WTF RAILGUNS!? - 3 Huge Bugs With New Camera
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- čas přidán 23. 07. 2024
- I'm long past the point where I expect WG to fix all the annoying artillery bugs in the game, but they've actually outdid themselves this time, we have 3 (!!) new bugs, some completely physics and game breaking.
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0:00 - Des Moínes Shell speed Bug
5:50 - Marceau Shell speed Bug
11:25 - Aim creeping upwards Bug
17:06 - Spotter Plane Crosshair Placement Bug
20:34 - Hinderburg Shell speed and Crosshair Bug
25:25 - Henri IV Shell speed Bug - Hry
Man my wedding is tomorrow and I'm going on honeymoon for 2 weeks, got some vids prepped for that time but genuinely worried about how badly WG will screw up the game while I'm gone.
Twitter: twitter.com/flamuchz
Discord: discord.gg/Flamu
Stream: www.twitch.tv/flamuu
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Happy wedding Flamu!!
Happy wedding flamu !!!!!
will you take a cruise on a honeymoon? 😄
Watch what youre guns are doing Everytime you hit shift OMG no wonder
How dare you get married
They actually managed to make quickscoping a viable strategy in wows, you gotta appreciate how they manage to come up with innovative bugs every time
Now we just need airhorns whenever a quickscope hits
Quickscoping in a vermont let's goooo
wows player booting up aim trainer to get that sick flick
BWAAAAAAAAAAAAAAAAH BWAAAAAAAAAAAAAAAAH BWAAAAAAAAAAAAAAAAH
Guess they've pissed off enough customers to cut their budget by hiring some subpar developers.
Only 3 new bugs? Seems like wg is doing pretty well this week
Yeah three bugs but they are huge type
People are saying there is some stuff wrong with Shima torps spreads..... so I'd assume all torp spreads
🤣🤣🤣
@@bearnecessities9568 if it's making it harder to hit a boat then good. i have not seen that on any others just to let you know
0:00 - Des Moínes Shell speed Bug
5:50 - Marceau Shell speed Bug
11:25 - Aim creeping upwards Bug
17:06 - Spotter Plane Crosshair Placement Bug
20:34 - Hinderburg Shell speed and Crosshair Bug
25:25 - Henri IV Shell speed Bug
I think what is happening here is this: The system pre-calculates the time it takes from where you are to where you are locked on/aimed. Then, when you move the reticle and fire quickly, it uses its previous calculation without reassessing the target. It applies the calculated time the shells WOULD HAVE TAKEN to to travel to where you originally aimed, instead of to where you are aiming now.
The reason they did this, I'm pretty sure, is to prevent more latency when you pull the trigger. Doing the calculation at that moment will produce a slight delay. It's lazy programming probably induced by a desire not to tax the existing server park even more.
I think how the railgun bug works is that to reduce load on servers, the game client registers when u shoot your guns at point 1 before sending that to server, then when you flip your camera up to point 2 quickly enough, the new update the game sends to the server is that the shell is supposed to go to point 2, but with the ballistics of point 1. So the server and the game desync and you end up getting shells firing across 10s of km but acting like they're shooting at 2km
For zoom in/out bug I believe that's been in the game the entire time, except zooming out and zooming in the camera changes cancel themselves out so you get back to the original position in the past, but now they both work with each other and keep making you camera move nonsensically
Spotter is probably something that has been in the game since day 1, just that no one ever could quick toggle between spotter and normal view, so no one ever did realise that it is an issue
As for DM HE citadelling a conkek, it might be because like what I mentioned in the first point, the game thinks you're firing at a certain point, say 2km but because of the servers you end up firing at 11km, and you take that to a whole other level by shooting at less than 1km, and move it onto the Lion, so the game thinks that you're shooting from *within* the armour of the ship? This one I'm not nearly as sure, may be an entirely unrelated bug, regardless, potato devs
I think you're on to something there, but I suspect it has nothing to do with ballistics, but the calculation of shell travel time. i.e. that when you hit the button, the game registers the shell travel time to that point, and then when the shell actually fires at your new point, it keeps the same *shell travel time* and changes the ballistics of the shell to keep the same travel time.
