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Smokepop packs have two major advantages over [[smoke launcher]]s: they can be used with another weapon, and they deploy instantly. Meanwhile, smoke launchers have one of the slowest firing rates in the game, taking {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}}} to aim and fire, even more time for the shot to actually land, and {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}+{{Q|Smoke launcher|Ranged Cooldown Base}}}} to fully cycle from shot to shot. The instant smoke is very useful for repositioning, but it also requires the pawn being where you want the smoke to be.
 
Smokepop packs have two major advantages over [[smoke launcher]]s: they can be used with another weapon, and they deploy instantly. Meanwhile, smoke launchers have one of the slowest firing rates in the game, taking {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}}} to aim and fire, even more time for the shot to actually land, and {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}+{{Q|Smoke launcher|Ranged Cooldown Base}}}} to fully cycle from shot to shot. The instant smoke is very useful for repositioning, but it also requires the pawn being where you want the smoke to be.
  
Smoke launchers use the weapon slot, so will definitely bring one colonist out of raw combat. However, smoke is useful even if the colonist is bad at combat, and the utility slot is freed for further support items like a [[psychic insanity lance]]. Turrets, one of the stronger cases for smoke, are entirely stationary, so players can prepare and fire a launcher in advance. Against a largely turret-centric force, a single colonist losing their weapon isn't as important as the smoke itself. Launchers can also be used at range and have no cost or limit for firing. Against large [[mechanoid cluster]]s,{{RoyaltyIcon}} which can have a large number of turrets with a variety of different firing angles, a smokepop pack may simply not provide enough time to destroy all the turrets.   
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Smoke launchers use the weapon slot, so will definitely bring one colonist out of raw combat. However, smoke is useful even if the colonist is bad at combat, and the utility slot is freed for further support items like a [[psychic insanity lance]]. Turrets, one of the stronger cases for smoke, are entirely stationary, so players can prepare and fire a launcher in advance. Against a largely turret-centric force, a single colonist losing their weapon isn't as important as the smoke itself. Launchers can also be used at range and have no cost or limit for firing. Against large [[mech clusters]], {{RoyaltyIcon}} which can have a large number of turrets with a variety of different firing angles, a smokepop pack may simply not provide enough time to destroy all the turrets.   
  
 
In general, smokepop packs are much more flexible as they allow pawns to wield other weapons. Smoke launchers have the advantage of ammo and range, but their slow firing means that they are best against turret encampments and are fairly weak otherwise.
 
In general, smokepop packs are much more flexible as they allow pawns to wield other weapons. Smoke launchers have the advantage of ammo and range, but their slow firing means that they are best against turret encampments and are fairly weak otherwise.

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