344 arch4random Members 802 posts Report post #1 Posted January 24 when firing at an enemy ship and that ship disappears seems like the shells lose track of where they are going ..shouldnt they still be on track ?? i know ships disappear because DDs and CLs cant seem to keep anything spotted since most sail away far from the action as soon as a cap begins to turn red...this allows the enemy to push through and the spotting is gone ..this causes BBs to have to move back to get out of the way of all those 20km torps being flung at us the skill needs a locked on target for the shells to keep on track...also the "deactivated" distance should be removed entirely ....and the skill should become deadlier the closer enemy ships get...but it doesnt do that it becomes worse ..seems like my ability to delete DDs inside my secondary range with the main guns has been reduced greatly..so i do believe something happened or is happening that shouldnt be when this skill is >deactivated< intentionally or not... i know im all about BBs... and the DDs & CLs need a buff to so may i suggest a balls skill just for them ....not all of them are in need of that skill mind you..but alot would benefit from such a skill....like zone coverage where they spawn where they should and stay in that zone without the ability to sail away... more on all this later its game time 1 3 4 2 15 Share this post Link to post Share on other sites
293 [SS238] mushmouthmorton Members 391 posts 35,423 battles Report post #2 Posted January 24 I play co-op because of ^^^^^^ nuff said 1 1 Share this post Link to post Share on other sites
292 [DIEBL] PhosphorusForFun Members 658 posts 8,630 battles Report post #3 Posted January 24 (edited) Why not just force auto-pilot on DD’s until they break the half-way point between spawns and if they cross back, they lose engine power as if they were border humping. Edited January 24 by PhosphorusForFun /s 1 2 Share this post Link to post Share on other sites
196 ItsSubmersible Members 708 posts Report post #4 Posted January 24 5 minutes ago, arch4random said: when firing at an enemy ship and that ship disappears seems like the shells lose track of where they are going ..shouldnt they still be on track ?? i know ships disappear because DDs and CLs cant seem to keep anything spotted since most sail away far from the action as soon as a cap begins to turn red...this allows the enemy to push through and the spotting is gone ..this causes BBs to have to move back to get out of the way of all those 20km torps being flung at us the skill needs a locked on target for the shells to keep on track...also the "deactivated" distance should be removed entirely ....and the skill should become deadlier the closer enemy ships get...but it doesnt do that it becomes worse ..seems like my ability to delete DDs inside my secondary range with the main guns has been reduced greatly..so i do believe something happened or is happening that shouldnt be when this skill is >deactivated< intentionally or not... i know im all about BBs... and the DDs & CLs need a buff to so may i suggest a balls skill just for them ....not all of them are in need of that skill mind you..but alot would benefit from such a skill....like zone coverage where they spawn where they should and stay in that zone without the ability to sail away... more on all this later its game time Basically you want an anti ship missile like a Harpoon, Exocet, or RIM then. 1 Share this post Link to post Share on other sites
977 [CK5] PrairiePlayer Members 1,516 posts 16,215 battles Report post #5 Posted January 24 Nice troll post, OP. 1 Share this post Link to post Share on other sites
500 [--K--] Capt_JollyRoger Supertester, Alpha Tester, In AlfaTesters 1,795 posts 5,973 battles Report post #6 Posted January 24 As long as you clicked to fire before the ship dropped from view then you are good as the shells will follow the targeted path. It is when you fire just after the ship goes undetected that your shells may fly wonky. (In which case use the last known position marker on minimap to help aim keeping in mind you have like a split second to do so) 1 Share this post Link to post Share on other sites
962 [X-PN] YouSatInGum Members 1,494 posts 11,898 battles Report post #7 Posted January 24 If a troll post.... +1 for intelligent sarcasm. If not .... well... I guess if you are bad enough....you might need you OP skills supercharged a bit more to make you....um....not so bad. 1 Share this post Link to post Share on other sites
3,044 Compassghost SuperTest Coordinator, Beta Testers 6,728 posts 12,318 battles Report post #8 Posted January 24 Shot dispersion is determined when you fire, not while the rounds are in flight. 1 Share this post Link to post Share on other sites
2,598 [WOLF1] Kesh_Lives Members 6,041 posts Report post #9 Posted January 24 1 hour ago, ItsSubmersible said: Basically you want an anti ship missile like a Harpoon, Exocet, or RIM then. I think he wants something more like a Sunburn. A Harpoon would be too slow for his tastes I think. 1 1 Share this post Link to post Share on other sites
163 [SCREW] MisterSlithers [SCREW] Members 299 posts 13,608 battles Report post #10 Posted January 24 10/10 Troll post if not yikes on that cringe tism scale 1 Share this post Link to post Share on other sites
