How to increase shooting accuracy in World of Tanks? How does a shot happen in World of Tanks


How often, when flying to ST or LT, do you miss, yes, it would seem that the gun was driven, the tower turned, but no, a shot and a miss. The projectile flies in the wrong direction at all, it seems that you are playing faster than the server processes information. This is exactly what it is, the "Server Sight" function is not in vain enabled in the game.

So why do such failures occur? That's right, the server did not have time to process information about where yours is blowing now. Thus, when fired, the projectile flies at the wrong target. We look at an example on coub.



But the mod from reven86 will help to avoid this. It allows you to activate the server sight with standard scope, that is, there will be no separate server marker. Be sure to enable in the settings - Server sight!

And for girls I recommend for spring - Soso Slimming Patch. Contraindications for use: pregnancy, exacerbation of skin diseases, individual intolerance to the components. Do not use on affected areas of the skin and open wounds. Storage: in a cool dark place in a tightly closed container.

Installation:

Copy folder good-damage-096.zip from the archive along the path World_of_Tanks\res_mods\0.9.20\

adaptation for 1.5.1.3;

AT game world of Tanks, a lot depends on the quality of the Internet connection, and your . If you have a high ping, then you may have a problem such as client crosshair desync from . At such a moment, you are sure that you aimed at the target, fired, and the projectile flew past, but in fact the server sight is only brought to the target.

Video example:

Mod to increase shooting accuracy for World of Tanks will help to minimize the number of such situations. In this mod there is full compatibility of the server and conventional sight. Accordingly, the weapon will now be aimed at the server sight and such a factor as desynchronization is no longer a hindrance for you.

Also don't forget to enable server crosshair in the game client. There is also a small minus of this sight - the twitching of the gun.

For update 0.9.17, the crosshair has been updated and improved, oscillations have been significantly reduced.

The mod for increasing shooting accuracy for World of Tanks 0.9.18 will help a lot in battle and insure against accidental misses due to ping jumps, and accordingly increase yours in battle.

Updates:

10.06.2016:

24.05.2016:

tested for customer World of tanks 0.9.17

01.04.2016:

updated for micropatch 0.9.14.1

13.03.2016:

Fixed a bug in the archive.

Updated for client 0.9.14 WOT

14.12.2015

  • adapted for 0.9.12;

31.08.2015 before version 1.08:

  • adapted for 0.9.10;
  • removed conflict with ProTank mods;

06/26/2015 to version 1.04:

  • Error correction;

Installing a mod to increase shooting accuracy:

  1. Download and unzip the archive
  2. Move the mods folder to the game folder (WOT/).

Hello fellow tankers! This issue of the series "secrets of the game" is dedicated to shooting in World of Tanks. If you are new to the game and you are not interested in the intricacies of its mechanics, then you can immediately skip to its last section, which is called - "How to shoot correctly." You will find a link to it below, the rest, most of the video may seem boring and not interesting to you. And the rest of us will figure out what a shot is in the world of tanks.

How does a shot happen in World of Tanks

Sitting at your computer, you find a target, switch to sniper mode, aim with the hope of doing good damage, press the mouse button and at that moment, your computer sends a command to the game server, the shot is made, the results are returned. The server has an accurate picture at any time of the battle, it knows where you are, what projectile is loaded in your tank, the exact location and inclination of your gun, and, having received a command to fire, it builds a projectile flight parabola, taking into account gravity. By the way, for artillery, in order to provide interesting gameplay and its unique role, the attraction coefficient is taken much more than the real one. Otherwise, she would shoot like a KV-2, there would be no talk of any mounted shooting, and even of this class of equipment. To make the game more interesting and for more realism, each gun has its own spread factor. The flight path of the projectile does not begin strictly along the axis of the barrel, but within a small cone, the dimensions of which depend on the accuracy of the gun. This ensures a small spread of hits.

In addition to accuracy, each gun has two more rather important, but not documented characteristics:

1. Maximum projectile range

2. Projectile speed.

If the first indicator is of interest and affects the game only in low-level battles, then the speed of the projectile, which means the lead that you need to take before firing, you will have to independently evaluate for each type of projectile, for each gun and each of your tanks. Remember speed high-explosive shells there are often fewer tanks, and there are always more sub-caliber ones than armor-piercing ones.

After the trajectory of the shot is calculated, the time and place of its end, the shooter is given its coordinates and a short result of the hit. Penetrated, failed, ricocheted, critical, or missed. Then according to these data game client addresses the appropriate visual effect, and sometimes, due to the poor quality of the connection, the result of the shot does not always reach the server from the server to the player or arrives with a big delay. In this case, you may not see the transfer, one of the rather rare cases of the loss of a projectile will occur. Now let's move on to the basic principles. shooting world Of tanks.

