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Found 5 results

  1. All day cruisers and bbs sailing broadside and the shells fall all around them BUT NOT ON THEM!. The latest nonsense this evening was at a range of 4km every damn shot missed the DD sailing perfectly broadside but the shots are on but somehow they magically fall around the target. The other thing I notice was how for every 4-6 hits per salvo only 1 shot actually does any damage. 3 over-pens 1 ricochet, 1 non pen and 1 hit and this is how people who aim well are rewarded. Sorry u r not allowed to aim so well so we will make sure your good aim counts for nothing. Meanwhile useless keyboard monkeys who spam HE all day can close their eyes and get a fantastic hit rate and do fantastic damage while they have a carrot up their [edited]. Either you did this on purpose or your latest patch screwed up BB dispersion. Fix it
  2. There are two fundamental questions that I do not have an answer to after reading many posts/videos about proper aiming: It is obviously shell travel time and target speed affect lead, but how about target distance? Should I lead the same ticks for a ship at 10km and the same ship at 20km which travel at same speed/direction and with (assuming) equal shell travel time? For my experience in game they are not the same but many articles tell us you lead the same ticks as shell flight time for a battleship sized target moving at 20 kt without mentioning/saying regardless of distance. Furthermore, there is a custom dynamic crosshair in Aslain's mod called "Nomogram" whose tick mark's intervals change according to target distance (not zoom level when you scroll the mouse wheel). Someone recommended it greatly Here in 2017, but not many people had interest in it. Why are 99% of players using the bow as the reference of aiming? When talking about lead, naturally we make prediction of where the shells will land after some time. However, all the tutorial videos about aiming put the prediction tick mark at the bow whereas they expect the shells to land at the center of the target. This makes the lead calculation illogical and people need to adjust lead according to different sizes of ships (lead more for smaller target). Imagine that you want to shoot a moving animal's head, naturally you will aim at the head but not at its feet expecting to hit the head, right? The more I played the more unreasonable I feel about this. There is only one topic date back to 2016 that proposed the theory of aiming at where the shells will land (Check here). I feel the theory is somehow in the right direction but he a) ignored the distance impact and b) he has no solid proof of the speed the crosshair is calibrated for, which are 12 kt (static) and 21.5 kt (dynamic). I had played over 5k battles in wows at which time my aiming is not too bad I believe. I can hit where I want 90% of time regardless of target ship type, speed or angle. Then I decided to switch to dynamic crosshair from static since I watched many CCs and unicum players using dynamic crosshair. Another reason is that I play DM/Worcester/Atlanta a lot. Under static crosshair I often have to aim out of the tick marks or even the binocular sight due to the slow shell speed. Then for the recent 50 games I totally messed up with aiming. I found that I could not hit anything reliably and that is why I wanted to start doing research on all this math/calculation theory. I know that many people will just aim by eyeball and experience, and it works perfectly. When you have 10k battles maybe aiming is just a matter of muscle memory. If you play wows just for fun and leisure then you may feel this topic meaningless. However, personally I just want to have a more logical/mathematical calculation of lead because we all know wows is a math game despite those crappy RNGs. We have 14.3 overmatch coefficient, 1/4 or 1/6 HE pen threshold, IFHE pen threshold, etc. If anyone wants to play well in wows he/she has to remember these numbers and makes use of it. Another benefit is having an accurate aiming mechanic can help people adapt to any ship faster, not only for novices but also for experienced players. Think about playing a Worcester after you played dozens of games in Moskva, by experience I know I have to lead more, but how much more? I may need another 3 games to re-adapt to the DM, while with a precise calculation, I might be able to re-adapt in just 3 salvos. Long words in short, what do you guys think of how exactly the aiming system works?
  3. Greetings from the home of Davey Jones. Recently I have noticed that I've gotten shot from 15 to 20km away. (maybe less). How can this be ? So, someone who is a Red Man from the other side (or a human) has a way to make that terribly important shot make it square to the ship - MINE !! Well now, I would like to do that as well and cannot figure out that from that distance far away it can be done with precise-ness. Dead-on shot. I have noticed on the Bug report in the forum, a series of bug fixes that included this statement - "In some cases aim lock is not displayed on a minimap " How does this work ? I didn't think this was allowed because of the fairness mods. Not just the mini-map, but the aim lock. Thank-you.
  4. HI guys- I have noticed most recently in my Yamato that when i am trying to shoot over the foreground target to the background target which are both sailing broadside to me if i line up the cursor target line on the background target it misses entirely and often either 1) - sprays the foreground target or 2)- shoots somewhere in-between. IT IS NO WHERE NEAR WHERE MY TARGET LINE IS.. This happens more frequently than i think it should considering the Yammy is usually very accurate. Shooting AP - have you guys seen this? Is this a known bug?
  5. ok aim at target, control left mouse will designate aa/2nd priority targeting. If you select it how do you cancel. Like cancel one you selected to select another one. Also do you have to be in the line of sight to designate aa/2nd priority target. I seem to have problem designating aa/2nd priority target when the target is behind a island. thanks
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