Royal Navy Cruiser Smoke Bugs Rooted Out
979 views · Published 4 January 2017 · 10:52 · Indexed 6 November 2026
Channel: Whiskey's Gaming Lounge · 2017 · Gaming
So here is a video CLEARLY depicting the two bugs suffered by the RNCL line. One is not specific to the RNCL line (consumable reset timer showing a consumable is reloaded when it isn't) but the other DEFINITELY is. This is a bug that War Gaming claims is "working as intended." Their explanation is that the ship is deploying the smoke too fast to stay concealed (duh, wasn't trying to be) and that the smoke consumable is not designed to give a certain number of "puffs" but to provide a certain amount of smoke for a given distance. So what's the problem? The problem is that at 24 knots you get ONE smoke ring even though the consumable is still going when your ship physically leaves the one smoke ring it creates. This problem does not exist at max speed (33.5 knots) nor does it exist at slower speeds (18 knots), it only exists in that 20-24 knot range which just happens to be the speed at which you can deploy the smoke on the EARLIER RNCL's and get two or three smoke rings to play in instead of one or two small ones (by deploying at 14 knots to stay concealed in it).
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