We've updated our video "How It Works: Firing and Dispersion" 🔔Leave us a comment right after subscribing to the channel - wo.ws/RU-vid-subscription We're going to discuss how you can improve your ship's firing accuracy. Where will shells that are fired land? What is the dispersion ellipse? How can you automatically lock onto a target ship? How can you increase firing accuracy by reducing shell dispersion? 📝 Read the news on your server: EU: worldofwarships.eu/news/news/game-guides/how-it-works-firing-and-dispersion/ NA: worldofwarships.com/news/game-guides/how-it-works-firing-and-dispersion/ ASIA: worldofwarships.asia/news/game-guides/how-it-works-firing-and-dispersion/
To WG Technical Product Manager: Missing game mode 1.Please improve COOP. I just want to team up with bots, and don’t like silly human players. The reason will be stated later. 2.Bots in COOP with camo? Rusty ships are ugly. I don’t mind bots can be financially benefited. 3. Please stop bots from ramming each other. COOP doesn’t generate much income. You ‘ll loose credits even with a premium CV. I understand credit mechanism but it’s just not what players want. Once again, game is designed for the players and not just whatever WG wants. You are working on something not demanded. Anyone wants to buy it? Can a business be successful? This is a very basic business strategy. It’s not strange players are leaving this game when WG failed to provide products that are needed. Now back to my topic. There are not enough bots in the enemy team. The human players would quickly sink them all and leave nothing to me. Through the whole game I may get 0 kills. The COOP games don’t last long and I lose credits. It’s not me, but WG dev is playing the game. Listen to the players and do not be stubborn and insist on your own design. Change the mindset of “play or leave”. Players are your customers and should be treated properly. Players will spend more with a good experience. Please put yourselves in the players’ shoes. Will you do it? I believe it’s not hard, please do it, and be thoughtfully. Don’t just try to make easy money. The latest premium ships didn’t get me good experience. Please do something to improve game environment. COOP is full of human DD players, I cannot get even one kill before these DD players in a BB. Even 12 reports are not enough. These are the reasons I don’t like playing in Random mode or team up with players I don’t know: a. bad team mates No support: DD in the cap get killed easily without support. Not going out to cap: Cap is necessary in random, otherwise it will surely be a loss. No kill: They don’t have enough skill to sink the enemy. Why not try to communicate with team mates? Cos they are hopeless and incapable. b. What happened: Some team mate sailed through B area, instead of stopping and capping it, he kept on sailing to get a kill. but get killed because of his poor skill. I had to give up supporting C and try to cap B. As a result C was lost, I was in a CA and could not tank in B. The other team all gathered in A which we could not take. So all was lost. This kind of situation always happen in random mode. Do you think you can like it? A game is for the release of stress, not release stress for others. That’s why I prefer COOP than random, unless I can have some players I know in my team. If a game is frustrating like that, why not stay in COOP. Improve ships and captain skills 1. Nerfing of Stalingrad brought me poor experience. Radar lasts for only 20s, this is way too short. Main gun range is short too. Fire prevention, Basics of Survivability and Vigilance are not in captain skills which really hurts her performance. Do not pointlessly nerf steel ships. This is immoral to nerf steel ships as the players spend much time on the game to get them. Once they are nerfed, are you going to return me the steel? This is not the same Stalingrad I bought. I even did some research on Russian history and cultural after playing this game. It is not allowed to cheat in the making of food or sell food in misleading packages. For example: How do you feel if you found out the vodka you bought is watered down or even just fake? Or chocolate labeled as 100% is actually less than 50%? Or milk power has chemicals and food colors in it? What’s your feeling then? Are you going to buy the same product? Does this kind of description make sense? The players feel the same thing. When ships players bought with money or steel are nerfed, they feel like they bought fake, watered down vodka. Are you going to buy premium ships or steel ships? I don’t think so. PS: The torpedo firing arc on Tirpitz got narrowed down which is not mentioned in update notice and was done secretly。 This is no difference from those black-hearted factories in Taiwan. In 2001 some food safety incidents happened in Taiwan when industrial plasticizer DEHP was found being used in food and drinks as a clouding agent for the sake of cutting cost. Beside of common drinks, it was also found in cakes, breads and medicines. The “melamine milk powder” scandal exposed in China in 2008 is of the same nature: fake product. 