323 [LANCE] Bravo4zero Members 859 posts 6,464 battles Report post #11 Posted January 24 (edited) Isn’t the Asashio the only DD with 20km torps? I know I use the 12.5KM torps on my Shima as anything over that is kinda just a real lucky strike as the torps have a high detectability range. Halland’s top out at 15km, my Gearings top out 13.5km (or used to) as I had the extra speed skill but haven’t set it up again yet but Gearing torps suffer from the old 3-4 torp gap where you can pilot a BB sideways through the gap after about 7-8 km. Smaland tops out at 12.5km, Daring at 10.5km (iirc) same as Z-52. Can’t remember my Harugamo and most French/RU torps are lower than any of those. Just sayin ... Edited January 24 by Bravo4zero Share this post Link to post Share on other sites
4,559 [RLGN] Estimated_Prophet Members 15,458 posts 27,160 battles Report post #12 Posted January 24 (edited) 2 hours ago, ItsSubmersible said: Basically you want an anti ship missile like a Harpoon, Exocet, or RIM then. No; but it would certainly be nice if main battery elevation mechanisims didn't suddenly suffer a casualty and drop down, such as when a ship goes behind an island. Sure it would be blind firing levels of dispersion, but is it unreasonable to expect the guns to retain their effective elevation, even if they no longer have a locked point of aim? Edited January 24 by Estimated_Prophet 1 Share this post Link to post Share on other sites
344 arch4random Members 802 posts Report post #13 Posted January 24 22 minutes ago, Compassghost said: Shot dispersion is determined when you fire, not while the rounds are in flight. and thats the thing ...i shoot 1 turret ...it hits.. fire the 2nd turret a ship disappears ....2nd doesnt hit even when i know for sure the shot was on target ..and seems to have something to do with the ship disappearing ... its not the dispersion its the accuracy ...the shells tracking to the ship 1 hour ago, Capt_JollyRoger said: As long as you clicked to fire before the ship dropped from view then you are good as the shells will follow the targeted path. It is when you fire just after the ship goes undetected that your shells may fly wonky. (In which case use the last known position marker on minimap to help aim keeping in mind you have like a split second to do so) yes ....thats what i am trying to say ..but im finding its not always the case...when i let them fly they should stay on target,,,i guess its possible somebody moved a little when they vanished ...but if you guys are saying it seems to be fine maybe im not as parallel to the enemy ship as i think i am at that specific time ...and thats the time when i think it should be hitting.. and its not when im parallel ...the other angles i shoot from im not to concerned about ..i can feel when my ship is tracking another ship and it feels like a drag on my ship and sometimes there seems to be a lunge forward by my ship if i lose tracking ...i will play more it could be a desync bug not a big bug.. ...i will make notes for future reference...also im only talking about tierX bb repub...havent played my other bbs yet .. game on Share this post Link to post Share on other sites
344 arch4random Members 802 posts Report post #14 Posted January 24 13 minutes ago, Estimated_Prophet said: No; but it would certainly be nice if main battery elevation mechanisims didn't suddenly suffer a casualty and drop down, such as when a ship goes behind an island. Sure it would be blind firing levels of dispersion, but is it unreasonable to expect the guns to retain their effective elevation, even if they no longer have a locked point of aim? excellent point^^^^^^ i never thought of that ..thx... Share this post Link to post Share on other sites
3,044 Compassghost SuperTest Coordinator, Beta Testers 6,728 posts 12,318 battles Report post #15 Posted January 24 8 minutes ago, arch4random said: and thats the thing ...i shoot 1 turret ...it hits.. fire the 2nd turret a ship disappears ....2nd doesnt hit even when i know for sure the shot was on target ..and seems to have something to do with the ship disappearing ... its not the dispersion its the accuracy ...the shells tracking to the ship yes ....thats what i am trying to say ..but im finding its not always the case...when i let them fly they should stay on target,,,i guess its possible somebody moved a little when they vanished ...but if you guys are saying it seems to be fine maybe im not as parallel to the enemy ship as i think i am at that specific time ...and thats the time when i think it should be hitting.. and its not when im parallel ...the other angles i shoot from im not to concerned about ..i can feel when my ship is tracking another ship and it feels like a drag on my ship and sometimes there seems to be a lunge forward by my ship if i lose tracking ...i will play more it could be a desync bug not a big bug.. ...i will make notes for future reference...also im only talking about tierX bb repub...havent played my other bbs yet .. game on The shells do not track the ship. They track to a point where you fired in reference to a ship. A ship can still dodge to evade the rounds given the 10 second or higher travel time. That's why it's possible to citadel ships without ever seeing them. The dispersion calculation is made immediately upon firing, and if a ship is in the way of one of those rounds, it's hit regardless of whether it's visible or not. 1 Share this post Link to post Share on other sites
