World of Warships - Captain's Academy #25 - How to Aim and Lead Effectively with the Reticule
Vložit
- čas přidán 11. 04. 2016
- Episode 25 of Captain's Academy deals with a question that many players have, how can I aim better and lead my targets better? In this video I explain what the numbers on the reticule mean and how to use them so you can aim and lead effectively. So sit back and enjoy!
If you have questions, please leave them in the comments section below.
♦ Join me on Twitch for more fun! ♦
/ ichasegaming
♥ Don't forget to like me on Facebook ♥:
/ ichasegaming
♥ Follow me on Twitter @iChaseGaming ♥:
/ ichasegaming
If you like this video don't forget to LIKE and SUBSCRIBE for more videos :)
czcams.com/users/ichasega... - Hry
You can compensate for target speed (slower or faster) by placing the center of the sight on the bow of the ship and holding for three to five seconds. You can then see how many ticks the ship actually moved and adjust your aim accordingly. For example, if you observed for five seconds and the ship moved seven ticks, you know to give a little more lead. If the target moved three ticks horizontal and two vertical, you can also adjust your lead to more accurately adjust for the opening/closing of contact.
Well too complicated for me, let's go with feelings ^^
+Snyfox8 "Luke, you switched off your targeting computer. What's wrong?"
funny but true... I tried many things to improve my aiming. After a while you just get "the feeling". You can "see" where the shells will go. This combined with a little experience of ship speeds makes me an average player.
"Let go your conscious feelings, and act on instinct."
Hey Chase, I found a useful thing to help with aiming. When you zoom all the way in with binocular view, then back up one space at a time it changes the total view to increase area covered with the same markers. This also matches the major speed changes of ships. So fire completely zoomed in on slow ships(Arkansas Beta, battleships), one click on faster ships (Tirpitz, cruisers, fast battleships), 2 clicks on fast ships (destroyers, fast cruisers). This realization instantly boosted my (at least perceived) aiming, especially at range, and I feel it'd be a useful point for you to explore. I also haven't seen it mentioned in forums or videos at all, so unless it's an open secret probably not something people are exploring.
Good job with the editing and everything in this video, I can tell you put some serious effort into these videos and do really care. Thanks!
+NicksDomain101 You're very welcome ^^
Dude. iChase, I like you man, I like your vids. I tell everyone who likes warships to like and subscribe. However, I don't think I've ever seen a more wrong or convoluted version of how to use the ABI aiming reticule tools.
The horizontal bar is static, it doesn't move. It's not a magic 20 knot battleship speed indicator. The lead required on a Battleship at speed of 20 knots (or any speed for that matter) will vary wildly depending on your zoom level, shell velocity and target distance. A cleveland at 10km with max zoom will require a, substantially different target lead than a Nuremberg at 10km at max zoom given an identical target at identical speeds. The aiming reticule and tools are the same for both ships, it doesn't adjust per ship.
Here's how you use it without having to pull out a piece of paper and write a calculus thesis before you pull the trigger on a volley:
Can you count? Yes? Good. Now you have 100% of the tools required to hit your target approximately 100% of the time* (barring interference from dispersion and RNGesus). See those high notches on the horizontal bar of your aiming sights? They're numbered so you can count them, with key indicators at the 5 and 10 marks only so as not to cause visual clutter.
1: Use the alternate battle interface to show you to the shell travel time to target.
2: Place your target reticule at a static point in front of your target and count out a few seconds (or use the battle clock if you can't count) to get a guage of how fast the ship is moving.
3. Adjust your zoom so that your target passes one of the high notches on your horizontal bar every second while it's moving
If you've gotten this far, congratulations! You are now using your aiming sights correctly. Since you've already picked a target and adjusted your sights to match one second of target movement to one high notch on your optics, there's only one step left now:
4. Use your optics to lead your target by a number of high notches equal to the seconds it will take for your shells to land on target. 1 second = 1 high notch.
