Smoke
Smoke
What exactly does it do? I know that generally it reduces damage going into and (sometimes?) out of the cloud, but from what I hear and have seen there are exceptions on the "outgoing" part.
AFAIK the following units have smoke
SM
razorback
IG
Catachans
Spotters
Orks
Kommandos
Eldar
It is primitive technology
Chaos
Smoke is for the weak
Nids
GLGPHAHAGHGH wait does the hive node mist count as smoke?
Does anyone definitively know what smoke does for each of the above units? I've asked people in-game and regularly get different answers.
AFAIK the following units have smoke
SM
razorback
IG
Catachans
Spotters
Orks
Kommandos
Eldar
It is primitive technology
Chaos
Smoke is for the weak
Nids
GLGPHAHAGHGH wait does the hive node mist count as smoke?
Does anyone definitively know what smoke does for each of the above units? I've asked people in-game and regularly get different answers.
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!
- Wise Windu

- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Smoke
Spotters reduce range of covered units by 50% and decrease sight range by 50%.
Catachans smoke reduces incoming courage damage to 0 and decrease received damage by 50%.
Razorback smoke reduces ranged damage output by 80%, decreases incoming courage damage by 90%, and reduces incoming damage by 80%.
Kommandos do the same as razorback.
This is right, I think.
Catachans smoke reduces incoming courage damage to 0 and decrease received damage by 50%.
Razorback smoke reduces ranged damage output by 80%, decreases incoming courage damage by 90%, and reduces incoming damage by 80%.
Kommandos do the same as razorback.
This is right, I think.
Re: Smoke
huh I didn't know razorback smoke reduced outgoing damage. interesting
Re: Smoke
Thanks Mr. Windu.
I wish my techmarine could requisition that magic smoke the catachans have...
I wish my techmarine could requisition that magic smoke the catachans have...
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!
- Forestradio

- Posts: 1157
- Joined: Sun 13 Oct, 2013 5:09 pm
Re: Smoke
Grey Knight Rhino also has a smoke grenade, although I believe it is identical to the razorback one
- Wise Windu

- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Smoke
Not a problem ^^.
And I guess since the hive node mist is called "tyr_buff_aoe_hive_node_smoke":
Emit a protective cloud in radius 25 that lasts 25 seconds. Reduces ranged damage output and received ranged damage by 80% and grants immunity to suppression. Enemy units trapped in the cloud have their speed reduced by 50% and take 5 damage every second.
And yes, GK rhino smoke is the same as razorback's.
Arbit wrote:Nids
GLGPHAHAGHGH wait does the hive node mist count as smoke?
And I guess since the hive node mist is called "tyr_buff_aoe_hive_node_smoke":
Emit a protective cloud in radius 25 that lasts 25 seconds. Reduces ranged damage output and received ranged damage by 80% and grants immunity to suppression. Enemy units trapped in the cloud have their speed reduced by 50% and take 5 damage every second.
And yes, GK rhino smoke is the same as razorback's.
Re: Smoke
yeah IG has the best smoke
its super psychic treated smoke which affects only the enemys and is completely invisibile for the imperial eyes.
its the best guardet secret in the universe how a smoke can just affect people OUTSIDE it
the super sophisticated Space marines cant use smoke in the correct way and their helmets have no wipers and they cant look trough it ...
so odd.

its super psychic treated smoke which affects only the enemys and is completely invisibile for the imperial eyes.
its the best guardet secret in the universe how a smoke can just affect people OUTSIDE it
the super sophisticated Space marines cant use smoke in the correct way and their helmets have no wipers and they cant look trough it ...
so odd.
Re: Smoke
Haha, good point fluff-wise. But in terms of balance it is ok for IG to have such ability. I wouldn't mind some rework of the razorback's smoke shell though.
I am questioning your information about kommando's smoke shell. I took out a tank (Chaos Predator if I recall correctly) with them. They were hided in the smoke cloud.
I am questioning your information about kommando's smoke shell. I took out a tank (Chaos Predator if I recall correctly) with them. They were hided in the smoke cloud.
Re: Smoke
Windu is correct but I don't think the reduced damage output from within the sm/ork smoke cloud affects projectiles such as grenades, missiles(knob, tac, sent, etc), plasma cannon shots, fireballs, etc. Those deal full damage afaik. Unsure about courage damage. Anyway this ability is incredible and with the short cooldown on the rhino you can have your units covered in smoke 1/3 of the time making it quite ridiculous.
- Wise Windu

- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Smoke
I believe the courage damage is correct.
As for the projectile weapons (rocket, plasma cannon, etc.), I image that, since they detonate outside of the smoke, they deal full damage. Regular ranged burst weapons don't have a separate projectile.
As for the projectile weapons (rocket, plasma cannon, etc.), I image that, since they detonate outside of the smoke, they deal full damage. Regular ranged burst weapons don't have a separate projectile.
Re: Smoke
What I meant was I'm not sure if courage damage dealt by say a heavy bolter squad is also reduced if firing from within the smoke cover. It probably is though.
- Wise Windu

- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Smoke
Oh, sorry. It's received courage damage only, not outgoing, so a suppression team's suppression effects won't be affected.
Re: Smoke
No they don't deal full damage.hakon wrote:but I don't think the reduced damage output from within the sm/ork smoke cloud affects projectiles such as grenades, missiles(knob, tac, sent, etc), plasma cannon shots, fireballs, etc. Those deal full damage afaik.
They are all ranged attacks and are affected by the smoke.
Re: Smoke
I just ran a few tests, performed with the latest beta modified by lulgrims's lab mod.
TEST ONE - PDVS
Two tac squads volunteered to be fired upon by a friendly pdev - one while the pdev was smoked, and one while not.
Unsmoked pdev - reduced tac + sarge squad to 680 HP from 1450 HP
Smoked pdev - reduced tac + sarge squad to 760 HP from 1450 HP
Damage variance is probably due to uncentered pdev shot. Outgoing damage NOT reduced.
TEST TWO - HBDEVS
Easy Computer Player #1 volunteered to sit in his base and do nothing. Base turrets were removed. A HB Dev and razorback performed the shooting and smoking, respectively.
The HB Dev still suppressed the greenskins while the HB Dev was in the smoke cloud. Not exactly intuitive, but hilarious to think of the HB Dev firing blindly and suppressing stuff anyway.
TEST THREE - ML TACS
Expert Computer Player #1 was subbed in for Easy Computer Player #1 because EasyCP#1 refused to move out of his base. ExpertCP#1 managed to cap a power node and build a gen farm. ML tacs + razor did their thing.
After one missile and a burst of bolter fire from the accompanying two marines, the generator stood at 361 HP down from 600. While smoked, one missile + bolter fire reduced a generator to 395 HP from 600. Smoke did not affect outgoing damage on missile shots but affected the bolter fire.
TLDR Razorback smoke does not reduce outgoing damage from projectiles such as tac missiles and pdev shots, and does not reduce outgoing supression
TEST ONE - PDVS
Two tac squads volunteered to be fired upon by a friendly pdev - one while the pdev was smoked, and one while not.
Unsmoked pdev - reduced tac + sarge squad to 680 HP from 1450 HP
Smoked pdev - reduced tac + sarge squad to 760 HP from 1450 HP
Damage variance is probably due to uncentered pdev shot. Outgoing damage NOT reduced.
TEST TWO - HBDEVS
Easy Computer Player #1 volunteered to sit in his base and do nothing. Base turrets were removed. A HB Dev and razorback performed the shooting and smoking, respectively.
The HB Dev still suppressed the greenskins while the HB Dev was in the smoke cloud. Not exactly intuitive, but hilarious to think of the HB Dev firing blindly and suppressing stuff anyway.
TEST THREE - ML TACS
Expert Computer Player #1 was subbed in for Easy Computer Player #1 because EasyCP#1 refused to move out of his base. ExpertCP#1 managed to cap a power node and build a gen farm. ML tacs + razor did their thing.
After one missile and a burst of bolter fire from the accompanying two marines, the generator stood at 361 HP down from 600. While smoked, one missile + bolter fire reduced a generator to 395 HP from 600. Smoke did not affect outgoing damage on missile shots but affected the bolter fire.
TLDR Razorback smoke does not reduce outgoing damage from projectiles such as tac missiles and pdev shots, and does not reduce outgoing supression
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!
Re: Smoke
Was hoping someone would set this straight. Well done sir
- Nuclear Arbitor

- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: Smoke
did you do a control test and get the expected results of decreased damage from standard weapons?
Re: Smoke
OK I did a little more testing because Nuclear Arbitor won't let me take anything for granted.
- Outgoing standard weapon damage is definitely decreased. This includes flamers. Tried it out on a node.
- Smoke decreases incoming damage from frag grenades and pdevs (i.e. scouts/pdevs are outside of cloud, throw/shoot stuff at a tac squad within the cloud, tac squad takes very little damage)
- Frag grenades thrown from within the cloud do full damage if they detonate outside of it (same principle in action as missiles and pdev shots that leave the cloud I guess)
- Outgoing standard weapon damage is definitely decreased. This includes flamers. Tried it out on a node.
- Smoke decreases incoming damage from frag grenades and pdevs (i.e. scouts/pdevs are outside of cloud, throw/shoot stuff at a tac squad within the cloud, tac squad takes very little damage)
- Frag grenades thrown from within the cloud do full damage if they detonate outside of it (same principle in action as missiles and pdev shots that leave the cloud I guess)
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!
Re: Smoke
I think smoke clouds also heavily reduce manticore damage. I was in a game where, iirc, tex launched a full manticore barrage at a devastator team that had smoke popped on it. the devs received about 2/4 missiles but only lost 1/4 of their hp.
Re: Smoke
Yes, I remember that. That was when catachan smoke used to be crazy OP (90% reduced incoming damage, 20% reduced outgoing). Now I am pretty sure cata smoke is a balanced 50/50 no?
Re: Smoke
Catachans smoke reduces incoming courage damage to 0 and decrease received damage by 50%. Doesn't affect outgoing damage at all.
Lets make Ordo Malleus great again!
Re: Smoke
ThongSong wrote:I think smoke clouds also heavily reduce manticore damage. I was in a game where, iirc, tex launched a full manticore barrage at a devastator team that had smoke popped on it. the devs received about 2/4 missiles but only lost 1/4 of their hp.
I was going to say it's safe to assume that any damage that isn't melee would be reduced, but I was testing yet again and smoke does not reduce orbital bombardment damage. Perhaps globals are an exemption to "ranged" damage, so I would assume that smoke would not reduce damage from plague cloud, hellfury strike, etc as well.
Also, it reduces damage from the terminator heavy flamer ability. *shrug*
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!
Smoke
Globals are not weapons...
Revision: Rocket Run might have a weapon.
Revision: Rocket Run might have a weapon.
Re: Smoke
That Torpid Gamer wrote:Catachans smoke reduces incoming courage damage to 0 and decrease received damage by 50%. Doesn't affect outgoing damage at all.
Wow... seriously? That's unreal.
That opens up an entire new can of exploitable goodies for me to try out...
Re: Smoke
wasn't there a reply where a chaos sorc used his daemon shield to help his guys tank a rocket run? or was than apo with advanced healing... I forget...
Re: Smoke
Tex C'mon :p It's been like that since forever now :pTex wrote:Wow... seriously? That's unreal.
That opens up an entire new can of exploitable goodies for me to try out...
Return to “Community General Discussion”
Who is online
Users browsing this forum: No registered users and 0 guests