2. Captain skills: Bring back manual AA, CV is OP. Manual secondary is far from accurate and basically useless. Especially the secondary guns above T8 can shoot very far, but what’s the point if they can’t hit a thing? It’s an old problem, please listen to the players, super test players had reported inaccurate secondary guns many times. It has to be resolved ASAP. Please make super battleships Satsuma and Hannover available for purchase and can be used in any game mode. Old problems those are not resolved. 1. So much appreciate for listen to my last suggestions and make steels available in everyday containers. However 20 steel a day doesn’t make much difference. Since any steel premium ship costs over 30,000. Even 300 steel for each victory in Ranked and Clan Battles doesn’t help much. Super containers, if you count on them, may contain 1,500 steel. Players can have to keep collecting steel till 2035. Is it possible that we can purchase steel in premium shop, or reward 1,000 to 1,500 steel for daily mission? 2. It’s too difficult to get research points. Now 400reserch points can be obtained through daily missions. As a COOP player with just 17,800 points, I have next to no chance to get an Ohio of 62,000 points or a Siegfried of 47,000. I felt so helpless when thinking about resetting T10 lines, family and work do not allow me to entirely regrind T1 to T10. I believe you have a family. Do you like the idea of spending more time on the game than staying with family members, or being complained by your significant half about gaming too much, or missing out the only chance parenting children? I don’t think you do. The concept of Research Bureau is totally not for the players. It makes WOWS feels more like a duty or full time job instead of a relaxing and enjoyable game. The games are for players to enjoy is what I believe. Think about those super test players who play the game for a long time cannot have all of these ships, let alone normal COOP players. Research Bureau is a wrong way of adding game content. 90% of players dislikes it. Is WG not aware of it? The game is made for the players and supposed to be designed from the players’ point of view. 3. Some 5 years old models in the game needs to be improved. Please make superstructure windows on the Tirpitz and the Montana transparent. Searchlights lenses look like plastic because they don’t have reflection or glare. 4. Charging 10,000 steel for silver Yamato camo is unreasonable even crazy. Please drop the price to 3,000 steel. 5. I’m appreciate of recent changes made by WG and you have definitely improved the game. It’s time to make more changes to make players want to spend more on the game instead of make them feel hopeless and stop spending and uninstall the game. I believe WG doesn’t want to see such thing happens.
y'all can make a video about firing accuracy, but cant land a decent public apology beyond "I'm sorry that you're upset." smh I love WoWs but I stopped years ago because you kept pulling all these scummy things
"Eight accurate 406mm guns", a direct quote of the Constellation... made me laugh so hard when I took her out into battle for the first time, and hit like 8% of shots because they either failed to show up at all, or decided to shoot 2km past/short where I aimed. Which, fun fact, is not how shells work. But don't let facts come into the game. That would just ruin the fun...
I especially noticed during those last naval battles when it was damage-based and I could play co-op to complete them. Playing German and US BBs, I crushed in most battles, easy to hit bots and score 5 times my average damage vs randoms. Soviet and French BBs, lucky if I doubled my average damage vs randoms. In the case of Soviet because the shells hardly ever hit...in the French I think more due to it being a squishy ship with no armor, which doesn't fit my play style. :P
You mention there is a Sigma Value! You mention this Sigma Value is individual per ship! You mention it's important to consider this Sigma Value? ... -> Where can I get the information about the Sigma Value of my ship? -> What happens, if I have to aim at a target which is not in 90° angle to my shooting direction? ... etc. => I would appreciate a 2nd part of the video to explain more in detail? Does anone have a link to an aiming tutorial more detailed?
Oh that's part of the soft stats. What the devs did was rely on their Community Contributers to find those details out during the review process to allow the customers to make informed decisions but well then they treated them like garbage, went a wee bit mad with the gambling mechanics and caused most of the CC's to walk out...including perhaps the best CC they had, LittleWhiteMouse who was almost like an extra QA department for WG. Good luck getting a straight answer out of the devs on your question though 😉
It would be nice if vertical dispersion and sigma were available in port.... It would also be nice to have some indication of how much armor penetration is lost over distance.
