Are you satisfied with smoke grenades?

i did actually like them … but they aint Krak

i want my sustained fire back lol

both of those are so great, i would love it if FS made the next two missions in the void or the carnival. tbh i feel like the vet should get mines or caltrops or something like that instead of smoke.

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i use them to get the penance done, playing with pubs they feel rather pointless.

when i´m in a duo via discord they can be helpful aka covering my ogryn whacking away at 20+ shot/gunners without them firing a single round.

then again i usually got a big boom or voice of command sends them on their asses justa as good.

so no, satisfied is not the word i´d use for smoke grenades.

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I (thankfully) hardly ever see people use them outside of penance farming now. They’re pretty terrible.

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They are beyond bad and need serious buffs / changes. I would like to see them act like the psyker dome, where people standing inside them would have their toughness replenished. Even then they would still be outclassed by frag and krak grenades. It feels like it would work well with executioners stance, which in itself is weak, requires more nodes, and is on the other side of the tree. I don’t even know how to fix it. Maybe have it act like a reverse tox grenade, where it poisons enemies and buffs allies?

Honestly if they just went the Ogryn route and replaced it with a plasma grenade of melta bomb I would be happy. Obviously would have to be weaker than the drag bomb because of grenade stockpile, but having 1x grenade that sticks like a krak but does AOE damage like a Frag could be fun.

I like them more than Psyker’s bubble.

Shooters, Trappers, Gunners, Shotgunners, Flamers, and Bombers simply come to you for execution.

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YES

the whole infiltration tree dont make sense in matter of Military operations, infiltration mostly done to sabotage or destroy objective as in commandos, a remotely detonated explosive (C4) or single shot rocket launcher would be much cooler and aligned to role of infiltration.

Even when it comes to smoke, its ussually Fast Action Smoke, which is on impact and white phosphorus.

we can keep the smoke nade and add new option.

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when you play it alot it becomes a good tool in your hands - the problem is, while other blitzes not only dont require much skill to use them correctly in battle, but also can’t hurt your teammates
of course it depends on skill of randoms who got in your party, but as we play team-based shooter, which requires you to work with other people, means the less you disrupt others the more chances your game be successful
honestly i like the playstyle its idea has but execution could be better and more interesting and variable by adding small buffs such as:

  1. simple pop on contact with surface/enemy (hitting enemy causes them to 100% stagger?)
  2. making enemies in cloud get more suppression from you and your teammate attacks
  3. speed boost teammates and you inside of cloud or as you get out of it
  4. make it extinguising fire instantly or faster
  5. make more transparent for team
    (and, again, fix the goddamn lag for low-end PCs)

theres lots of simple ideas community made already which could make veteran user experience more interesting and fun, yet FS just either dont give a swag on it or forgot about its flaws and left it the way it is, letting people forget that this slot, which is not just a simple modifier to specs, but an ENTIRE BLITZ TOOL, is underworked, to be on the same level of usefulness provided by other blitz tools

and thats one of things that FS can get away by simply play the game of silence and ignorance of this topic like they did with others, which is why i was curious on how people react to it today

may i ask you - would you like to have it improved with one or more ideas listed above? will it be too OP to play with after those buffs or we get more fun and variety for blitz tool to be on same level of krak and frag?

These plus toughness regen and making enemy shooters and gunners immediately cease firing through it would be the minimum to make it viable.

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i’ve had an idea from my previous topic about phosphorus grenade earlier which could be cool and something more than a Zealot’s immolation grenade ripoff

plus there is cool tweak of that idea in Division 2

we already have a shotgun that somehow shoots incendiary rounds so… why not rework that idea and give both shotgun and grenade a lore element used in them?

and as for C4… feels like it would be just either Ogryn’s nuke with distant activation or, even, just a longer timer (cause fatshark are lazy to code something entirely new i guess)

im still holding closer for original smoke grenade idea but i’d be happy to see something new

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This would be nice as a feature, that you could use the smoke offensively if you contain flame ability

its more about timing, rather than throw and boom boom or maybe we could make it plantable rather throwable. I also had the idea from Half Life, the dual purpose C4, can be either Claymore (Tripwire Laser) or Throwable Remote Detonation, but from how lazy they did the vet anyway i dont think they would improve.

The choices are infinite, like even XCOM 2 have better smoke grenade.

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Now were talking, caltraps would be awesome to incentivize kiting enemies. Stun-traps, explosive traps, you could make a whole class out of this!

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What about combining smoke with executioner stance? That would mitigate the issue of LOS friendlies, right?

pardon me, what’s LOS friendlies?

The real issue with smoke is that it’s very useful is used in coordination with your team, but this is a game where virtually nobody is coordinating and the other grenade options it asks you to forfiet are vastly more useful as a panic button for vets.

Krak grenades delete a priority enemy no questions asked, frequently taking out multiple real threats in higher difficulties and knocking nearby enemies prone to help manage the crowd. Frag grenades are an instant stagger on a whole crowd buying the team time to regain their composure and try to get back together. Smoke grenades provide ranged threat management and protection only when properly deployed on the field and used by the rest of the team, making it the lowest reward unless things are already going well for the whole team and often can provide zero real benefit if the horde composition or the part of the map you’re in doesn’t allow for good usage.

unfortunately this is not a problem with the grenade’s balance, but with the basic concept of the grenade. smoke CAN be a strong force multiplier in the right situations, but that situation requires the team working together and in voice communication to take directions (and y’know, taking those direction) and frag and krak grenades don’t ask for a fraction of that coordination to provide as much or more rewards to the player.

it’s just going to always feel subpar, a feature they yoinked from vermintide to fill space but because of that they’re not going to replace it. giving the vet mines or meltabombs or anything like that is not gonna happen because that’s not how it works. best just left there for the tiny handful of groups that can actually make use of it to cover the advance of the zealots and ogryns. good excuse to replace the psyker with another vet on the team anyways, which should always be the case.

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Line of Sight Friendlies

And, honestly, if the team is managing to coordinate that well, they probably don’t even need smokes. Players of that level of coordination will be able to call out positions of ranged enemies and use various other tactics to mitigate them, no smokes needed - thus, Veterans don’t need smokes in that scenario either, and would be better off using Frags or Kraks more liberally than they otherwise would.

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oi, okay
it would be a good way to use it, but many players would consider it as a waste of points which you can use for later skilltree passive perks that can give you way better build for multitasking on different types of enemies or mission conditions

inspiration sometimes comes from the strangest things, heartburn was pissing me off the other day but gave me the idea of an acid-grenade.

we already got a good damage model in the enemies, seeing them gooify would be so satisfying.

or like the old fallout 1 (sorry didnt find a .gif) plasma body melt animation were the tissue liquified and ran down their bones, make em plasma grenades.

IF such things exist in the warhammer universe of course.
ain´t deep enough the rabbit hole to know every weapon category. came till “M” like melta guns, sah, still reading.

ps: i know “similar” to plasma but i dont want to sizzle i want to liquify, hence the fallout plasma variant :sweat_smile:

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