5. Pull the trigger and watch those shells land right where they're meant to go. (pray to RNGesus for good dispersion)
What this does as you practice it over time, is create a natural relationship in your brain between the shell impact timer and target travel speed. After a while you'll be making snap shots quite accurately since you've already subconsciously done the maths and worked out your required target lead without having to take those extra seconds to calculate target speed using the optics.
+Sentrygun84 sounds simple enough but at the pace of the game I can see that taking a long time to scroll to the correct zoom level to match the count in turn failing to even fire shells before the target has turned and the process starts over again.
Your system may be sound but poking Chase for an overly elaborate method is the pot calling the coal mine black never mind the kettle
I'll be making a video on this soon just to put it in perfect clarity. I tend to explain things in more detail than they need. If you're absolutely clueless, the method I described will initially put a few more seconds onto your time lining up shots, but the accuracy pay-off will be enormous. It's really aimed at people who have no clue how to shoot, how to lead or understand basic gunnery functions in this game.
Basically it goes like this: adjust zoom till target ship moves at 1 notch per second on sights. Count notches to match shell travel time. Shoot. It's that easy.
This fallacy that everyone seems to have in their heads that the sights are made for 20 knot battleships (I heard it long before this particular video) drives me up the wall. It stands up to no scrutiny, makes no sense and goes out the window the second you take different zoom levels, shell travel times, ship angling and your own travel speeds into account.
Call me pedantic or a bit OCD if you will but I'll happily vouch for my method over telling people to multiply some arbitrary number plucked out of thin air by a speed they're guessing most of the time then somehow working that down to a lowest common denominator number and working it onto a notched scale before firing a shot.
Seriously, in your head right now work out 28.7 knots, divided by 20 knots (to get your multiplier) then work out how many notches along the gun sight you need to lead for a shell travel time of 8.2 seconds.
These numbers make no sense and mean nothing because depending on the zoom level, target distance etc they literally have no context or meaning. The gun scopes are a visual tool and the method iChase has used here to explain their use is overly complicated and convoluted at best and flat out wrong, misleading and confusing at worst.
Like I said, he's a cool dude. I watch heaps of his vids for tips, tricks and advice on what ships to aim for based on what I see from him. But I'll call bullshit when I see it.
Sentrygun84 there literally is an option to adjust the reticle to scale to zoom level.
you would think they'd all be different, but it seems to scale the UI so that it's always mechanically the same in game.
actually you're wrong. there's a setting to set the reticule to "dynamic", which will then scale to zoom. From what i've heard though (and tested), is that each mark of 1 is 1s travel time to a ship going 30knts horizontally.
First of thanks chase 4 all your videos, they are very helpful, second those vertical lines on the left side are the elevation of the guns. Keep up the good work and good luck in your endeavors.
One trick I have figured out for aiming accurately when my target ship is coming in on an angle is to drag my cursor along the waterline of the ship to a point out in front of it. It isn't perfect but it works more often than not for an opening salvo.
+oseansoldier I do this as well. It works. ^.^
+oseansoldier Yep. I find that for beamy ships, like BBs, which have curvy waterlines, take the points where the bow and stern meet the water. Draw a line from these two points to the crosshare, sets the waterline point for a ship sailing straight. Optional lead method, put on music at 120BPM. Count reticule ticks for every two beats.
This has literally kept me from quitting world of warships... i used to always miss, never using my reticule except the centerpoint, just using ranging shots and whatnot... Thank you Chase.
This is really good. I seen others try to explain it. When I follow their advice it never works. This makes more sense.
I have played enough games where it is now (like you said) more of an experience thing and I use the radical for where I want to hit depending on HE or AP. I will use cascading fire to walk my shells across to find the aiming point. It is a tip that works for me!
Thanks for taking the time to but up the Academy and Know Your Ship series. Much appreciated!
It took me way longer to find this than it should of. Best guide thus far that I have come across.
aiming only comes with experience, these reticles are a simple guide tool
+Ender MX true
+Ender MX Agreed. Only works in a perfect case scenario. Better off firing ranging shots and using the scale to adjust form there.
+Ender MX Agreed, at around 2000 games played and you stop even looking at the reticle.