@@mabgfounder they were shown for a short spell during closed testing and tbf it was a lot of extra stats to show. The whole panel became very cluttered. We would have gotten used to it but I do remember a lot of the players in the closed testing were moaning it was confusing. Still no reason they couldn't publish the info in the open on the wiki though 😉 as it is it's either a lot of testing and guess or data mine the client to get to it 😂
Stalingrad broadside 7 km away, what could possibly go wrong? My Yamato: *Front turret shots goes over the Superstructure, Middle turret shots goes to the water, Rear turret shots goes to the front with 2 Overpens* Yeah, “How it Works” working as intended, or is it just another miscommunication video? Kekw
You mentioned sigma value in your vid. Why this value is not listed on the characteristics of the ship and we need to search for it in the other places?
In addition they should also show the size of the ellipse (both vertical and horizontal) at set ranges e.g. 5km, 10km, 15km, 20km etc. That way one could differentiate between ships that have special dispersion like the Russian BBs that get significantly more accurate at close range. As it stands the "maximum dispersion" stat is somewhat meaningless. Their excuse has always been that they don't want to confuse the players as only some people are interested in learning how the game works. It's a pretty bad excuse as if you put the information in the game it will encourage more to learn what it's about.
So to get this right. You get + 5% Dispersion from Concealment System Module on a Ship , + another + 4% Dispersion from a Skin on your Ship. So this is + 9% Dispersion, or in other Words -9% Accuracy for other Ships firing at you, or for you firing at other Ships. To counter this you can install Aiming System Mod , wich gives you - 7 % Dispersion, or in other Words +7% Accuracy. The Problem with this is, most Players drive both of this, at least the Concealment System and Skin , so they Start with a + 9% Accuracy Debuff on your Guns, and so even if you have equipped Aiming System Mod, wich gives you - 7% Dispersion, or a +7% Buff on Accuracy, you still Start out with a flat - 2% Accuracy Debuff on your Guns anyways. You don´t even get the supposed normal +/- 0% Accuracy with the Aiming System Mod Module. But i bet you Balance all Guns in Game as if they were at +/- 0% Starting Accuracy . That explains everything xD
There are a couple of dozen factors involved in shell dispersion. The rolling and pitching of a vessel, the exact muzzle velocity of a shell when it leaves the barrel, how clean the barrel actually is, are just a few. Foremost among them is the fact that the shockwave produced by the shell as it passes through the atmosphere distorts the flight path of neighboring shells. Most navies had minimal success in addressing this issue, and even the advent of radar- assisted gunnery systems and fire control radar gunnery systems could not address it. The Japanese had the most success in this field by their introduction of the Type 98 Discharge delay unit- which allowed shells to be "ripple" fired at intervals of 3/100 of a second. This reduced their dispersion patterns by approximately 10%.
Can you make a new "How it works" for map spawning? I would like to know the WG game mechanics behind opening spawn selection before the battle starts. For example, why are ship map spawns are so close to other team mates? Such as either AFK players or poor turn radius ships interfering with opening moves. Why are all radar ships on one side of the map (port or starboard) for the team on spawn instead of balanced over the map on spawn? Why are DD's, CA's, or BB's not balanced (port or starboard) on deployment? It appears they are all slanted in their deployment instead of spread out on the map for spawn deployment.
Are you a actually showing us about the dispersion in the game without have a function that tells us the sigma value which is pretty important? Now new players who watch this think there is no sigma values in your game because you dont show it here, you dont talk about this and even in game there is no datas about this and the game has over 300 ships. Something i don't get.
0:46 "... it was difficult to hit the same spot twice..." well congrats WeeGee, you've been doing exactly that more than couple of times, Puerto Rico, CV -not- rework, Christmas loot boxes, Summer loot boxes, Captain -not- rework, new tech line loot boxes, LWM... enough!
You made your own video on "firing" and totally missed the mark! You're talking about metrics we can't see written on your wiki or check ingame. Aiming and accuracy in WoWs are mostly influenced by the cheap servers you provide: creating chaotic RNG (5y old), "lock-on" bug (5y old), "curving torpedos" bugs (2 months old), 1st salvo on new target bug (3-4y old), desync bug (4y old). Adding this to the UI and other general bugs (50+) I would say the solution is for you to make more loot-boxes, just in case kids 7y+ wanna gamble!
Dispersion surely doesn't work on italian bbs, despite their sap being neutered and doing 10% dmg to dds, why two nerfs at once? Not only I can't hit a dd point blank, even if I do whats the point, it eill take only 1k dmg
The game is consistent once you learn how to aim for a particular ship - not all nation ship lines shoot the same way in relation to the reticle. If enemy ships are changing their speed and turn out or in by a few degrees when they were doing the opposite when you fire, it will dramatically throw your aim off the farther distance the ship is. This is why you should close with enemy for better accuracy and less ability for the enemy ships movement to impact your estimate. A few km can drastically change your accuracy, especially if you are using slower shells.
