seen anyone do this, but it is actually something I have been thinking about.
Xenos tend to behave fairly rationally when they see the tank approaching (i.e. run the fuck away), but if xenos are waiting for a marine push into a particular location, and the marines cover the advance of the tank by using smoke, off-guard xenos will wind up face-to-face with an active tank as the smoke clears, or as the tank penetrates it, giving them at least one LTB shot.
The best part is that if marines actually do this consistently, and a given group of xenos doesn't have satisfactory intel on the location of the tank, any smoke grenade the marines toss to successfully break sight is a potential tank ambush, and if they hesitate, it's just another small advantage.

tl;dr - use smoke grenades to cover the tank for SURPRISE MOTHERFUCKER pants-shitting moments.
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Re: Let's talk about smokes baby

Post by Pedr007 » 21 Aug 2018, 07:31

Ive been roasting beanos with Smoke and Incendiary combo from the UGL quite well recently. Also BREAKs grab intent afaik so its a good counter to the cancerous warrior grab mechanic.

Hiding the tank in smoke is a good one. I think the TCs would need the smoke module for it tough???

The other use as SL: Signal for retreat. Use the Whistle for ATTACK and Trow smoke when you want the Unga Bungas to retreat. Cause in combat few people take time to read the fucking chat. Lets be honest. Smokes a clear visual indicator for GTFO that nobody else uses.

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