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Found 17 results

  1. Hi all, Do you have difficulty aiming with torpedoes when your ship is on fire (i.e. huge smoke plumes obscure the aiming when enemy target is near-by)? Leo "Apollo11"
  2. I've seen many, many videos online of people shooting their guns before the aiming reticles are fully centered, while still firing accurately. A good example would be this video: So I'm wondering, what's going on here? Is this a bug or a feature? And if this is a feature, how can I do it myself?
  3. Six_Cycle_Mind

    Why is it so hard to aim?

    I played in the USS Chester three games today and many times when I aimed dead center at the enemy ships at close range my shells would just dive into the water. When I try to aim higher, most of my shells go over the target and I still miss a lot. I played three battles and I lost two of them because I wasn't aiming at the right place. At first I'd like to blame the guns, but that's frustration talking and I know the problem is with me. At longer ranges, about 8,000 meters or more, I don't have this problem and hit my target just fine, but most of my fights are much closer than that. Especially since there are a lot of destroyers at tier 2 and 3 and it's important that I can hit my target before they torpedo me or my team mates! So I'm asking for tips on how to aim correctly. I watched the WOWS video and try to do it that way, but Is there some trick that I'm missing? I try to shoot broadside targets whenever I can and that's when this problem is most noticeable and most frustrating. Are the shells supposed to dip? Does it make a difference if I fire my guns all at once or just one at a time? Is it because I shoot HE mostly? I usually forget to switch to AP in the middle of a battle, so maybe that's the reason? Or is it just the USS Chester or all US ships? If they're all like this, are they worth playing? Sorry if this is too basic a question and thanks for any suggestions or ideas you might have.
  4. kotysoft

    Batteries stuck, unable to aim

    Hi there, I came to report a critical bug happens me randomly (reason not investigated yet). During battle, sometimes my cannons stuck to specific direction. During this error: Can't move batteries Can't enter into binocular (zoom) view [mouse scroll and SHIFT] Details (% percentage of I made certain) Happens me with different ships, so it is not ship specific (100%) Lock/Unlock to sector/relative makes no result (100%) Changing weapon, opening big map, opening settings menu not removes this bug (90%) Bug disappears, when "a specific" ship dies in fire range (75%) Happens in server peak time, when server has minor/major lags (70%) Aiming looks like relative-locked, but the sign sometimes moving a little bit (70%) I'll try to collect and attach replay files. I hope the attached log file is relevant. The "first" one is uploaded now. 20150802_163734_PJSC005-Furutaka-1926_20_NE_two_brothers.zip
  5. Okay, guys, I had an idea, and I wanted to get it down into written form because it might be a good idea. It's about aiming, and the UI used for that. There's been a lot of discussion about the aim mod, but thinking about the topic I had one idea for torpedo aim that might improve team play (and take at least some friendly fire out of the equation) and one idea that might make it a tad more intuitive to aim, especially at long ranges, without using data derived from what the other ship is doing, just for the player himself. Idea 1: Torpedo range estimate indicator To me it always seems like the torpedo aim indicators (where you're going to shoot and where your target is likely going to be) aren't doing a very good job at telling the player how far their torpedoes are actually going to run. So I'd like one more element to make clear "your torps aren't going to travel anywhere beyond this point", and/or possibly the target lead indicator being changed somewhat if the target, at its present heading and speed, will stay outside of torp range. That could at least stop people from launching their 5.5 km range torpedos at a ship 8 km in front of an ally, while they're 2 km behind that ally themselves. (So the enemy is some 10-ish km from them.) Idea 2: Flat 2D target spread indicator for main guns I don't mind shooting at a dot in the air (and with ALT I can compare the distance of the ship I have in my sights with the distance I'm currently aiming at), but sometimes it's hard to really guess if the range is right. That's why I'd like a 2D bent circular shape imposed on the water surface, kinda like the SPG aiming reticule in World of Tanks, or the Dive bomber target area for CVs in WoWs. Another advantage would be that the shape of the circle would give a bit of feedback on impact angle and it would visualize the accuracy RNG a bit more (for better or worse). The shape would only have to be visible in sniper mode or at distances that would be considered "indirect" fire. Advantage over aim mod would be that it doesn't include any data about the enemy ship or its movement, including the nasty part about aim mod actually having more up-to-date info on enemy ship movements as the client, since it feeds of movement data directly and can even tell you if the rudder is shifting, quite a bit before you would be able to see that with the naked eye. (At least as far as I understood those workings.) In my head, these ideas seemed rather good, but now I would like feedback of the esteemed WoWs beta community... do these ideas actually have merit, or is me thinking so a sign that I'm slowly losing it? What do you guys think?
  6. Hello, After reading through numerous topics complaining about not being able to hit anything (mostly by BBs firing at max range), I though why not add the dispersion to the crosshairs. Add an oval/circle to the aiming UI which shows a graphical representation of the dispersion based on the dispersion of the ship and the corresponding range, such that when a BB is aiming at max range it can see the area in which the shells will land. This oval/circle changes in size depending on the dispersion of the ship at the range it is aiming at. Why? In comparison to WoT, aiming at max range in a ship is comparable to a tanks max dispersion and when a ship aims at a closer range it is more comparable to a tank that has aimed its gun. For example: A fully upgraded Fuso mounted with Gun fire control system modification 1, which decreases dispersion, has a max range of 21.8km and a dispersion of 224m. Thus when said Fuso is aiming at a target at its max range an oval/circle along with the current aiming UI which shows the area in which any shell fired by the Fusos main guns will land. When the Fuso is aiming at a target at 10km range the oval/circle shows the dispersion of the guns at that range. Implementation Options: Pros: Cons: Issues: What it does not do: TLDR: I'm looking for any feedback you have and if possible please expand on them. Edit: Say this was implemented as another option for a crosshair, would you consider it an unfair advantage or not? crazy5982
  7. Sonic_157