Its automatic when your aiming pointer moves over the ship. You will see the target marked with the circle. Or you can override it by hitting X when the cursor is over the ship.
One thing I hate about the guns when you are perfectly looking forward the stern turret will try to be where you look at so can you make it like the stern turrets be in it's position before it was turning pls
fix the game first,last stand is not working,secondaries range remain in standard range to ohio and georgia(with foul secondaries build and equipment)game crash sometimes with no reason etc.
The bottom line is this - I've spent three years studying the aiming mechanism... Sometimes you totally nail it - 4 critical cit hits... and sometimes... you might as well have had a blindfold on... and fire it out of your ass... you hit nothing. :P Unless you're firing BB (which is mostly what I play) at other BB's... you need HE... so that the dispersion kinda works in your favor. The explosions cause proximity damage. If you're at range... and you use AP... and you nail it... on a BB - you're gonna get a Cit hit if you're able to use your reticle correctly. If you're leading, timing, look at your angle of incidence... the ship's angle... and you nail it right... ... it's devastating... even at 30KM. I've killed ships that far away with Louisiana, Montana, and Iowa.
Question, I have a battleship and the opposing team has the same battleship. How is it that they can fire longer distance to hit me then I can fire at them?
Oh thanks for reminding me. Due to your recent actions, I will no longer be playing your games. As such I am cancelling my subscription to your channel. I’m sorry you can’t value your player base beyond what we can give you out of our wallets right now. I would wish you all the best, but I wouldn’t be genuine as I hope this dumpster fire explodes.
I'm sorry but if it is true that dispersion is reduced as sigma increases the developers have a complete misunderstanding of the Gaussian distribution and the effect of sigma on variability...ooops.
So you just told us that the maximum dispersion displayed in port is only the maximum dispersion WHILE LOCKED ON to a target. If NOT locked on to the target, that dispersion is 2x the stated number. Also, there is NO sigma parameter anywhere to be found in the game client. There was no information on he VERTICAL dispersion and how that works. You cannot have a 2d object with only on dimension (horizontal dispersion). There was no information on the specialties of some ships where the dispersion ellipse behaves non-standard (Yamato, RUssian BBs etc). So this video can be summed up: There are certain parameters that affect the accuracy of your shooting. Only one of them is displayed in the game client and it is only valid at max range on a locked target. In every other situation you can only guess. This video series should be renamed: 10% of the information of How it works ....
Core problem with WarGaming on display with this: they think people playing this game are too stupid to aim for themselves and generate a system to do it for them. So they put in an overly complicated system and force it onto their players.
give me an answer about Italian and Russian BBs line dispersion because in close range the dispersion is very wonky that it feels that why I am playing these BBs. For Russian BB line why the hell you released that BB branch if you wanted to nerf like hammer that Kremlin's AA is gone with one salvo of Thunderer and OP cvs like FDR gets free damage from the ship. In cv matches the ship can't push because tons of HE spam will kill the AA of the ship and long range is shit in these ship I don't why but my shells in close range also is very wonky instead of Citadel I get pen or overpen. What is these WOWS?
The Italian BBs do have generally poor sigma values so the accuracy is bad. The Russian BBs have a special dispersion curve that is worse than average at long range but significantly better than average below about 11km. You should be able to feel that that get way more accurate below that range. If you're getting a lot of overpens it generally means you're hitting armour that is to thin to arm the shell. The general rule is that you need to hit an armour plate that is greater than 1/6 the calibre of your gun to arm the shell. So to arm the 461mm guns on the Yamato you need to hit a 77mm plate otherwise the shell will pass through without arming. With battleships that also have very high shell velocity e.g. Italians, sometimes the shell can pass right through the ship before detonating because it's moving so fast.
@@MrRedRye bro Shooting a broadside cruiser on water line still wonky dispersion with over pens what to say and how can you get close I am still thinking even positioning ship still it is not helpful against the HE spammer.