+Ender MX it is more...yeah that could work. *fires* Citadell penetration. Yeah. Did the trick
+Raz0rking Or, in your DD:
That could work
Gets turrets knocked out by incoming HE
Smoke and pray
After watching this video, my chances of hits at extreme ranges have gone WAY up. Thanks Chase.
Always look forward to your CA videos- learn something new each time.
I learned the hard way. I was shooting without binoculars until I realized they were available. Later on it helped aim and hit ships without using binoculars in close quarters.
Ahhhh, this. I have been using this for a while and I discovered that if you zoom one more out it gives lead close to 32kts or so, which in turn is very good for Cruisers and such. DD's I go to the second zoom and then double the flight time to lead and it works very very well.
+BelgarathDaSorcerer I always wish the default zoom would be half a click out from where it is in game because DDs and even some cruisers are barely on the screen for the right lead.
I think this is a major failing on WGs part
This is some spectacular learning material. Kudos, I say.
Thank you for this video iChaseGaming. I have quite hard time aiming in my battleships and tend to miss my shots. I can see my games improving after this.
+Victor Yau :) you're welcome, good luck and let me know how it goes for you
Thanks Chase. This has helped a Noob in WOW a lot. Cheers and a big thumbs up.
I find your videos very helpful, keep on with the good job!
I love this stuff. Thnx iChase
thanks man you just save my butt.. with this vid, it can help me improve my aiming even more.
Awesome video!!! Thanks for taking the time and effort!!
+James Flanigan You're very welcome :D
really great explanation thanks mate... just need to put it into practice now !!
This Helped me a lot. I was strugling aim long time. Now My aim is better :)
Great vid iChase, I'm learning a lot in your videos thanks for sharing them.
+Dirty Emp Anytime and you're welcome :D
Stressed out from WoT , wanna have a break and have some fun. Your videos are great !!
Well done and thank you. this is a big help
Thanks for the info ,Keep them coming.
+Joseph Paige You're welcome ^^
Incredibly helpful.
Ty this really helped me I checked out other videos before this but just couldnt understand it XD
Good info, explains why I miss so much.
great tips. aways helping the wows comunity. congratz. keep this good work.
Thank you for this explanation of the sights. It makes me wonder how much of an advantage the flags and camo that add 4% error to enemy fire when firing at you, if that enemy is AI in the Co op games.
Thats very nice recticle...ehm. :D
Nice to see someone using it, it was lot of work.
czman
Glad to see you remaster the previous aiming tutorial chase :3
Personally I would say I prefer the new one since the reference point stuff was not so ideal.
However, notice should be given about the zoom size.
+Kuu Hanekawa (羽川空) Yeah, it is max zoom :P I didn't like the last aiming tutorial after a while because it wasn't as exact as I would like it. This one is much more exact :)
iChaseGaming I am working on the translation, guess will be done in a while :3
+Kuu Hanekawa (羽川空) :3
Nice one mate, now I can finally stop guessing my lead!
again substantial and very helpful
+juxtaposeism Thank you :D
Hello Ichase, thanks for your effort to improve the game mechanics knowledge among players. I have one question: can you explain the difference between a static crosshair and the dynamic one? I tried to use it but for some reason it seems weird to me. thanks
dude i love u guys i watch all u guys youtube videos the wife love u guys to how u guys get loud and having fun on youtube love it bro keep up the tubs and play more world of warships
I love the vids man they are amazing
+Kevin Aragon Thank you ^^
Thanks ! Leading is the Key !
Dear Ichase this was a really great and helpful video, since last patch 5.5 and the dynamic scope every thing has changed. I find that when firing on BBs with almost no regard to distance I lead around 5 to get ok hits. do you have any information on how this dynamic scope works?I would appreciate a new video on this two as I'm sure a lot more people. thx for you great work and keep it up
for angling you can use the cos() of your ship, aiming point and the estimated angle to compensate for the angle and calculate the percentage it is off
This was very useful. Thanks. :)
+Andrei Puchianu You're welcome :D
Wait, so you don't calculate ~20 knots/flight time and put reticle according to the part of the ship you are aiming at, but always at the front tip of it?