    Aiming problem after patch

    Hey guys! Has anyone noticed problems with aiming after the patch? I seem to miss a lot of salvos that would normally have been certain hits. Has anything changed regarding ship speeds or shell arcs??
  8. FaceFisted

    Easy way to learn to aim like a pro

    I have one easy solution to remember if you want to learn to aim better. It's quite easy if you can imagine 3D plane and straight lines on it ;) Idea is to imagine 2 points on each ship you are aiming. First point is at the back of the ship, where it touches water. Second point is in the front of the ship. Now imagine straight line that goes through those 2 points and aim along that line. Just learn how much it needs for your shells to travel and you will master aiming in no time. Here is the image to show what I meant. After you learn this you will get called an aimbot user quite frequently. ;) Let em soak in tears.
  9. Myrmix

    Citadels gone?

    Since the last patch I have huge troubles hitting citadels in my BBs. I never used any crosshairmod and got used to the base-crosshair. Before the patch I was aiming pretty well (also got my share of RNG-madness, but this happens). But now I struggle to hit citadels on broadside-ships even at <10km range. What I missed earlier thanks to rng, now seems turned around...I only get barely lucky to hit a citadel. I'm really confused and try my best...I use sequential fire, single shots and watch the grenades to hit the right positions and correct aim if necessary (waterline/slightly above, below the funnels)...but i get only overpen-dmg (~1024) This goes on for weeks now (this can't be just rng) and i'm kinda desperate.. I did only 6k dmg once on Amagai(!!!) during a whole 20min battle, a ship i really enjoyed before, just because overpens, nevermind good placed shots who just don't do damage. I have these troubles on all my battleships, and sometimes cruisers (i preferably use ap on broadside..worked great until recently)...anyone can tell me what i'm doing wrong? Edit: I added a poll to get a feeling, if it's only my personal impression, or if I'm not the only one who has trouble hitting stuff for good damage recently.
  10. pun_za_kette

    AP vs HE

    Hi everyone! I wanted to share my experience in the matter of ammo used. At least on american Cruisers, this is what I found: On average (over the course of like 40-50 Battles) I did twice the damage with AP than I did with HE (including fires!) while only hitting half as many, resulting in an average damage of four-times the HE damage when hitting with AP per hit. So all this whining about HE being OP and the fires being too stronk... Nah! AP works fine! You just need to hit the citadels. Yesterday I had a really good start in my Omaha, hitting 31 shots and having 11 citadel penetrations amongst those... So learning to aim really pays off! But you have to start shooting AP in order to learn where the citadels are greetz, pun
  11. Legend1466

    How to not suck at aiming

    Recently i realized there is white line with numbers on aiming sight. So what does it mean and what does actually do? So i searched for answers and then i found: They are actually helpful. The numbers means distance between ships and aiming reticle. The another vertical line means height. So it makes sense. Let's say a scenario: You're a cruiser and a another cruiser appears. You and he goes the same speed. You are 14 kilometers close. You quickly grab the aiming and with the help of white line and numbers, you shot and hit him with 6 shells. The enemy hits you with 2 shells without the help of knowledge. You won. But how? Tell me what does these lines actually means and why is it helpful? Also, please reply
  12. valkarianism

    Aiming MOD Exposed!