344 arch4random Members 802 posts Report post #16 Posted January 24 3 minutes ago, Compassghost said: The shells do not track the ship. They track to a point where you fired in reference to a ship. A ship can still dodge to evade the rounds given the 10 second or higher travel time. That's why it's possible to citadel ships without ever seeing them. The dispersion calculation is made immediately upon firing, and if a ship is in the way of one of those rounds, it's hit regardless of whether it's visible or not 7 minutes ago, Compassghost said: its not the dispersion its the accuracy ...the shells tracking to the ship ^^^^^^ to^^^^^^^^^^^^ meaning flight path Share this post Link to post Share on other sites
1,480 [A-I-M] Pugilistic Members 3,856 posts 24,395 battles Report post #17 Posted January 24 If not troll, seriously cringeworthy. Share this post Link to post Share on other sites
3,044 Compassghost SuperTest Coordinator, Beta Testers 6,728 posts 12,318 battles Report post #18 Posted January 24 (edited) 5 minutes ago, arch4random said: ^^^^^^ to^^^^^^^^^^^^ meaning flight path The flight path of the rounds do not change mid-flight. Once you fire, their expected impact point is finalized. The rounds still have to travel there. If they hit a ship before then, then they damage the ship. If they don't, they hit their predetermined impact point. Edited January 24 by Compassghost 1 Share this post Link to post Share on other sites
567 [WOLF7] HamAndCheez Members 791 posts Report post #19 Posted January 24 3 hours ago, arch4random said: when firing at an enemy ship and that ship disappears seems like the shells lose track of where they are going ..shouldnt they still be on track ?? i know ships disappear because DDs and CLs cant seem to keep anything spotted since most sail away far from the action as soon as a cap begins to turn red...this allows the enemy to push through and the spotting is gone ..this causes BBs to have to move back to get out of the way of all those 20km torps being flung at us the skill needs a locked on target for the shells to keep on track...also the "deactivated" distance should be removed entirely ....and the skill should become deadlier the closer enemy ships get...but it doesnt do that it becomes worse ..seems like my ability to delete DDs inside my secondary range with the main guns has been reduced greatly..so i do believe something happened or is happening that shouldnt be when this skill is >deactivated< intentionally or not... i know im all about BBs... and the DDs & CLs need a buff to so may i suggest a balls skill just for them ....not all of them are in need of that skill mind you..but alot would benefit from such a skill....like zone coverage where they spawn where they should and stay in that zone without the ability to sail away... more on all this later its game time gr8 b8 m8, I r8 8/8 1 Share this post Link to post Share on other sites
232 [UNC] Uncle_Lou Members 887 posts 6,240 battles Report post #20 Posted January 24 32 minutes ago, Estimated_Prophet said: No; but it would certainly be nice if main battery elevation mechanisims didn't suddenly suffer a casualty and drop down, such as when a ship goes behind an island. Sure it would be blind firing levels of dispersion, but is it unreasonable to expect the guns to retain their effective elevation, even if they no longer have a locked point of aim? How about when your spotter plane runs out while shells are in the air and they magically fall 5km short of where you aimed. Share this post Link to post Share on other sites
18 [B-I-G] LaeticiaOkimi Members 25 posts 8,576 battles Report post #21 Posted January 24 (edited) Probably just a new player At least he is asking questions, not just silently keeping 43% WR forever... @arch4random Just go to this YouTube channel and watch every video with the title "How to Get Good at World of Warships", starting with episode 1 below. His videos should cover all the basics that you need to know. Edited January 24 by Russian_BaLanSe Share this post Link to post Share on other sites
344 arch4random Members 802 posts Report post #22 Posted January 24 i could save myself alot of time and just go down to T3 and bump that up to 90% real quick if you like....i also think the videos might be out dated with this rework 1 Share this post Link to post Share on other sites
1,748 [-KIA-] ValkyrWarframe Members 5,206 posts 14,025 battles Report post #23 Posted January 24 I originally thought this was a troll post but then I noticed OP had hidden stats, so it's probably not. NA Forums never cease to amaze me. 2 1 1 1 Share this post Link to post Share on other sites
