I've also won many games in lobbies full of smoke abusers, but the fact remains that it's broken and needs fixing, and if we don't speak up about it Ubisoft will somehow manage to remain oblivious.
I've also won many games in lobbies full of smoke abusers, but the fact remains that it's broken and needs fixing, and if we don't speak up about it Ubisoft will somehow manage to remain oblivious.
It's been made fairly clear to Ubisoft as far back as the days when ACB was starting to develop a solid community that Smoke is OP and needed some kind of nerf.
At the time, they actually NOTICED that everyone was abusing the ability.
Their response was a "news" post in-game which basically tried to tell players that Firecrackers were a better ability because they did all the same things as Smoke while also having a longer range. At the time, a few people posted that this was ridiculous, because Firecrackers don't stop a person from killing, stunning, running, or using abilities, and Smoke does all of those things. Nobody replied in any official capacity, and the next thing we heard was that the developers didn't like players relying on offensive Smoke Bombs, and they were planning to find ways to discourage it. Obviously, in the ACR beta, players saw that they had NERFED the effects of Firecrackers, and buffed Smoke by making it have a blinding effect almost as powerful as the one Firecrackers was left with in addition to being throwable AND already being more powerful in relation to its cooldown than every other ability in the game. Most importantly, though, that claim to be fixing OSB turned out, like many other things we've been told, not to hold any weight at all.
Honestly, the issues with Smoke being unreliable ARE legitimate, and it WAS a poor design decision that needed tweaking, but it needed a SLIGHT adjustment, not an insane over-buff with no nerf to keep what little semblance of balance the game had left.
In ACB, Smoke could be countered reliably in a variety of ways before the pre-3.0 patch when Mute actually worked on-time and you could stop someone from dropping Smoke with it. After the patch, the increased lag resulted in the graphic being visible to the opponent before the ability took effect, meaning that they could use Smoke as a counter to Mute, instead of the other way around. Several other abilities and tactics were also reduced in viability because of the lag increases, including using Long Lasting Smoke against other versions of the ability.
Gabe said they know about the complaints of Smoke Bomb on Twitter.![]()
The "New PoP Deathbringers" Team My Twitter/PSN: Ted95On
"Beauty slept and angels wept for her immortal soul, in this response all evil chose to claim her for their very own."
And I just found out that if you drop smoke on a benched target, they will ALWAYS stand up before everyone else. Yet another reason it's gamebreaking.
The "New PoP Deathbringers" Team My Twitter/PSN: Ted95On
"Beauty slept and angels wept for her immortal soul, in this response all evil chose to claim her for their very own."
throwing, instant drop, disable movement, disable abilities...
these aren't the problem, it's the frequency of the usage of the ability that makes it OP, the cool down is to low all they have to do is increase it's cooldown perhaps up to poison or even greater and the ability starts losing it's value.
abilities that disable stunning, assassinate and using your own abilities need to have a high cool down...
if smokebomb had a 3min cooldown... it suddenly makes bodyguard seem like the most OP ability.
also good post obliviondoll .
Last edited by Grygier; 05-03-2012 at 05:48 PM.
I think 3min cooldown would be overkill, but bumping it up to 90 seconds, MAYBE 2 minutes, would be a huge improvement.
And should have already happened for ACR, because as mentioned, THEY ALREADY HAS USAGE STATS SHOWING IT WAS BEING ABUSED.
Make smoke bomb affect teammates. You're welcome.
That said I haven't really heard any suggestions that I like. I wouldn't mind if it wasn't throwable I suppose. I feel like it wasn't really a big deal at all in AC:B, but it can get annoying in AC:R.
Originator of Walking the Dinosaur in MP.
Never thought so many good players would turn out to be terrible.
But then I played AC:R.
This would only fix the FFA gametypes, and even then only slightly, due to the existence of Boost Cooldowns. We need to hurt the actual mechanics of it AND the cooldown for the fix to be effective. The team games would still be a cluster**** of smoke bombs if the only affected trait was cooldowns after everyone died a couple of times. Everyone that's not an idiot uses Boost Cooldowns in Manhunt.