@@mkgaming990 Kremlin has excellent vertical dispersion at all ranges and generally that is more important for landing citadels at close range. The horizontal dispersion is less important when the enemy is full broadside. If you're getting a lot of overpens then it must mean you're not hitting the citadel plating and the shells are going too high. Ships like Alaska, Puerto Rico and Smolensk are known for being almost impossible to citadel with big guns at close ranges though. There is also a bug where sometimes the shells will all land short, but WG won't acknowledge it as an issue. It is very obvious when it happens and the dispersion can be tight but all the shells go low, even when aiming way above the waterline. I don't like playing the Kremlin either. It has a lot of strengths and the overall design is stupid but it really doesn't suit my play style. It can absorb a lot of damage but you still have to be careful you don't expose yourself to a flank of Thunderers because they do have the HE power to crush you no matter how tanky the Kremlin is. They nerfed the AA because the ship was OP when first released and they didn't want to change any of the other parameters. It was a stupid nerf but there isn't much you can do against tier 10 anyway no matter what ship you're in.
WG just described optical fire control. If any body has played miniature ships this is common place. In miniatures, we fired a ranging salvo locked on and then went to full salvo which was RPM, rounds per minute. A Cleveland or Brooklyn class light crusier can fire 7 rounds per minute per barrel so once locked on that's either 84 or 105 rounds fired at a target per minute. Why is this important? Because WG, in order to make the game playable did away with radar fire control and has the players plot optically ala Jutland or Trafalgar. If they added radar fire control then American, British and German ships would have an unfair advantage as once you were locked on you were going to get hit. The radar on the directors gave you speed, distance, angle of target and direction. You already know your speed, your direction and you know the weather. All that is fed constantly into the fire control computer which constantly aims and adjust the guns after every salvo. Food for thought.....
"Probability of shells hitting the center of the ellipse is higher than that of them hitting the edge." Want me to send you clips where i was just drawing circles with splashes around the enemy and not hitting anything?
Pretty please with a cherry on top send in your cherry-picked anecdotal evidence, it would be so very useful in determining your capabilities in the realm of logical thought.
Dispersion works exactly like this, if RNG (Random Number Generator) says it's a hit, then you will hit. Thunderer has 63% chance of fire with the HE shells but it sure doesn't feel like it when I use HE. It definitely feels more the 30%. When it comes down to it if WG is giving advice trust them just like you would trust a car salesman...Take it with a grain of salt.
There should be no double size elipse for firing without using the X lock, that is just a crap mechanic which forces you to use it and thereby give the enemy ship the indication they are being fired against. I also dislike greatly seeing with my eyes that, for instance, 10 of the 12 shells I just fired hit the actual ship visually and yet to be told that I only got 1 or 2 hits. Enough with the probability crap and work it by the actual shell itself. Autoaim systems have always been crap compared to being able to actually aim yourself and as far as I can remember always performed worse. Let us have proper aiming, not the random lucky dip crap we have at the minute. If people want to use autoaim then fine but do not penalise those that A, don't need to and B, don't want too. It would be nice if my hitting ships was based on my skill at aiming and not the computer. Oh and also one more thing, can you please have all appropriate/applicable stats listed in the actual game itself, I would like to know when using manual secondaries just exactly what the -50% dispersion actually means. For instance there is nowhere in the game that it displays the maximum dispersion of the secondary weapons, not anywhere. So that -50% might as well be a "not too bad%" or "not quite as poor%". How about also informing us of the amount of time it takes to get up to full speed. If you are giving us mosules and upgrades and signals that have percentage effects then can we please know the amounts we are dealing with to know whether or not the skill/signal/module is worth the time.
so i was kind of excited to play a game that i thought was going to be fairly accurate to real life. after watching videos, and listening to intelligent players, i see that there is nothing real to life about the mechanics of the game. it appears as if the rules of physics are created by the developers of this game.
Well, just wondering when the collab with Legends of the Galactic Heroes will come since it is already 0.10.7 and next week will be the last week of August, and soon we will be in 0.10.8. As I understand it, Legends of the Galactic Heroes is on 0.10.7. And will there be an Azur Lane collab this 2021, since there had been in the past?
"How It Works: Firing and Dispersion" of... CCs you mean? oh not... of committed trusty playerbase? or perhaps of any kind of moral standards? is that the firing and disspersion we are talking about?
@@michaelrexrode5287 if you see the little white crosshair around their name it's activated. It's worth remember the X key though as the lock on is really buggy and sometimes it locks on to the wrong ship or doesn't lock at all.