2,678 [SGSS] jags_domain Members 5,518 posts Report post #24 Posted January 24 4 hours ago, arch4random said: when firing at an enemy ship and that ship disappears seems like the shells lose track of where they are going ..shouldnt they still be on track ?? i know ships disappear because DDs and CLs cant seem to keep anything spotted since most sail away far from the action as soon as a cap begins to turn red...this allows the enemy to push through and the spotting is gone ..this causes BBs to have to move back to get out of the way of all those 20km torps being flung at us the skill needs a locked on target for the shells to keep on track...also the "deactivated" distance should be removed entirely ....and the skill should become deadlier the closer enemy ships get...but it doesnt do that it becomes worse ..seems like my ability to delete DDs inside my secondary range with the main guns has been reduced greatly..so i do believe something happened or is happening that shouldnt be when this skill is >deactivated< intentionally or not... i know im all about BBs... and the DDs & CLs need a buff to so may i suggest a balls skill just for them ....not all of them are in need of that skill mind you..but alot would benefit from such a skill....like zone coverage where they spawn where they should and stay in that zone without the ability to sail away... more on all this later its game time Only thing the skill needs to be told if its working Share this post Link to post Share on other sites
374 [KENT] mcgibe Members 397 posts 6,649 battles Report post #25 Posted January 24 This is very much likely to be a troll post, but I'll do my best to help you out anyways. 4 hours ago, arch4random said: when firing at an enemy ship and that ship disappears seems like the shells lose track of where they are going ..shouldnt they still be on track ?? Your accuracy blind firing, especially when you fire as soon as the ship goes dark, can be pretty wonky. Keep in mind that your crosshairs move as fast as your target is going automatically. Conversely, when you blind fire, you have to estimate where the ship will be later on, and you don't get the standard lock on dispersion buff. You can still blind fire effectively if you know where to aim, just don't expect much. 4 hours ago, arch4random said: know ships disappear because DDs and CLs cant seem to keep anything spotted since most sail away far from the action as soon as a cap begins to turn red...this allows the enemy to push through and the spotting is gone ..this causes BBs to have to move back to get out of the way of all those 20km torps being flung at us To be fair to other classes, they may have very valid reasons for turning tail. Maybe their pushing into a crossfire or and enemy push is coming their way. Maybe the destroyer has been radared and has to get out of there. I will say though, there has been a lot more passive play this week, especially with battleships. Part of that may be due to the deadeye skill and part of it just might be patch weekend attracting less than average players. There's no way to tell if this is the meta with a single week of play. Also, the only ships equipped with 20km torpedoes are the asashio, yoshino, and shimakaze. Of those three, the only effective torpedoes are the asashio ones since they go so fast and have incredibly low detection. The type 93s on shima and yoshino are laughably easy to spot and dodge unless you're sitting broadside and relatively motionless to them. Either way, most ships don't have 20km torps on this game. 4 hours ago, arch4random said: the skill needs a locked on target for the shells to keep on track...also the "deactivated" distance should be removed entirely ....and the skill should become deadlier the closer enemy ships get...but it doesnt do that it becomes worse ..seems like my ability to delete DDs inside my secondary range with the main guns has been reduced greatly..so i do believe something happened or is happening that shouldnt be when this skill is >deactivated< intentionally or not... Technically, battleships are more accurate the closer they get. The issue with this skill in my mind, is that it promotes too much passive play, and rewards people who are afraid to take damage. Granted, I really don't like battleships who suicide in at the very beginning, but it's always been a happy medium of not getting too close, but not being too far. Battleships are Very position oriented. Be well aware of the situation and the minimap. If a push is forming, start to back up and/or do a 180 if it doesn't expose your broadside. If the enemy has been routed on a flank or your teammates are pushing through it, spearhead that push and soak up the fire. Remember that positioning is everything. 4 hours ago, arch4random said: i know im all about BBs... and the DDs & CLs need a buff to so may i suggest a balls skill just for them ....not all of them are in need of that skill mind you..but alot would benefit from such a skill....like zone coverage where they spawn where they should and stay in that zone without the ability to sail away... I really have no idea what your talking about here, but it's sounds like you want cruisers to have a skill that anchors them to a position? Honestly, that sounds pretty bad since like I said before, positioning is everything. Cruisers main ability to effectively react to a position is their mobility and concealment compared to battleships. Because of this, they are much less vulnerable to positioning errors than battleships, but still have problems with pushes. With this idea, you would be removing their one ability to flee from a push, and thus, they would fall apart very quick if even some semblance of a push happened on their flank. Again, this part was very rambly and I just couldn't understand what you were trying to convey. Hope all this helps you out. Share this post Link to post Share on other sites