@@col.firefly which actually does affect ballistics... lol, but either way not here to argue but fundamentally it seems the bug is caused by something similar to our ideas
@@burt591 wild guess but it might be because of the rangefinder. Your rangefinder is constantly on, even when not zoomed in, so they likely use it as the distance value during the ballistic calculation. So if the game calculates the ballistics with the position of your crosshair on the map and than the range value on your rangefinder order, the second one might be sent later, so they desync. It is kinda logical although wierd, at least it would be logical if the tick rate would be good. but who knows, I'm not a game dev.
@@burt591 because of their shitty servers. So they try to reduce the info that is being sent to the server to not overload it with too much info
DES MOINES
0:05 Railgun manipulation (shooting Conq)
2:50 Railgun manipulation (shooting Yama)
3:05 Railgun manipulation (Freely shooting)
MARCEAU
6:54 Railgun manipulation (shooting Mino)
9:38 Railgun manipulation (shooting Mino)
MARCEAU
11:40 Constant Zooming moves the reticle (not where you actually aim) Conq
14:04 Aiming circle shows it's not on target on the minimap Mino
15:56 More Constant Zooming
HINDENBURG
17:50 18:30 Spotter Plane (deceptive angle, not where you actually aim)
19:14 Railgun manipulation (shooting Yama)
20:41 Railgun manipulation (shooting Conq)
21:50 Aiming circle shows it's not on target on the minimap Yama
HENRI
25:17 Railgun manipulation (shooting Yama)
It feels like the entire calculation for shells is based around the flight time shown in the UI. If you move faster than the flight time in the UI updates and fire it uses the old value and then everything just falls into place.
Which is also why shells take
it's about server rate, if you do it fast enough server won't update and adjust new values, so it uses previous values which was set for close range, technically yes you are right
The simplest exploit for this would be to mod in a secondary crosshair X degrees above your actual (centered) crosshair, and a macro that would very quickly aim up X degrees, shoot and pitch back down to your original point of aim, when you click. You'd lock onto a target, use the secondary crosshair to aim, and snap-shoot AP at them with this time-to-target glitch.
Since you don't have to lead, it'd probably work. Just apply the spicy hot OC spray directly to enemy citadel.
Based on how that's working, I'd bet my nuts that the he pen lion thing is he shells moving so fast that they are inside the ships model when the server detects the collision
Guys guys, this is gonna get patched in one update. After all, CV sniping will be much, much easier now (can't worry about an armoured deck if the shells have horizontal velocity).
Edit: "I HE citadelled a Lion in my DM the other day" is beginning to sound like you average tuesday in WoWs. Is that good game design?
WG can't let their precious CV babies get hurt by their sheer incompetence as game devs
I once actually HE citadel NC with Donskoi. It's a long time ago tho
Players that play the game without zooming in to aim: "They called me a madman"
I think the spotter plane camera angles are working as intended. The screen crosshair aims at a spot on the ocean which is the intended design but using the spotter plane gives you an elevated angle to see over obstacles. The way the minimap crosshair works is it draws a line from your POV to that spot on the ocean and wherever it intersects an obstacle such as a ship or island, it places the marker directly on that point.
When aiming at a ship normally, you are actually aiming at the water behind it because that's the trajectory of the shells, but when using the spotter plane, your angle is much higher so you can see more of what's behind the ship but your point of aim on the ocean hasn't actually moved.
The problem is that the game uses the minimap crosshair/the point of intersection of your POV as the actual aim point for the shells and not the point in the ocean you are aiming at which is why the aim changes between the two aiming systems.