So, if I shoot at a perfectly broadside BB going 20 knots and my flight time is 10s, if I align the number "10" with the front end of the ship, shells will actually go to the middle?
Well, that's... kinda odd.
Yeah, I don't think this video is that helpful.
So on the horizontal line...one big stick is approx 1 sec? And good for broadsiding BB's ? Twice the lead of flight time for DD's broadsiding?
Hey I recently started playing this game and I frikkin' love it. I've been coming back to your videos a lot for advice it's helped quite a lot. There's just something I can't seem to grasp. I constantly end up with my shots scattering all around my intended target but generally centered around my aiming point and the few shots that hit keep overpenetrating on same tier battleships. My question is this: does your movement speed affect scattering? I notice in this video for example you're not moving and I'm going full speed trying to do strafe shots at 15kms. I'm sailing the Kongo by the way but as I understand, it's a relatively accurate ship. As for overpenetration I just don't get it. I use AP on everything as I've seen suggested online since it's the highest potential damage and most chance to hit citadel. I only occasionally do decent damage which is pretty disappointing since only 1 or 2 shots out of all 8 are hits.
thanks for the info!
There is many types of static crosshair, would you be kind to try them and give your point with them ?
I have tried on my own but having troubles dealing with it ...
Part of the reason I love this game is because of the aiming and firing mechanics. You're constantly having to do math in your head while aiming, with calculations for flight time, angle of attack, how the enemy is maneuvering and so forth. Yes, these numbers help to a point, but as others have said, experience is the key. Now if only RNG wouldn't completely wreck the whole point of making those calculations...
Okay, got a question for you, Chase. Do you have an instructional video on how to aim while using a spotter plane? It drives me nuts trying to ain with that darn plane.
Wow, that realy helped me a lot :). Thank you Chase :). I just went with some Basic numbers on different Ranges. U know like with BBs on 17km Range i went with 16 Seconds, that worked out most of the time^^
+MilchintolleranteSchokolade Mit ADS :D glad I could help :)
How much does the "zoom level" of the reticule affect the scale? Some times (upper long-range) it gets really hard to try aiming for specific parts of enemy ship and as such, getting a closer look could be beneficial..
+Makapaa This applies at max zoom with the vanilla crosshairs. If you zoom out the scale changes
Hey Chase Bro The "Lead" Distance it's the same for a Cruiser???
For Example: If I'm going to shoot a Cruiser that max speed is 20 knots and my Shell Flight time is 5 seconds I have to aim with the "number" 5 of the reticle like you showed with the "Arkansas Beta" and if I'm going to shoot a Cruiser that max speed is 30 like "TIRPITZ" and my Shell flight time is 10 seconds I have to aim with the "number" 15 of the reticle??
thanks for advises.
it's help me a lot.
+iChaseGaming How about aiming with the spotting plane? I can't hit the broadside of anything with it. it is kinda weird to get used too.
My usual trick on this is get the ship centered, hit 'x' to unlock it from my view in zoom-out so it starts moving across the reticule, and count how many ticks it covers in a second, then calculate based on flight-time where to aim (don't forget to relock the turrets)
I notice you turned track target off in settings, do you find that better for aiming?
I have aiming down but its my shell dispersion that keeps me from getting effective hits. Looks like I'm shooting a shotgun. Also, I've notice that sometimes it looks like my shells are hitting the target but nothing registers. No deflection or anything. Its getting very frustrating!
Amazing VIDEO!!!..................But can you pleas do a "know your ship" video on the Colorado class battleships! its my favrout ship in the game as well as in real life
With the new crosshairs in the latest patch i'm having some difficulty aiming since i was so used to it. Does anybody know for certain which is the old one?
que buen vídeo muchas gracias esto ayudara un poco, ya que no entiendo muy bien tu idioma y ademas el traductor no es que sea muy bueno, sin embargo soy seguidor de tu canal y todos los dias aprendiendo en tus video y en el streming de twicth muchas gracias por todos los aportes y esperemos que sean muchos mas
Thank you Chase.
