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Effective use of smoke can be very valuable in certain situations. Don't underestimate their usefulnes. ;)
I hope smoke grenade don't works the way you described it. It would very broken to be able to wait until the target comes out of the smoke and then kill the target without the need to add the defense bonus.
Running forth and back is a vanilla bug. It can trigger by many things. It sometimes trigger when the enemy tries to move without triggering overwatch. There's two versions, move safe and move unsafe. What happens is the game tells the alien to move safe and the AI instead of moving to another place decides to move back to the starting position.
Smoke grenades have a soundrange of 30 and reducing vision range doesn't work the way you want it to work. The AI will always try to take the shot and the vision range is not a limitation for the AI. When a pod pops, it's based on your soldiers vision range. The aliens can see your soldiers, but them are not allowed to attack until it's your side who see's them. Reducing weapon range creates the bugs you described, when the AI can't take the shot, it must make a move who isin't shooting. It can also be the case the shot is lower than what the AI allows to be acceptable and bias it must make a move who isin't shooting and this move must be made safe making the Aliens moving front and back. Checking the AI can also make this when the AI makes a move and then reveals the move checks them with yellow badge, but in lw2 enemies sometimes ignore this making it hilarious to kill them off after the alien moves to a flanked position, but it can be one way lw2 tries to solve a bug in vanilla.
1. I gain control over an enemy. One turn later I gain control of another enemy of the same type.
2. I gain "control" over an entire pod in that they switch sides, but I can't actually control any of them.
So smoke grenades should limit how far away an alien can be and still have your dudes show up as visible to them.
Then, if they are close enough, the smoke provides a base 25 DEF bonus (basically upgrades no cover to half, half to full) with an extra 20 possible with the right perk.
so smokes are quite awesome in lw2, and i ve learned to rely on them, carrying one in every mission, they just are too good.
sectoids will raise Zs instead of shoot, vipers will poison, some overwatches will not be triggered, and i've seen healthy advent choose to anticipate a two turn flank instead of shooting.
indeed, smokes do indirectly more than just give 25 cover.
one little thing that may be important too: you have soldiers than can have up to 10 natural def bonus, add that to a smoke and low cover and even you are hit twice you re likely to be just grazed... twice
big difference: 2 damage versus a dead soldier.
not due directly to smokes but the crit/graze mechanic truly makes them more efficient.