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ALROCHA

CV aiming compilations

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Bellow are my tips for aiming, tested with tech tree CVs over 416 post rework battles, mostly with T8 and T10 CVs (Most T8 CVs carries over armament from the early ones).

143 battles with USN

192 battles with IJN

81 battles with RN

 

More information is required on topics such as the AP bombs for the IJN and any additional information is welcome.

I'll be trying to keep this post with the best information and images while also trying to answer questions about CVs, this will be a slow thing since I'm not playing the game as often, for starters I'll just leave 2 images of reticle aiming for rockets at the end, this aiming technique is important since some people might think that the right thing is to just aim the center of the reticle at the center of the target and let go, disregarding spread and ship's height.

 

USN:

  • Attackers:
    • HVAR: Go for the side, aim for superstructure, aim a little bit ahead against angled targets to get more hits due to height differences.
    • Tiny Tim:
      • Front/Back: Aim for the superstructure but make sure to lead so as to not hit turrets' armor.
      • Sides/Angled sides: Aim for the superstructure again but with a bigger room to lead, most Tiny Tims land really close to the center, put the center of the reticle at the opposite end of the ship you're targetting (if you're aiming for superstructure)
        • Spoiler

          image.png.d9490fd5b9cd84353ddf487037ebcd57.png

          This one the target had a low profile superstructure and I ended up giving too much lead, while also screwing my aim in order to take the screenshot, resulting in only 5 hits .

          image.thumb.png.9997c0ef06db7c6d4c2e7c4fc80767d6.png

          This one is the second run and it was taken a few miliseconds before the actual drop in order to not screw up my aim, 8 hits with 1 shatter.

           

  • Torpedo:
    • Use the cursor in the middle of your screen as a "movement checker", aim it at the tip of where you think the enemy is moving (stern if moving back and bow when moving forward) and check if the target will move past the cursor to determine where you should be leading, this is done when you can't see the enemy movement with their smokestack and waves alone.
      • One go: Aim for the slightly broadside drops and aim 1 ship's lenght ahead depending on speed, try to aim for an angle that puts your planes into a 105º from the enemy's movement vector, this way is to ensure all torpedoes hit the target.
      • Cross Drop: Aim for the first torpedo run from either the front or back, drop torpedoes 5km (front) and 0.5km (back) away from your target, for the second run you go for the One go tactic, this will ensure your target either takes 1~2 (2~4 for midway's) hits to maneuver or have to keep sailing straight, which makes it easier to land the next torpedoes.
  • HE Bombers:
    • Front/Back: Aim the reticle ahead of the ship's movement so when it touches your target you start the attack run, boost at will to aim for the superstructure.
      • Spoiler

        image.png.659eeb1a931c9bfc81dd7880be6f4297.png

        I started a little bit later (you can see that the top reticle is around the first turret) because the target would either run aground or slow down to make a turn.

         

    • During low altitude bombing, the bombs tends to drop forward, meaning that the top side of the reticle retains more bombs (The exploit has been fixed, though).
      • Angled Sides: Aim for the space between the main battery and the superstructure, enemy movement + drop time will make it so you achieve better hits than going straight for the superstructure.
        • WARNING: AVOID PERPENDICULAR DROPS LIKE THE PLAGUE, not only you have less chances of scoring hits, the next patch will reduce HE drop effectiveness and perpendicular drops will score almost no hits.

 

IJN:

  • Attackers:
    • Aim the outside part of the reticle for the bow as lead, its circle says that it's an pattern such as tiny tims but a little bit bigger, the dispersion and ship's height makes it so you can use aiming anywhere, avoid angled sides though since effectiveness will reduce by about 50%
      • Tl;dr: If the ship is small, sides or front, if the ship is big, aim for the superstructure.
    • Works like many small Tiny Tims.
  • Torpedo:
    • 2 drop: The same as USN torpedoes, the only difference is that it takes more time to get a good aim, avoid maneuvering during the attack run. Aim for half a ship's lenght ahead. Possible to cross drop but not recommended.
    • 4 drop long range: Drop it outside detectability range, lead for 2~4 ships ahead depending on the enemy's speed.
    • 4 drop close range: Like USN torpedoes, aim for a ship's lenght ahead. Not worth cross dropping.
  • AP Bombers:
    • Against DDs: Don't...just don't...but if you have to, do low altitude drops.
    • Against Cruisers: Superstructure all day, no matter the angle.
    • Against CVs: You'll mostly score normal penetrations but you should try to aim for the part of the deck right next to the superstructure. The aiming time varies from 1 second to 5 seconds, needs more testing due to the lack of opportunities to do CV fights. On T10 matches it's mostly penetrations.
      • Spoiler

        image.thumb.png.46e414f5475821897e7090c85c19a84d.png

        3 hits around the center of Kaga

         

         

    • Against BBs:
      • German(KM): Superstructure, 3~4 seconds aiming.
      • USA (USN): The gap between main battery and superstructure, 2~4 seconds aiming.
      • French: Needs more testing, up until now aim for the gap between main battery and superstructure, 0,5~1 seconds aiming.
      • UK (RN): Needs more testing.
      • Japan (IJN): Superstructure, 2~4 seconds aiming.
        • Spoiler

          image.png.0cebf4a1570a97a67de912ad0388e237.png 3.7 aiming time (3.3 seconds left for aiming)

          image.png.52e67f5d70bac42d25a834cd515da34b.png

           

           

      • Russian (URSS): Needs more testing, up until now aim for the superstructure is the go to.

