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Dear Forumites!

I wanna talk about the Lock On bug 2.0. Lock On bug 1.0 was the bug where you had a visual Lock On, but the game didn't recognize this. For me it kinda felt like WG managed to fix this one after a couple of patches, however so now and than it still kinda feels like the Lock On symbol appears before the true Lock On, but well we can't have it to be perfect, can we. 

So, Lock On Bug 2.0, the new chapter. This one is really bugging me. What is it? Lock On bug 2.0 is when you aim at a ship, but your shells decide to go for the fishes. Most frequently noticed when your target decides to slow down, you aim for the citadel, but your shells decide to land a couple of meters in front of the entire ship. This is really annoying, because I am playing this game to hit ships not fish and because I want to hit certain parts of a ship. This bug made me so crazy that at this point I just aim for the ship and just pray for RNG to throw in a citadel hit (should I play German BBs again?). 

This bug is already in the game for a few patches now, for me it kinda felt like WG introduced this bug to the game when they introduced the UI scale to the game. For me it even feels like this bug got worse. I already mentioned the bug in a few patch notes, but I didn't get any dev reply to it. Some may say: "Hey, you need to sent in a ticket" I did my best with Lock On Bug 1.0, which was called "dispersion", despite hitting the entire enemy team with my Iowa at 16km. 

So that is why I am opening this topic. Looking for replies from other forumites that notice that the game is ruining their salvo's at ships. Hopefully it will gather enough proof to make it clear to WG that there is something wrong, again, with the Lock On.
 

Greetz Lemon

 

TLDR: Can't aim must be the game.

Example from Twitch:

 

 

 

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Yep, had more then one instance of the unexplicable nosediving salvos completely random and not reproducible, usually one sometimes up to 3-4 in row esp if you aim for the waterline...

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1 minute ago, Yedwy said:

Yep, had more then one instance of the unexplicable nosediving salvos completely random and not reproducible, usually one sometimes up to 3-4 in row esp if you aim for the waterline...

Ahh so i wasnt going mental.

 

makes me wonder if the guinea pigs revolted again.

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Yes, i have the same experience for quite some time now.

Its extremely frustrating as you dont know where you should be aiming. If you aim waterline, it basicly falls short guaranteed. If you aim higher, then you get overpens :cap_fainting:Not to mention, if you shoot at reversing ships you have to aim WAY higher than it should be. Atleast for me, i have to aim at the superstructure level to make shells not fall short :cap_wander:

 

The issue must be with the auto aim correction, for some reason it seems to think that the ship is moving somehow differently. I believe, it could do this based on the rudder of the enemy ship, since if you try the same in a training room, your shells dont fall short. There must be a reason for this.

Same reason, if you shoot a beaching ship, the game occasionally shoots the island, as it might "think" the ship is still moving forward. Could also be based on which setting the throttle is on.

 

And on the other hand, if i do it with spotter plane ive never had issues hitting those slow/stationary ships. Seems like, Spotter might offset the aim correction?...

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It never got fixed. WG said they did. But they did not. You can test it yourself. 

Lock on a target. Often when the target gets unspotted and spotted again and your lock on goes to that target automatically, you often get the bug. 


https://www.twitch.tv/flamuu/clip/ArtsySmilingAlfalfaPJSalt?filter=clips&range=7d&sort=time

 

 

 

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I propose also Lock On bug v1.1 or v2.1, namely when you have more than one enemy ships in view and the game decides to lock to one of them, but not the one you want to shoot, and pressing X to cicle selection doesn'T seem to work properly. v1.2 or v2.2 of this is where there is only one possible target in view and somehpw the game refuses to lock on to it al the same, unless you repeatedly mash X

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18 minutes ago, MortenTardo said:

Lock on a target. Often when the target gets unspotted and spotted again and your lock on goes to that target automatically, you often get the bug. 

 

In addition to that, something that I suspected a few times I could provoke last week with forseable result. I wonder, if that sounds familiar too:

 

You shoot at a target, that gets undetected while your shot is in the air. Result: Shells fly OVER the target.

 

Situation, that pretty much convinced me, its a bug: im stationary in my BB, a Mino get spotted, ill turn my turrets to shoot, he smokes and slows down. So I shoot, he vanishes in his smoke. Against my usual habit I stay IN zoom, because I know his position and know that my aim is exactly on his cita. So the first salvo completly misses, not one hit and its obvious my shells did not go where I aimed but instead FAR above the target. I wait for reload, hammer at 100% the same spot that Ive shot before at - double cita + some other hits.

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On top of that there is the bug when you shoot at grounded targets, the shells almost always hit the island behind them (ie they go over)....

 

Seeekret noob protection system, working as intended?:cap_book:

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Ships near islands have a forcefield, they deflect almost all shells. It was in the patch notes somewhere... 

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13 minutes ago, kfa said:

Ships near islands have a forcefield, they deflect almost all shells. It was in the patch notes somewhere... 

God :etc_swear: that explaines all those treehugers in high tiers...

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On 9/28/2019 at 11:01 AM, LemonadeWarrior said:

Dear Forumites!

I wanna talk about the Lock On bug 2.0. Lock On bug 1.0 was the bug where you had a visual Lock On, but the game didn't recognize this. For me it kinda felt like WG managed to fix this one after a couple of patches, however so now and than it still kinda feels like the Lock On symbol appears before the true Lock On, but well we can't have it to be perfect, can we. 