Scatter circle

As already mentioned, the shells in the game do not fly exactly at the crosshairs of the sight, but within the circle of dispersion, the size of which depends on the particular weapon. Moreover, the chance that the projectile will hit any point of this circle is not equal, but its subordinate and the distribution of the Gauss. This means that the probability of hitting closer to the center of the sight is much higher than in the center of the aiming circle. Moreover, this distribution depends on the initial size of the circle of awareness and does not depend on the weapon used, not on the class of vehicle, not on paying for a premium account, not on the time of day and the phase of the moon.

By the way, the displayed scatter circle may differ from the one that is currently calculated on the game server. Usually, this is due to poor internet quality, here you can help by enabling the checkbox server sight in the game settings. However, they should not be used in other cases. The client sight, as a rule, is quite consistent with the server one, but slows down much less.

Shooting accuracy

The size of the scatter circle, which means the accuracy of World Of Tanks shooting depends on:
1. Basic accuracy of the gun.
2. The skill of owning the main specialty - tank gunner (it is additionally affected by the commander's skill, which is given to crew members, one percent of the skill, for every 10 percent of their ability to command).
3. Combat brotherhood and ventilation.
4. Additional rations, a box of cola and similar disposable, exemplary consumables.
5. Temporary increase in gun spread caused by tank movement.

Try to hit the center of the target offhand in the shooting range, it's not an easy task. Is not it? In order to accurately hit the target, you need to freeze, exhale, hold your breath and gently pull the trigger. Although shooting from a tank gun is much more difficult, in the game we only need to point the cursor at the target and wait a bit while the virtual tanker is virtually engaged in virtual aiming. At this time, the visible dispersion circle gradually decreases, when the mixing is completed and the circle has reached the minimum value for your tank, you can shoot, the chance to hit will be the highest.

A useful fact, as we have already said, in addition to the basic coefficient of aiming of the gun, only the basic skill of the gunner affects the accuracy of shooting at full aiming, and this influence is very noticeable. A good gunner from a bad gun will shoot better than an untrained gunner from an accurate one. Let's do some tests to demonstrate this. In the upper left corner, the results of firing from the Z-6-7 gun with the crew planted behind the tank for free are shown. So that the gunner has a skill of 55 percent in the profession. Further, the same gun, but the crew is trained to 100 percent. In the next window, the crew of the same tank received maximum level proficiency, ventilation, the Brotherhood of War and additional rations And finally, for comparison, in the fourth window, the results of firing from a tank with one of the accurate guns in the STUK 72 M-70 game with a gunner who owns a specialty by 75 percent.

Yes, hard in teaching, easy in combat. A skilled crew may well offset the lack of accuracy of any weapon.

Mixing time

Modern tanks are able to stabilize the gun and automatically track the target chosen by the gunner, but the tanks of the beginning and middle of the last century, presented in the game, did not yet have such capabilities, and shooting on the move for most of them was not accurate or not at all possible. To simulate the movement of a real tank, in our game, when moving, when turning the turret, even when firing, the dispersion circle increases sharply and we have to wait until it narrows to the minimum value. Moreover, the higher the speed and rotation of the tower, the more the circle increases. The increase also depends on the chassis installed on the tank, which has its own undocumented spread coefficients when moving and turning. Detailed information about these coefficients can be found on the website of our information partner wot-news in the extended information about tanks section. Please note that the mixing time characteristic is erroneously called the speed of mixing, which introduces some confusion.

Take for example american tank receiving level T-34. At the same aiming speed, the indicated time in the characteristics of the gun, three and four seconds, will be required for aiming if a tank with a hundred percent gunner accelerates at a certain reference speed and stops abruptly and begins to converge. And if you drive very slowly in first gear, then the spread circle will increase much less. Mixing after a stop will naturally end much earlier.

So, the convergence time does not depend on the following characteristics:
1. Appropriate characteristics of the gun.
2. From the possession of the gunner's specialty, which, as we remember, depends on the possession of the commander's skill, combat fraternity, ventilation and exemplary consumables.
3. Additional: the ability of the gunner and driver (main entrance and turret turn), from reinforced aiming drives and a vertical aiming stabilizer.

Let's take a closer look at the last point. In the theory of the enhanced drive, pickup and stabilizer differ quite significantly. The first increases the speed of aiming and the useful properties of shooting from a place, and the second reduces the circle of dispersion and is suitable for firing on the move. However, in practice their functions overlap.

The stabilizer, as follows from the description, is perfect for those tanks on which you shoot immediately. It significantly reduces the circle of dispersion when moving. And for tanks from which you are used to shooting from short dashes, but with full convergence, there is practically no difference between the drive and the stabilizer. Under equal conditions, from a smaller circle, the gun is reduced in the same time as from a larger one from a reinforced drive. Moreover, when shooting from a place, the stabilizer reduces the circle of spread after the shot, which is also a kind of movement. And in this case, mixing with a stabilizer takes less time than with drives.