+TheRandomOpera You're welcome
How do you get the timer to show all the time ? and also how do you get the enemy ships not to fire in training room ? Thanks
A repeat of my last question, does the game have a tutorial phase for Newbies? Or tutorial tabs for controls in gameplay?
Do you have an episode explaining the two types of experience?
cool :) thanks!
Can you go over the dynamic reticule?
This is valid in full (maximum) zoom of artillery view, what I'd like to know is the exact relation between zoom-out "steps" and the aim indicator lines. The reticule is not auto-scaling, so if I decrease the zoom by one step the same interval covers more distance on the visual perspective so it will correspond to more than one second. Do you know this increment ratio?
+Vladimir Efimov Sadly not yet, I will look into it though
+Vladimir Efimov From my experience, one zoom out tick with my Farragut, or Cleveland with advance fire training at near max range (back a few patches ago) it allowed me to use half the distance on the horizontal markings. So leading something at say "10 seconds" would be about "20 seconds" which feels right. There'd be plenty of times I've turned my Farragut completely around and still having shell hits show up really late. I can't say this is tested and scrutinized data, but it seems reasonable to me. Sadly, I don't have the Farragut anymore to test this, moved onto the Mahan yesterday.
+PorscheRacer14 With US destroyers is easy because you can fire ranging shots, their guns reload very fast, but when you sail in a battleship or a heavy cruiser you can't afford to miss much. Currently I use the aiming reticule only for long distance shots at large targets, for close combat and for hunting destroyers I get better results using my own visual estimations.
another great vid
+gabrielantona Thanks :D
How do you get the time of flight numbers on the reticle?
Have yo considered doing this with the #7 reticle
Hmmm ... I had no idea about the 20knot BB reference. I'd just been winging it by aiming by experience. I'll try this out when I get home in Random to see how well it holds it for my gameplay. I'm a BB driver by preference, so proper aiming is very very essential for me.
I can't seem to change the settings so that I see the shell flight time. Im'm using dynamic view here. Am I doing something wrong?
If your point of reference is not the bow of the ship but the center of the ship, then the size of the ship does not matter anymore.
Also, the dynamic reticule is more convenient than the static one as it adapts to the zoom level and is calibrate for 30 knots that is the speed of many more ships than 20 knots
Thanks I will try it out.
+Frosty Thundertrod You're welcome :) let me know how it goes
I have installed mod zeiss binoculars but cant see any difference? is there a setting I need to change to use them? Thanks
Ichase, in my experience, I think the numbers on the horizontal line is the estimated flight time of shells to hit a 24-25kn ship (which they define slow Battleships and fast Battleships),I don't know if it is correct or not,can you help me to check it out?
+Io chan It's 20 knots from what I've tested
simple rules I use today and it's decent enough
condition, max zoom, enemy move broadside, assume full speed
if enemy are CA and bullet travel time is 5 sec lead to 7-8 (+2 , +3 number on reticles)
if enemy are BB and bullet travel time is 5 sec lead to 2-4 (-1 -2 -3 number on reticles)
if enemy are DD and bullet travel time is 5 sec lead to 10 (multiple 2 number on reticles)
adjust up-down as enemy heading away or toward you, reduce lead to compensate that too.
the rest is experience and hunch , see smoke from his stack.
chase quick question how do i get this reticle in game ?
Thank you
Hi , can someone tell me if this is static or dynamic what he uses ?
hey chase should i use dynamic or static corsair? i see u use static . Dynamic has auto ajust but the seconds on it look more apart from each other than with static. Does it matter or it is the same? What is the diference? ty
From what I know dynamic adjusts with zoom level and is calibrated for 30 knots (Not sure if that is for BB or CA)
personally I go with dynamic, it's much easier for me
Question: If you zoom out once or twice from the max zoom in of the reticule, what's the BB size speed are those intended for since they are definitely not for 20 knots BBs. Asking this because ships like Atlanta is almost impossible to use the max zoom in for a long distance target due to their super slow shell flight.
