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shinytrashcan

Aiming guide and auto-aim in the game

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Hello everyone,

 

I just saw this video on aiming and I thought it might be interesting to some of you.

The reason I post this in the general topics though, is a point that comes up in the video regarding auto-aim and how unintuitive it can be at times. This is related to the lock-on mechanic in game, where your aim gets locked onto the target and the point of aim is determined relative to that instead to "where you aim". It is not really well documented as far as I know, but somewhat vaguely described in the video below (if the timestamp does not work: 1:35 to ca. 2:35):

Not sure if someone has gone into detail about this. I know there was a discussion recently about how the vertical dispersion is calculated where this was briefly discussed. Other than that I could not find much more. However, I think not everyone might be aware of these minute but rather important technical details.

Any thoughts on this?

 

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3 hours ago, shinytrashcan said:

I know there was a discussion recently about how the vertical dispersion is calculated where this was briefly discussed. Other than that I could not find much more. However, I think not everyone might be aware of these minute but rather important technical details.

Any thoughts on this?

Look up Sigma and then find iChase's video on it...

 

I am not sure he was using the word "auto-aim" correctly.  There is no "auto-aim" system in WoWs - there is the target locking mechanism but I would not call thatauto-aim .  I have always found the mini-map top be off a bit and I think it has a lot to do with the squishing down of the map to the corner.

Edited by CylonRed
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1 hour ago, CylonRed said:

Look up Sigma and then find iChase's video on it...

I know how sigma is used in WOWS, and I have also watched all of iChase's videos. The vertical dispersion, as it is usually referred to, is not the same as the sigma parameter, as simga is a measure on how the shots are spread inside the dispersion ellipse. The vertical dispersion would indicate the extent your shots can, potentially, fall short or go wide.

1 hour ago, CylonRed said:

I have always found the mini-map top be off a bit and I think it has a lot to do with the squishing down of the map to the corner.

I tried going for the 'maximap' meme a while ago, making the map as large and transparent as possible and I found that the circle is actually quite good and accurate. It helps me a lot when using for example spotter planes, as I found myself continuously missing with those. However, taking the distortion from the target lock into account and looking at the minimap helped me to get better accuracy.

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I've found little trouble these days aiming against visible enemies or even smokescreen enemies using either spotter plane, the mini-map, or eye-balling it.

However, admittedly I'm a lot more nervous about aiming for those not-spotted enemies only visible on the mini-map and not smoke-firing, as the risk of missing is much higher. Usually if that happens I either switch targets or hold my fire. I guess I'm just not confident enough to hit ships solely using mini-map data.

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SubOctavian mentioned it in old dispersion commentary.

subOctavian.thumb.PNG.02d684bb2bf9f7f16b3dfe744dc5c3c9.PNG

The lock mechanism simply ensures the aiming dispersion ellipsoid is fixed at the target's distance, instead of the distance of the point at the center of your screen. That allows for a more precise vertical aim on the ship.

GDXKxbx.jpg

vLgcbIv.jpg

The lock-on is meant to let you have a good aim in a 2D perspective, despite having to hit a target in a 3D environment. Without the lock-on setting the distance, the game would have only 2 numbers to use for the aim, lacking the third one. Think of the green line in the last image, that's basically the line at which the center of your screen is pointing your shots to go with only 2 numbers; the game has to figure out at which point of that line you actually want your shots to pass through in its curved trajectory. With the lock-on setting the distance, the game has the third number to work with, and this number has an intuitive reference for the player: the enemy's ship distance.

Edited by Lege_ranger

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1 hour ago, Avenge_December_7 said:

I've found little trouble these days aiming against visible enemies or even smokescreen enemies using either spotter plane, the mini-map, or eye-balling it.

However, admittedly I'm a lot more nervous about aiming for those not-spotted enemies only visible on the mini-map and not smoke-firing, as the risk of missing is much higher. Usually if that happens I either switch targets or hold my fire. I guess I'm just not confident enough to hit ships solely using mini-map data.

Practice makes perfect. I made my first smoke DD kill in 2016 to save us from losing in a ranked match and now I get called hackerman for shooting ships in smoke. If you have nothing better to shoot at, might as well spend a cycle shooting the smoke.

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Anything in smoke gets fired on. Usually by herds of torps. Followed by closing the distance until your rounds will pretty much arrive at the target ship without being too dispersed.

Another item is I use trees on ridge tops. Shoot through that tree will cause the round to "Fall" beyond that land onto the ship trying to hide behind it. Now if Wows is interested in having the shells detonate in the tree line they can do that easily enough. Your third or fourth salvo will pass through the cleared space. If the enemy is stubborn to stay put well... thats your kill go get it.

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OP sorry no one really understood your observation and question. I seen the same video and in fact after 12K plus game have experienced the same issue posed in his video many times in game. It is a flaw in the aiming system for WOW. I see it most when I have two or more ships from the enemy team sailing broadside at medium to close range moving very close together with each enemy ship being stacked port and starboard from each other. I aim for one ship and my salvo hits a completely different ship to the port or starboard of the ship I am aiming at. It has nothing to do with dispersion or sigma.. It is an obvious flaw that you can find very little information on. From what I understand under certain conditions your FP sight will be off from the true position of the ship you our aiming at and the true position is indicated on the mini map. As the OP of the video stated there is no first person sight fix for this just the work around with the mini map...

Edited by timinindiana
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