    For reference regarding the latest Wargaming reply related to this, please read Ev1n's message on page 33 of this thread - Ectar Here's one mod that managed to ruin my game. Allow me to make my point. I sailed out in a Fuso, and the game was just starting. Thinking I'd go north and handle the flag that side, I raised my speed to full throttle and sailed on ahead. Enemies show up, two of which are opposing Fuso class ships, and we start engaging. I fire a ranging shot at him, and he fires a full salvo at me. He hits citadel, and this was over 15km away. "WOW! Great shot!" I thought to myself. "I'd better raise my game! Can't take too many more of those!" So I set rudder to half right, started an evasive pattern and began to return fire. I landed a few shots, and his next salvo came along. Another citadel hit, at approximately 13km! "Oh man! luck's just not on my side today! better get out of here and use some healing!" I then set full right rudder, and booked out of there, giving him as little to shoot at as possible. then, i exposed my other broadside, and returned fire. Immediately after, BANG! he lands another citadel shot. I did not last much longer after that, and sank on my way out. "Good shots there!" I said in response to his comment of "EZ Kill". I genuinely wanted to swallow my soreness and congratulate someone who had just landed multiple citadel shots. It had to be great skill. Then he said he was using an aimbot, and recommended me to this site. After which, all my illusions were shattered. Normally, a game in which leading markers were shown is all well and fine if the opponent was agile enough to continuously make it hard for you to hit. Well that's not how half of the ships in World of Warships works. Even when I was engaging on an evasive course, he could clearly see how I was evading, and plan ahead. This is not a feature of the game I have been playing and enjoying for the past weeks. Please issue a statement if the linked mod is illegal and if players will face dire consequences for using a mod that affects gameplay to this extent. Note: I support and love mods. But not those that will gave an unfair edge to those who have installed it. As proof of incident, player is seen in screenshot recommending site. Mod links and pictures have been removed by the gentle request of a fellow tester. To prevent unnecessary advocating of the mod. Jingles Covers the MOD quite aptly in this video at 25:55. WG Video Covering the use of firepower of your own ship.
  13. Hello everyone, I've been playing my way up through all the US battleships and high tier cruisers, currently hovering at a freshly bought Iowa, upgraded from a fleshed out North Carolina. What I've stumbled across many times is the high error margin of long distance shots and aiming above the 18km-range, which is, of course only a problem for the extreme long gun ranges of Tier VII and upwards. Especially the fast japanese ships, but Tirpitz, Iowa etc as well, have it quite easy to evade incoming long range fire, thus forcing you into close combat - which is not the purpose of BBs (why would they carry such long range arty, then, hm?). Therefore, I have come up with some solutions to general aiming problems with BBs that might contribute positively to the gameplay. They are ridiculously expensive to maintain, and thus it is essential to keep the gameplay smooth and as far away from frustration as possible ;) My first and most important suggestion would be to introduce a "Sensory"-Upgrade-Slot. This might be made available under the other upgrades, like turret or damage party upgrades, or added as an additional upgrade slot. I. Ships behind obstacles Now this is a problem not only BBs are facing; it's quite hard to judge the waterline of the target from it's marker alone; if a spotting plane is not available, you're pretty much wild guessing, although you might, from the height of the obstacle, have a fair chance of hitting it. I'd therefore suggest three rough markers, an approximation, upon which to gauge the ship's proportions. Those markers still do not give you an exact representation of the ship silhouette and are thusl not overly compromising the balance of gameplay. Make the upgrade in a semi-expensive price category, like 500 000 credits, call it "Echo Search", and it is also going to take some effort to purchase it, as well as having to leave out another upgrade. Balance kept intact. II. Turning ships Aiming at turning ships might be another issue. Personally, I mostly get lucky, but I figure it might be tweaked a little bit. I'd suggest a "wavering silhouette" approach: you still don't get the exact impact point (now that would be too easy), but you are being guided a little bit closer to hitting "in the zone". Once your upgrade/consumable, in this case being called "Artillery Guidance System", say, at 1 000 000 credits, is activated, you get a wavering silhouette of the targeted enemy vessel. The closer you are on hitting it, the greener it gets. Balance is kept intact due to basically having no impact on the absolute accuracy of the guns. I'd make this consumable self-refreshing, like mana-based buffs in fantasy games: you activate it, a counter ticks down, you deactivate it, the counter fills up again. You can immediately re-activate it, and the counter will start to tick down from the consumable fill state it was. An elastic, smooth feature, that can be used to a player's content - if you have it turned on for a long time, you might see yourself having to wait till it's filled up again for precious seconds, but you could also only switch it on for a split second to reassure your shot. Suits many playstyles. III. Shot projection My last suggestion is thought for the reaaaaally long range shots. I have always been greedy of those beautiful, easy to gauge colour boxes for torpedo spreads, and why couldn't other ship classes have something similar? After all, aiming at long distances of 20km+ with shot traveling times of 15s+, is definitely one of the hardest bits of the game, and therefore feels a bit too hard if you think of all the credits and experience you have to spend to get your hands on those gun ranges: basically, it feels like you spend a shitton of effort for something you cannot effectively put to use, since the enemy can easily evade your fire. I'd suggest you call it "Radar Artillery Guidance", make it really expensive in the area of 5 000 000 credits to get hold of it. The basic principle would be similar to the torpedo guides: you are being projected a corridor in which your shots will impact, and you still have to gauge the exact impact points by yourself, it is just a small support to avoid the enemy ship hopping off your well aimed battery fire. Thus the player is being helped at aiming without totally screwing the balance. An attached solution would be an elastic haircross, like the artillery spotter features of strategy games: your aimpoint projects an impact point onto the water and turns the greener, the higher the probability of hitting the enemy. It's still not exact, but taking out a little bit of frustration. All my suggested solutions are canonical, meaning, it totally makes sense to give the high tier, hyper-tech battleships and cruisers the option put their high standard of technology (>> real life) to use. After all, the real world ships got state ofthe art plotting solutions, radar based counter fire, fire projection screens and various other tinky toys... and therefore offer enough space to adapt these features into gameplay features. Well, what are your thoughts? I love playing with the fatass BBs, but I think you get too little compensation gameplay-wise for the credits and XP you have to spend to reach the decent ships like NC or Iowa. Which is why I'd strongly suggest giving the players who spend so much time getting that far a little bit of balm for the nerves ;) Cheers ;)
  14. I'm honestly not sure if this is my imagination or not but since I updated to 0.5.3 I've noticed a lot (and I'm talking across BBs, cruisers of multiple nations) of my ships now no longer seem to aim correctly. In previous patches / updates I would literally aim and hit the target (leading them and taking the angles into account) no problems, sometimes getting citadels sometimes not. But now, I use the same approach, same aiming and angles, same leading of ships based on speed.. and the shells tend to land short, completely missing. Every time, from multiple nation ships. Is it just me or has anyone else noticed this? It's worse when firing from a distance of course; the close up combat is pretty much the same but the aiming on long distance shots or at least the mechanic itself seems to have changed. What gives?
  15. would it be possible to get a 3rd turn setting added between half and full rudder that tracked with turret traverse? just sees like this would be a functional/quality of life change to keep a little more turn rate while keeping the guns on target without having to micromanage the turn rate on boats with slow turrets.
  16. Yikez