+ofi123 it's different if you zoom out, this is for max zoom
+ofi123 Also the Atlanta follows the same rules for using the reticule
iChaseGaming I get that, but do you have any idea what speed those zoomed out are for?
+ofi123 Not yet, at least nothing exact, looking into it though
how do you get the timer of shell fly? mine doesnt show it
how do you manage to nearly always get citadels im using your aim and i know where the citadels are but i never hit
Just watched the video and yes, I'm late for class and it's somewhat obsolete by now but then I don't feel that it was up to your usual standard anyway. Of course the two important parts of aiming are mentioned: Experience and incremental improvement. However, there are systematic errors here. First, the reticle's size doesn't change according to magnification level (the new dynamic reticle in 0.5.5 does though). Lead angle is not proportional to the shell's time to impact (it should be proportional to something like time to impact divided by distance and if you do the math you really shouldn't play fast-firing ships I guess). Then there's the "battleship-sized" target (Iowa is a hundred meters longer than New York) where you aim for the bow but expect to hit the center (which isn't helpful for any kind of lead angle rule - and yes, I aim for the bow, too). Greater detail, I think, might be too much for a simple comment.
Fantastic video, although I'm from uk and on EU server. I do enjoy your captains academy videos on the NA forum, could you possibly publish them on the EU server, a big shout out of course to ThunderAdmiral. Kind regards Dave (buster1984)
That sounds neat i use the Kentucky windage method lol... i know my aim point and i know my shell speed, so in short i place the tick for my flight time where it needs to be based on my estimated speed of the ship. for example say my shell flight time is 3 seconds that now becomes my center for aiming then i look at target and judge where its center will be in ~3 seconds and i place my new center there. i hit most of my targets and it takes a whole lot less thinking. works for a filthy casual like me haha.
still prefer using a 30 knott crosshair, helps a lot more for those 15km+ shoots.
Sails Colorado. Aim perfectly, RNG, well...
the vertical line tells you were the enemy ships deck is going to be, for example if hes in an angle and moving away from you, first you lead it correctly, and then the top horizontal line you set it the hight of the front deck, maybe just a little bit higer or lower depending on the angle he has and you fier.
Not 100% shure that im right on the explanation, but thats how i do it and in most cases if i lead correctly, ship continues its course and rng spread favors you, you will land those shots instead of waching them over shoot or fall short when you had the lead correctly. cheers!
Honestly, intuition and experience is still the best teacher.
The fun part comes when you're in a _Benson_ and firing at max range, since then you'll be aiming about one or two ship lengths past the edge of the screen (at max zoom), depending on ship you're aiming at. And then you fire four or five more salvos before the first one lands and you see where you actually hit. :)
+Another Duck THAT is where I decrease my zoom by 1 tick, fire, wait to see where it landed & keep decreasing my zoom till it hits where I need it. then let it rain FIRE
STARSHIPTROOP That's the main reason I use a mod with scalable crosshairs, so one number is always at the same distance from the ship you're aiming at no matter zoom level. Makes zooming out and knowing where to aim much easier. I've never really used number markers to count lead, especially a method as inaccurate as aiming at the bow of the ship and hitting the centre for a specific size of the target. Play enough, and you kind of get a feel for where to aim.
How do you use the Dynamic Sight?
i use "aiming reticle 9" and apply these same principles. i find it easier to hit angled targets
maybe I should learn from this video about shooting a ship, btw can you add a subtiles ? Its really hard to follow what are you saying in this video
how does he get the timing for the shells and the distamce of aiming when zoomed in?
press ALT or change in settings to more info ui
Chase this is really - i mean seriously - very good video explaining important things about aiming.
But ... to be honest ... player need to "feel the shoot", because then i tried to masure this like you explained in the same kind of video from very long time ago - i felt that i acually aim worse. Now i just ... shoot how i feel ...
+Rpr A Yup, people do need to learn to feel the shots, but if you understand the basics you can develop good habits and those good habits become the feel making your feel shots that much more deadly
Watched this video, realized i was derping by putting the lead over the centre of the ship and not the bow with my shots, went and had a game, first 3 volleys that had landing hits got a citadel in them, along with more penetrations.