 

RN:

  • Attackers:
    • The same as IJN, don't aim too far since those are fast rockets, aim for the center of the reticle for the bow as lead.
    • Works like many small Tiny Tims.
  • Torpedo:
    • Same as USN, cross drops works wonders with RN since their spread actually closes on the target and their planes can make tight turns with fast aiming times. Lead is the same as USN.
  • Bombers:
    • Aim for the center of the reticle to hit the Bow/Stern of the ship (depending on the movent of the enemy ship) if the target is going straight.
    • It's extremely important for you to lead the the reticle on where the target WILL BE when trying to hit maneuvering ships, for example, if the enemy is making a turn, aim the reticle around 1 ship's width so as to catch him during the turn.
    • Up until T8 you can score good hits against enemy's CVs, on T10 only the Audacious doesn't have full armored deck.

 

GENERAL TERRAIN TIPS:

  • Avoid using terrain to aim with bombers, the terrain more often than not prejudices your aim by making the plane go super fast or super slow deppending on the terrain it's currently in and the terrain that it's going to run into.
    • When using DBs right after a terrain, aim sooner, the terrain will "boost" your aircrafts forward.
    • When using DBs right before hitting a steep terrain, be ready to drop as soon as the reticle is above your target, the planes will try to make a climb (even in the middle of a Dive) in order to not collide with the terrain.
    • When using TBs while flying over terrains, the torpedoes will either:
      • Fall sooner and hit the terrain because of the angle of the drop.
      • Fall later and hit the water at an almost 90º degree angle.
        • Those happens because of the movement of the plane at the time of the drop, dropping when the plane's nose is up will make the torpedo drop like a "mid range battery shell" while dropping when the nose is down will make the torpedo drop like a "long range battery shell"...you know, like when you see those shells making a 90º turn right at the end of their trajectory.
  • Terrain can also be used, to extend the aiming for rockets, the same principle of the torpedo drop applies here, when the nose is up, the rockets will fly further while it'll fly shorter when the nose is down (when the plane is descending the mountain). If you want to use terrain with your attackers, make sure to instal the attacker attack run mod to increase it by 2 seconds.
  • Terrain can be used to reduce the time it takes for the plane to reach safety altitude.
  • Terrain can be used to reduce the speed or aircrafts and make even tighter turns, it applies both while climbing and descending.
  • Terrain can be used to hide your torpedo bombers from both detection and flak during their attack runs, make sure to have a very maneuverable plane to do so (Don't even try with Midway's).

 

 

HEIGHT FOR ROCKETS:

When using rockets with a large reticle, this is what you see when the aim is above the target:

Spoiler

image.thumb.png.e7f624e7edc15c47a13e84b39d223303.png

In this case, your rockets will still hit the target (specially if those are tiny tims since they usually go for the center and have a tiny reticle when fully aimed.

And this is the ideal when aiming at bigger targets:

Spoiler

image.thumb.png.6644afb8c4717a1548ae18b94119c174.png

In this scenario, the rockets will certainly hit the superstructure with few of them going for the belt armour.

 

The same applies for HVAR and other rockets but the effects aren't as noticeable as with Tiny Tims

 

EDIT: 21/05/2019 (02:33 [-3 UST])

  • Added pictures for USN HE DB and USN Tiny Tims attackers, as well as citadel timing for IJN BBs and IJN CV Kaga with links to their videos.
Edited by ALROCHA
Adding more information
  • Cool 4
  • Meh 1

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[ARGSY]
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Thanks for your contribution, OP.

Now, if only I was not so full of DERP that I could make these hits reliably! :Smile_teethhappy:

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Your second image is a bit off. You need to be aiming a bit further from the target than that to get superstructure and deck hits. You current aim will lead to a lot of unintended belt hits that will likely just shatter. The only reason to use your current aim is against a DD where belt hits are irrelevant. 

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graf zep AP bomb

  • angled,front back

 º pray to rng that you hit the citadel.

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I have been watching/waiting for any CC to produce a video on this subject so the uninitiated could witness the full power of this stati... I mean... so we can all learn the differences in aiming reticles per ordnance across not only national lines but checking any variances between tiers. 

RN carriers differ in the time you have to "countdown" until "splash" occurs. 

Thanks for the post. 

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