    Loss of fireing controls?

    Hey al,l I have started to have a problem in-game that could be a bug? Had it yesterday and just had it in my Yubari. Seem to suddenly loose the ability to zoom aim or aim/fire torps. guns fire but no aiming? Rather frustrating becoming a speedboat with AA guns which seem to work? I don't think its me but....... And just had similar happen in my Phoenix. Not able to target guns but they fired and torps worked? 13;28Hrs
  17. anonym_xoVCh3ghW9FC

    WoW official video on aiming and firing

    Hi there, I looked at all the lessons that are related to WoW, how to sail, ships types, guns etc. At a point it said in the next lesson I will learn how to aim. No lesson found. I searched web and I found a video of a guy. Quite impressive but the only issue is that still not clear how to properly aim when a ship is sailing away from you or is coming in an angle constantly changing direction. I also found an ineresting crosshair. It is numbered 12. I found that in most ocassions the ships that are sailing in an angle are positioned as the lines designed in that crosshair. Still I found difficult to relate the direction and the lead when alligning some lines with a ship's direction. Not to mention that in the YouTube video explaining basics of aiming the guy was playing with a Tirpitz and somehow the shells tended to stay grouped. When I am firing with my Gneisenau BB it is like I am firing using a sprinkler. It is true that on Upgrades section I choosed MAIN BATTERY MODIFICATION in order to reload main guns faster and to rotate them at a higher rate. But I doubt that the firing will improve if I would install Aiming Systems Modification 1. Or maybe I am wrong. Anyway, is there an official video on how to properly aim on different situations? Not all the players are actually sailing broadside. Thank you. Sebastian