As it currently stands the smokes last way too long and often end up being more of a detriment in most situations than an advantage. They do see some effective use as it currently stands, but their best use cases in current gameplay feel very unsatisfying. the smokes of old only lasted about 12 seconds, but had a lot more variety of options and ways to impact rounds.
#smokes should really be about 20 seconds long
98 messages · Page 1 of 1 (latest)
the smoke change is great for bad players because they would fail to take advantage of the window that 18 entire seconds gave them, but these same players throw bad smokes that are then permanent and this change instead ruins rounds for them
1 big smoke and 3 little smokes
the number of smokes is fine and making a different set of smokes with different properties is probably not a good solution
ah yes more util bloat
Unrealistic. Smoke grenades keep producing smoke for about 80 seconds on average
Duration should be extended instead
let's increase the spread of molotovs so that killhouse is the hellhole it should become
correct
Idk, i guess to me it feels like stuff like smokes are specifically made to change the flow of a map for that round, a lot of attacker util feels that way, if you know a smoke is coming or a wall charge they sort of give the same danger but in the opposite way, im down to try the change i just currently feel no issue with current smokes
smokes are worse for attack now than they used to be when they are supposed to be stronger
the length is a detriment as it currently stands
there is less creativity due to the massive detriments that come with a full minute of smoke and less use cases where they are even considered decent. old smokes were a little on the weaker side due to not quite lasting long enough(though with a good team 12 seconds was plenty), but I would way prefer them over these current ones where you just pick an angle you are never going to approach and smoke it off early round and that is the ONLY optimal use case.
changing it to a more reasonable 15-20 seconds is like gaining 2 actually consistently usable/useful resources for attack.
i feel like this is only true because people throw a lot of bad smokes (myself included i dont touch them cause i need to learn more), and it feels way more brutal to throw a bad smoke that makes your round unplayable, but a really good smoke lasting a long time seems like a great reward for attackers, ive seen a lot of the better players utilize them in a way that i think they find adequate, getting rid of long range sightlines for an extended period of time is nice IMO, like on factory throwing a good smoke early and still being able to play with the stack because you dont have to leave 1 player behind preparing a god smoke to push a difficult angle against a mawp or ingmar
and i feel like the lack of creativity is also explainable through this lens because people are afraid to fuck the whole round up throwing a dogshit smoke
across 10 mans, ranked, scrims, and casuals my sentiment remains the same. the timer on the smoke turns what would be a good smoke into a bad smoke 90% of the time. I feel like lacking or luno can explain what I really mean in depth about optimal smokes as they currently stand a bit better than I can as my brain is fried rn and I'm about to go to sleep. With shorter smokes you are able to get more aggressive around them and cut off angles that you know you will be able to get back for example. while you can also accomplish the same smokes that get pulled off nowadays just by being prepared with the push and working together (if the player isn't doing that they wouldn't have thrown a good smoke anyway so that point becomes a bit of a wash in both regards). 15-20 seconds is plenty of time to cut off an angle and get you into the positions you need on big maps and small maps alike. my apologies if I come across hostile in any way here btw, I'm tired and just forgot to drink water for like the last hour ;-;
i understand what you mean about temporarily cutting off angles to regain them later, like on bank you might want to temp take a fight in hall deal with that guy but not have to push the infinite smoke and get smoked by a shotgun or something and theres nothing you can do about it
also i dont think you are being hostile nor would i really care if you were lol its just a DP discussion
real solution is 1 giga smoke that just fills the entire interior with smoke via tanks outfitted with arms that deliver the smoke through the wall, then the attackers set themselves on fire on purpose and all die trying to escape
holy based
it could be the case also that i just have a tendency on attack to prefer longer time required plays, because i dont really get concerned much when the timer gets low
all in all i understand the concerns, this issue seems like one that honestly requires more people to test which is difficult currently, but im still down to try the change, if you think it makes attacking easier or more skillful somehow im all for it cause i have more fun on attack
im actually curious if @marsh umbra agrees with your suggestion (guessing he does) because hes the only other player ive encountered who has nerves of steel with in game timer and basically just does what i wanna do but better a lot of the time
(about my bias towards playing to the last seconds of the round)
actually looks like he already liked the post so guess he agrees, still curious about his input tho
Long duration smokes on attackers make perfect sense as much as short duration foam on defenders
Done
30 seconds pls
I disagree with this sachi
60s long smokes are so lame
It removes the dynamic aspect of the smokes in that you throw it and it's now essentially a permanent blocker
It just slows the game down more which is booooring
20 seconds is fine
smokes are good as they are, im sure shorter smokes would also be good tho, matter of opinion
Elaborate. Now.
erm, there are benefits for longer smokes and negatives, either way the current ones and 20 seconds ones would be fine
im indifferent
the smokes work
Name six benefits and five negatives
Smokes being near-permanent is kind of the point Uyuxo...
Real life is fake
Stay mad matrixcel
@wraith birch Looks like you got on the wierd russians shitlist man unlucky
i agree with pretty much everything luno said in this thread and just wanted to add that i feel like there are like 2 good kinds of smokes when its 60s which are 1: exterior smokes to fully cover a room or hall angle on cstore or killhouse and 2: Some super long angle that isnt going to have to be pushed until at least a minute into the round (which is not common at all). If smokes were shorter and more plentiful there would be way more opportunities for a quick smoke wall rush to take ground and have faster paced rounds in general.
Yea this is basically the same opinion i have honestly so i dont think its that divisive just that some people strongly dislike long smokes
me fr
🤙
So uhhhh, just fix smoke collision so it doesn't magically percolate through solid walls???
Oh you're a real life hater? Disconnect from the Earth server then.
🙂
Eat sandwich
if we get shorter duration smokes how do we feel about them extinguishing fire? Similar to CSGO
Them being shorter duration is a buff.
18 seconds means i have plenty of time to get what i want out of the smoke while i don't have to wait on it to clear if i need to block somewhere i also want to walk through later
at worst its a side grade, shorting time of smokes is a huge buff as you can smoke off an area you need to push later on, eg teller, without stoping that push for a full 60 sec
Or you can block the sightline for the defenders completely off for most of the round and get on with your business elsewhere
its just different, it isnt better or worse
what do you mean photon is always right
I didn't say that photon is always right
I said that he's rarely right
proof-read bozo
Surely guardian isnt struggling to read tone here
its worst, long smokes limit what you can do with smokes, if you need something smoke for that time smoke it twice
ur bad
sorry my bad
I meant "what do you mean? Photon is always right."
grammer is important
😘
Smokes limit the ENEMY team on the amount of fronts they can attack you from. If you, for whatever stupid reason, want to go through the direction you smoked (blocking off part of the map is the entire point), you have access to flashbangs.
In a nutshell: get good with planning
ah yes block sightlines with flashbangs that don't pop flash anymore
Jimmy that was a world record bad faith interpretation of what he said lmao
or just peek the cunt, works sometimes
what tool could attackers possibly use to avoid getting tubbed in a smoke
wtfuck ru of are an be illiteracy?
jump peek
flashbang peek
when me and guardian and photon agree on something its gotta be some type of biblical event
that shit is unheard of