Imagine cross-mapping some poor guy with Shikishima hyper-sonic shells lmao
Lol blasted with mach 10 shells !
as a FPS player, my time has come..... wrist flicking here we come
update: i tried a smolensk , select AP then press HE , flick up to the sky then fire. full salvo on a broadside.....HLY fck*
I remember back in the days when WoWS was still enjoyable (like 2017 or something) we had a similar camera bug that allows you to shoot almost straight up. And since penetration is calculated by distance to target, shells fired this way had huge penetration if they land. Theoretically people could have used it as a mortar against players on the other side of an island, but it was a hit or miss thing and very difficult to control.
But my clan used it for fun and had a suicide competition, where we try to kill ourselves with this trick as fast as possible. Those were good times. I even remember there was this one rather famous Chinese streamer who was doing this trick shot for fun in a random match, hit himself and detonated.
If this was an AA bug impacting CV’s it would be fixed by the end of the weekend…. In WG’s current state, 6 patches it might be fixed?
well, technically it will hamper CV survivability when spotted, so maybe 2 weeks
@@maudrysilvain5905 I think it’s a little to random to really grief CV’s
@@mike06422 just wait until battleships and petros start using this. yes there is the dispersion, but no more deck armor to worry about.
that citadel on the Yammy at the end
Working as intended
I could imagine someone mastering this using the vermont
oh god
Actually i've seen a variation of this bug before, years ago when i was grinding Iowa. I was aiming at a target at max range with my spotter but it ran out right as my reload finished and while the range went down again i re aimed at a different target at about 18km. The shells behaved very weird, flying very slow and high for that range and above my new target they just made a 20-30° turn down and came in almost from above. Never seen that before but from seeing this it seems like i got the opposite effect from reducing the range, getting the flight time, ballistics and impact angles from the 26km shot while firing at 18km.
This suggests the bug might have been there all along but we just now properly found out about it......
Gonna try and test if it works the other way aswell
hmmm couldnt replicate it yet
I think there's another one, when your locked on a ship, your crosshair doesnt stay in place when zoomed in. If you move further or closer to your target you can see in real time your crosshair drifting below or behind the ship your targeting (no im not talking about the shift key zoom in/out repeatedly) just lock a target, zoom in, sail away, and eventually, you'll be shooting nothing but salt.
Started off wows in 2015 as a beta tester. 7 years later we're still here boys.
The railgun bug is only a testing for the new Soviet Super Mega Balans Ships!!🤣🤣🤣🤣
Players: Fix carriers, fix subs, fix aim bug, fix operations…
WG: did you say break the camera? Wish granted, you’re welcome.
I've known for awhile that the game has no real physics engine for shells. Shell flight paths on some of the floatier guns (US CL) do crazy things with range mods. I always thought it was just the game pathing an arc from the gun to the randomized landing zone, I had no idea they took that range data, or any data from the time of firing, and calculated penetration values at the same time. Sometimes it looked like certain shells would track ships through maneuvers and now I'm starting to wonder if lock-on would facilitate that kind of function.
Now I understand this strange behavior I noticed in Smaland even before, when I went fast with crosshair from pointing close to ship up on target (while zoomed in!) and on my first salvo shots from turrets were crossing each other. Front one shooting back and rear one shooting forward. Game just "rememberered" turret positions for aiming close.
Nice catch Flamu.
Want to know which classes aren’t affected by the artillery bugs? You guessed it! CVS and SSs
Does this work in reverse to decrease pen by aiming up?
Could it help prevent overpens on light cruisers at close range in a BB? Shoot and aim at max range to decrease pen
I can already imagine the shell "speed" when the game gives 17+ seconds of travel time against targets at 5 km.
There is also a bug that happened to me playing with Tashkent. where the camera puts it at a very strange angle looking up but in a fov very close to your ship that makes it cover the entire screen. but the weird thing is that the camera freeze (not the UI) for the target you are aiming at (like lock-in) but you can't move the camera unless the target disappears.