So, Lock On Bug 2.0, the new chapter. This one is really bugging me. What is it? Lock On bug 2.0 is when you aim at a ship, but your shells decide to go for the fishes. Most frequently noticed when your target decides to slow down, you aim for the citadel, but your shells decide to land a couple of meters in front of the entire ship. This is really annoying, because I am playing this game to hit ships not fish and because I want to hit certain parts of a ship. This bug made me so crazy that at this point I just aim for the ship and just pray for RNG to throw in a citadel hit (should I play German BBs again?). 

This bug is already in the game for a few patches now, for me it kinda felt like WG introduced this bug to the game when they introduced the UI scale to the game. For me it even feels like this bug got worse. I already mentioned the bug in a few patch notes, but I didn't get any dev reply to it. Some may say: "Hey, you need to sent in a ticket" I did my best with Lock On Bug 1.0, which was called "dispersion", despite hitting the entire enemy team with my Iowa at 16km. 

So that is why I am opening this topic. Looking for replies from other forumites that notice that the game is ruining their salvo's at ships. Hopefully it will gather enough proof to make it clear to WG that there is something wrong, again, with the Lock On.
 

Greetz Lemon

 

TLDR: Can't aim must be the game.

Example from Twitch:

 

 

 

i thought something was wrong. I've had crazy salvo's like that too.

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@LemonadeWarrior

Todays replay, watched a nice salvo from a DD ! just falling short by a mile on a beaching /slow broadside target. Which imo is quite rediculous

If you are interested in recording it. Happens soon after im dead, im watching the Ibuki being broadside and the shells all splash in the water pretty far away from the ship. No way a DD would have that kinda dispersion in the first place.

Nor do i think he would have aimed like that...

20190929_151940_PASC109-Buffalo_15_NE_north.wowsreplay

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IMHO the aiming system now needs a "positive lock" indicator, to let you know exactly what the server thinks its aiming at.

 

Perhaps the targetted ship should become outlined in red, or glow yellow or something. When you switch aim (or the server thinks you do), the highlighting effect should snap to the new target.

 

At the moment, even stabbing away with the "X" key often cannot persuade the server to switch targets, especially if the target is near an island or another ship.

 

Apart from the target switching issue, I don't know how you can deal with the bug that drops the salvo short - even when the target is completely isolated and the reticule properly aimed.

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29 minutes ago, DFens_666 said:

@LemonadeWarrior

Todays replay, watched a nice salvo from a DD ! just falling short by a mile on a beaching /slow broadside target. Which imo is quite rediculous

If you are interested in recording it. Happens soon after im dead, im watching the Ibuki being broadside and the shells all splash in the water pretty far away from the ship. No way a DD would have that kinda dispersion in the first place.

Nor do i think he would have aimed like that...

20190929_151940_PASC109-Buffalo_15_NE_north.wowsreplay

Well, my WorldOfWarships.exe fails to execute replay files, so well :P

Would be nice if @MrConwayor @Crysantos could have technical support look into the Lock On system we have today.

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7 minutes ago, LemonadeWarrior said:

Well, my WorldOfWarships.exe fails to execute replay files, so well :P

 

 

kk, ill record it myself then :Smile-_tongue:

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On 9/28/2019 at 1:32 PM, piritskenyer said:

and pressing X to cicle selection doesn'T seem to work properly

X does not "cycle selection", it just locks on to the target that you are aiming at (or unlocks if you press it again). I hope you are aware of this and aim at your intended target before pressing X.

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18 hours ago, cracktrackflak said:

At the moment, even stabbing away with the "X" key often cannot persuade the server to switch targets, especially if the target is near an island or another ship

I have never ever encountered this. Make sure to aim exactly at your target before pressing X.

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3 minutes ago, Gebe_ said:

X does not "cycle selection", it just locks on to the target that you are aiming at (or unlocks if you press it again). I hope you are aware of this and aim at your intended target before pressing X.

I am aware, however if you have multiple enemy units in the same line of bearing (say an aoba at 12km and a kongo at 14 km) one in front of the other, repeatedly pressing X will cycle between them, indepemdently of which one you have put your centrepoint on. 

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On 9/28/2019 at 11:21 AM, Yedwy said:

Yep, had more then one instance of the unexplicable nosediving salvos completely random and not reproducible, usually one sometimes up to 3-4 in row esp if you aim for the waterline...

Same as... infuriating when you've got the perfect shot and all shells flop...

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It’s technically not a “lock on bug” as per say, but more of a aim assist bug.

 

Its confirmed that there is some form of aim assist that activates when you lock onto a target, it takes into consideration of the target’s speed and direction, and adjusts dispersion so shells are more likely to land in the predicted area. The main issue it’s that it’s powered by vodka, so it won’t take into consideration wild manvuaring, speed changes of any sort(hence shells derping more frequently on stationary or beach/about to beach targets)

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Am 28.9.2019 um 12:01, LemonadeWarrior sagte:

Lock On bug 2.0 is when you aim at a ship, but your shells decide to go for the fishes. Most frequently noticed when your target decides to slow down, you aim for the citadel, but your shells decide to land a couple of meters in front of the entire ship.

I don't get it. Seems to be working as intended. If the target slows down, you have to adjust your lead or else your shells will fall in front of it.

 

Target lock is not supposed to adjust your lead for target speed changes. Otherwise it would be almost pointless to tell people to vary their speed inorder to through their opponent's aim off, which is among the first thing new players get told.

 

 

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7 minutes ago, SlightlyOff said:

I don't get it.

 

The bug affects vertical aim. You're talking about horizontal aim which is unaffected by the bug.

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Vor 32 Minuten, Altsak sagte:

 

The bug affects vertical aim. You're talking about horizontal aim which is unaffected by the bug.

So what he actually means is they are falling short, not in front of the ship.

 

It seems to me there has been a thread couple months ago about that ("Shells falling short").

 

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