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Showing results for tags 'aiming'.
Found 8 results
WHERE TO EXACTLY AIM FOR CITADELS???
A123_19 posted a topic in General DiscussionsFor a lot of days I have been playing with AMAGI. It is powerful enough but my trouble is getting citadels. I aim exactly at the waterline and have also tried aiming a bit above.the waterline. Veeeeeeery less times i get some citadels. Is it just RNG or my aiming is wrong? Any help would be appreciated BTW I AM AIMING AT WATERLINE MOST OF THE TIME
Hello I am enjoying world of warships game. There are certain issues i noticed in game play graphics which i need help. I am using Windows 7 64-bit with Intel graphics Card. Default settings - Low graphics with Direct X 9 I am unable to see effects - like ship on fire, smoke emitting from ships - which is used as guide to aim accurately, unable to see AP shells landing on ships that are far away (white trace is not visible as clearly as HE shells yellow trace), white pillar of water that is seen when shells hit water. I saw these effects in videos uploaded on You tube. When i switched to direct x 11 i saw these effects but then the game crashed mid-way of the battle. I read on another forum that PCs with Intel graphic card will lead to game crash due to heavy memory consumption. So i wanted to know settings options where i will be at least able to see AP shell traces and ship smoke so that i can at least improve my aiming which sucks at the moment. (I am not blaming the graphics or my PC for my performance) Any help in altering the Game Settings - Graphics without game crashing, will be appreciated. Thank You. P.S - i have checked out the settings related video from WOW official You Tube channel although it is good guide but it was not useful to solve my problem
A theory on how to aim with the dynamic crosshair
PunishedKAsual posted a topic in General Discussions[DELETED]
Correlation between ship travelling speed, shell flight time and leading of shots
PunishedKAsual posted a topic in General DiscussionsNote: flight time in second, speed in knots, distance in km. Resulted term is the tick marks of your reticles as a pseudo-radian. That's all there is to it. Thanks for reading ❤️
Aiming Konig's Guns
KirstieBeau posted a topic in General DiscussionsReally enjoyed the Konig. She has the highest average damage BB on my stats so far. Now, I'm not unicum BB driver so I want to ask. How do you aim the guns of the Konig at a broadsiding and angled BB? Because it has only 12 inch guns so I don't expect huge citadel hits on a BB but I can get reliable chip damage. I tried experimenting aiming at different parts of the BB at different ranges and I can get 3K - 8K salvos regularly. So how do you guys aim so I could get more reliable damage? Against IJN BB like Kongo and Fuso, aiming at the waterline is the best as I can pen their relatively thinner belt armor. But how about the USN and KM BBs? Broadside New Mexico and NY at 13KM and at 7KM. Waterline or the thinner upper hull? Broadside Bayern or Konig at 13KM and at 7KM. Waterline or upper hull? Angled BB? Waterline or deck armor? Thanks.
Artillery Lead Calculation
Gorbon_Rubsay posted a topic in General DiscussionsI was missing a lot of shots where my target was moving towards or away from me so I did some calculation based on a speed multiplier of 2.6m/s per WOW knot. Adjust your firing range by +/- km according to the following table to compensate for the target moving towards or away from you. (Shell flight time and range to target show up on ALT sights) Lead Required if target is moving directly towards/away (KM) Target Speed/knots Standard BB Fast BB Battle Cruisers US Cruisers Japanese Cruisers 20 27 30 33 35 Shell Flight time/S 6 0.31 0.4 0.5 0.5 0.5 8 0.4 0.6 0.6 0.7 0.7 10 0.5 0.7 0.8 0.9 0.9 12 0.6 0.8 0.9 1.0 1.1 14 0.7 1.0 1.1 1.2 1.3 Range adjustment needed if target is moving at 45% Target Speed/knots 20 25 30 35 35 Shell Flight time/S 6 0.22 0.30 0.33 0.36 0.39 8 0.29 0.40 0.44 0.49 0.51 10 0.37 0.50 0.55 0.61 0.64 12 0.44 0.60 0.66 0.73 0.77 14 0.51 0.69 0.77 0.85 0.90 This table works in the vertical (distance) axis but not the horizontal axis (unless you turn off target tracking).I would very much like to work this out in the horizontal axis too (its not so necessary but I'm interested) ~ can anyone think of a way of working this out (working with target tracking)?
lots of LAG and guns wont aim or fire or anything
Killerkeys posted a topic in General Discussionserrrr...... ive had a few battles and things have been ok but the lag has been getting worse and worse.....the ping was on 160 then it keeps going up and up each day 190 then 210 then 250, 290, 350, 360 it goes up a little every day now its on 380 and you can see the lag in game......im near Sydney Australia and its like the server is in moscow(russia) somewhere....the lag became so bad that the guns stopped aiming or firing or anything...I had to rage-quit !!! please can we have a pacific server for AU & NZ
A few suggestions
vardald posted a topic in SuggestionsHi all, This is my first time posting, but as this is the beta test I have a few ideas that I thought I'd see what people thought of. One of the big problems that I've seen is torpedo spam, even when there's nothing spotted or in torpedo range. This is really annoying when your own teammates launch torpedos with no regard for the rest of their team. One idea I had was to put a limit on the number of torpedos carried. This at least might make people think twice before launching torpedos at nothing as they could then run out when they need them. This would of course need to be tested for balance, and each ship would probably carry a different amount. On a different topic, another idea that I had was to implement an aiming line, similar to the artillery trajectory line in WOT, to the main guns of ships. this would make it easier to tell if your shots were going to hit an island, or even another teammate, as currently it can sometimes be tricky to tell if all of your turrets have a clear shot, particularly on larger ships. The line could possibly be colour-coded - for example, green means that the shell definitely won't hit anything, yellow means that there is a possibility depending upon dispersion and red means the shot is blocked. Thanks for taking the time to read this - it seemed shorter in my head. Let me know what you think of these ideas, and maybe any changes you would make to them.