Rare bug seems
Accidentally did this in my monty trying to kill a close dd quick.. was like oh them shells looked flat! Dident think anything of it at the time after.
It works on torps too, just got one salvo to overtake another
That spotter plane thing of shooting over has always been a thing. When you are in the top-down view it completely disables the noob-mode override that tries to stop potatoes from over/under shooting, and ignores the ship outright to aim at the area of water.
Name a more dynamic duo than WG and introducing massive bugs.
Wargaming and random bundles
Riot and spaghetti codes LMAO
One of the glitches actually exist on legends too where you aim in then it goes up it doesn't happen often but it's noticeable
Does the aimpint change if you change front/back turret view?
Console wows has a cool feature like the creeping upward thing, but it just aims to citadel and takes the proper lead, so you just spam aim button to instant skill
BTW the zoom in-out (snipe and normal view do not point to same area but sometimes even move the cursor) bug happens in WoT too
Somethign tells me there's a Dartbord in the WG Office sporting Flamuus face in the center :D
Does it also keep the dispersion of close range? Or only the shell velocity? Edit: you can shoot your entire salvo if you select the other shell type and do railgun with all of them
Good question.
Captain! The crew is still hungover!
So...is the dispersion of the shells ALSO dependent on the initial time slice and not the final time slice? I.e. the horizontal / vertical spread would be determined based on the assumption you are shooting within 1 km on ships that are 20km away?
Good question.
No. Rng for both horizontal and vertical dispersion is ran when you fire but due to the batshit crazy speed of the shells they aren't arcing up enough for vertical dispersion to really kick in.
Both are variables dictating the angle the shells deviate from dead straight line out the barrel. Greater that angle, the worse the dispersion and the greater the range, the greater they spread apart unless its RU BB line as they have their own special rules and Slava where the rules are flipped on their head because reasons... So Slava and the RU BB's could actually be a very interesting to look at as it very well might be range based calculation as to what will happen and for them it makes(in theory at least) Slava far worse but rest of the RU line potentially silly accurate 😉
Would this explain why I had a Conq hitting me from well outside its max range?
The aim creep makes so much sense now why I was being extra mad last night .
damn now if im reinstall wows im gonna have to also install aimlab to practice my flickshots lmao
So as long I do not use cheat wares but just practice to shoot like this. It is ok right to deal citadel damage to enemies far far away?
will this bug also affect dispersion? then you get monster accurate petro from 19km away, like a budget Stalingrad.
I wonder if this has any relation to do with camera changing position. I mean they move the camera after zoom out just to avoid people to use this ?
The aiming bug for change view was there before the camera change. I always wonder why I had this issue before this camera change. WOW WG fix this issues. Like wow how can you have bugs are in the game.
Well... the zoom in/zoom out bug explains why I have so much trouble with citadels - because I tend to zoom out just before I shoot, so I can get a better field of view...
No worries guys. It's part of WG's dedication to Russia's announcement of their fleets getting hypersonic missiles. all's good
Makes so much sense that it's tied to the camera. Think about how the cruisers guns used to act when you activated the spotting planes. View would go way up and throw off your shots. I haven't played in a little over a year and a half, so that may have changed, but that used to be super annoying.
lol is like in the movie Wanted, when they curve the bullet
Reminds me a bit of snap shooting (a.k.a. quickscoping) in FPS games.
12:15 is exactly what’s been messing with my gameplay since the update. I can’t play my gun boat DDs or light cruisers effectively anymore because I can’t free look and fire and maneuver at the same time anymore because my shells won’t hit where they used to pre patch
I believe there's a way to fire past max range, now, too ...
Would be fun to see the railgun bug from a spectators view high overhead looking down.
So are you firing and drop the cross hair? Or are you free looking when you shoot?
when the container is too rng/gambly
now the shooting mechanic too
I really want to see this bug with the NC. It would be hilarious.
lol so your mouse twitch speed can control how fast the rounds go and where they land. nice. Can we curve shells around objects now?
Citadeled an Izumo with Vermont at 21km when i tried it.
Bro that explains why a lot of my shells are landing short even though my aim is dead center of the ship.
Yesterday I was playing Smaland and I was zooming in and out trying to shoot at a Salem while trying to keep track of where my torps were. I noticed the camera kept adjusting my aim above the Salem which caused me to always miss and didn't understand why. I guess I know why now
What the actual F. Thanks for posting about this
is the sky-aim bug still in the game? if it is, you won't have many problems aiming correctly at a ship.
So OG petro is back 😆
Minotaurs are really easy to citadel with Marceaus sub 7km. The issue is really anything with more armor. Except the Dutch, for some reason.
does it work with superships? aim at 2km and quickly aim on a ship and burst fire?
Then miss and wait 40 seconds.
The upward creeping aim bug was a WeeGee attempt at fixing skybox aiming bug.
Now I understand why I kept missing with my mino yesterday, the camera was all over the place when I was going in free look whil firing..
Just tried the railgun bug, it's to inconsistent to pull of, and I don't know how to make a macro work for this.
Is it just me or does the Sevastopol feel really susceptible to the “shells falling short” bug as well? I aim at the waterline my shells fall neatly in the water 500 meters in front of the enemy ship.
I literally just saw this video, paused 10 seconds in, and replicated it first try and consistently afterwords in the destroyer game I was already playing.
Absolute keks. But it seems almost impossible for larger guns that take longer to raise/lower.
First bug explains one weird think I noticed around 2018, when taking pot shots in places where You can just make a shot between mountains on few maps. Dispersion was better and citadels where happening in Shanihorse. Aiming bug - holy ship, some decided, that QA is waste of time and resources and went live with Betesda quote (It just works) XD
Mrs Flamu will understand if you find more bugs & cannot make it.......😂 Have a fantastic day tomorrow & great honeymoon, all the very best! 🙏
With great bugs it comes with great responsibility
think the turret elevation speed is the biggest problem pulling that off
imagine that working with torps
esports ready
Somehow, this reminds me of the Let's Game It Out YT channel.
Wow… that’s an insane bug
I've also noticed that sequential fore just stops out of nowhere. Idk if it's just me or what.
hi... try this with annapolis...is full citadells possible?? ;-)
Think of this…the rail gun bug could be used to get those last second shots on a ship heading behind a island to kill then off.
wonder how the shell speed would be with conde burst
Does it work with special soviet BB accuracy?
This is gonna spank my grind for purto rico
OHHHH that explains why my aim kept flicking off lol
Isn't "C" also the change between front batteries/rear batteries keybind? So is it changing the main battery view and the spotter vs non spotter angle? I thought that's what was causing it.
Also can you Railgun say Vermont shells? Lol
The zoom aim creep bug as you say, could be their fix for the railgun bug..
Me: Look in horror at République with 700mm of pen below 1km
If you spin your mouse around rapidly while spamming the left mouse button you activate the Omega 13 device.
Bro I just did it in a Puerto Rico and I almost hit a ship 26 km away from me that's insane
And just when you thought you had seen every piece of shit, WG comes along and says: Nooooo, you haven't!
To you, Flamu, have a beautiful wedding and a nice holiday. 👩❤💋👨
Does that mean in brawling, it's possible to not citadel someone when you look far away and flick the enemy?
Doesn't the railgun issue work in reverse as well?
For example instead of increasing your pen to citadel battleships you could use a battleship to aim FAR and then shoot CLOSE to reduce pen in order to citadel something like a Smolensk which would usually only get overpens.
Could work theoretically
So it will also make your shells get to escape velocity?
so i was not hallucinating when a shell whizzed on an almost straight lind to my poor light cruise
try the Petropavlovsk you would see it is also bugged with the railgun
CONQUEROR HAS A SPEED BUG TOO
People gaming in 10 degree ambient, see the UK this upcoming winter.
Every patch this game just gets better and better