So if your tank is equipped with a stabilizer for vertical aiming, then its use is more profitable than reinforced aiming drives. According to one of the game's developers, better known as Vader, this rule is generally true, except for a weapon with very slow aiming.

How to shoot correctly

Now let's give some tips on how to shoot better. We immediately say that in this series, we do not consider the techniques of any of the artillery. This is an independent and very large topic, which will have to be devoted to a separate program, or even more than one.

So the first thing is to get down. Of course, aimless shooting is sometimes necessary, but there are very few reasons for such shooting. This is useful on some light to medium, literally a few heavy tanks with good rate of fire and gun stabilization. Shells that are even on top speed in most cases they fall into the crosshairs of the sight, but if you are not sure about the gun of your tank, all the more so you know that they are not intended for firing on the move, it is better to stop in a more, less safe place and wait for full convergence and deal damage.

Except when shooting on the move or shooting at opponents who get used to your tank from the side and drive back and forth making it difficult to aim, it is better to use a sniper scope. With a sniper scope, you will be able to figure out the weak zones of opponents and have a high chance of dealing damage, but you pay for this with a very narrow field of view. An enemy who literally appeared a couple of meters from your target may go unnoticed and, as a result, confident in the safety of shooting at you. Therefore, immediately after the shot, go to the usual arcade mode with the left shift button. This will allow you to assess the situation on the battlefield and change position, etc. Make this switch a habit and the benefits of it will not be long in coming.

By the way, to increase the rate of fire, converge shortly before the end of reloading, so that by the time the tank is ready for the next shot, you have time and finished aiming at the target.

I repeat once again, on some light, medium and even heavy tanks, on the move, especially in close combat, use sniper scope vice versa is not worth it. Instead of targeting a weak point, you can overlook where your opponent is aiming or where you are going. At the same time, you should have some experience of shooting while moving, and it is better to shoot at the side or karma of the enemy. Because even poorly armored forehead tanks can ricochet many hits. You must understand that on the move the best guns can give a pass, in such a situation you should not expect to make a shot that will destroy the enemy. Hope for the best and expect the worst. By the way, when you are designed on the move, you can shoot on the auto sight. This will prevent the enemy following you from getting bored, will not let them focus on shooting at you, and you will get an extra chance to deal damage.

Remember the penetration zones of all tanks. Consider the angles of the armor and the work of the ammunition used. This item in World of Tanks is perhaps the most difficult. There are hundreds of tanks in the game and about most of them, at least at the levels you play, first of all, you need to know the maximum number of characteristics. Roughly speaking, even just knowing the penetration points of any opponents that you may encounter will increase your number of victories by 5-10 percent. Moreover, the more you know about the enemy, the easier it is to fight him. For example, knowing your enemy's reload time will allow you to take an extra shot at him, in turn speed - to spin him, view range - to choose a safe distance for shooting, and so on. This will help you useful mods– armor panel with enemy reload time and penetration zone Tanks World of tanks.

If you have to shoot through the opaque vegetation at the silhouette of the enemy, before you shoot, feel for its accessible part. Moving the sight on the enemy tank, you will see that the border on it appears and disappears. It disappears when the cursor moves from the target to the obstacle blocking it. Thus, you can estimate which part of the enemy is available for a shot, and not waste the projectile, hitting the ground, or even an ally standing next to him.

This rule has exceptions. When you shoot through the gaps of another tank, including a destroyed one, the enemy's outline does not appear, but the projectile can still hit the target. And although it is a little unusual to shoot like that, it is often very useful.

When shooting at moving targets, take into account the speed of the projectile and take the appropriate lead. The speed is individual for each weapon and for each type of ammunition. And the necessary miscalculations will be carried out by your hands automatically as your experience grows, but this experience must be obtained. To get it, you just need to remember that you need to shoot at moving targets with a slight lead. Not into the tank itself, but to where it will be in a second.

When shooting at long distances, if the tank disappears from the light or when firing at a lead, a well-measured shot may miss. Why is this happening? At the beginning, we said that the projectiles in the game fly like in reality in a parabola. If you are aiming at an enemy tank, then the arc is calculated in such a way that the end is exactly at the point of the enemy you are aiming at. But when you're trying to hit an enemy that's moving or missing because of the light, your line may hit a surface far behind them. In this case, the trajectory will be calculated from the calculation of this distant point that is shown by the sight. And the projectile will go above the enemy. It is very difficult to give simple and universal advice on how to shoot in this case. Therefore, if you see that the aiming point is far behind your target, and you cannot change this, wait for the enemy to light up again so as not to waste your shot and time.

Let's summarize.
1. Mix up!
2. Use a sniper scope.
3. But know how to shoot from the arcade mode.
4. Remember the penetration points and characteristics of all tanks.
5. Use the silhouette of the enemy tank to find its accessible parts.
6. Shoot ahead of moving targets.
7. Enemies missing from the light, sometimes it's better to wait ...

So, in this program, we figured out how shooting works in World Of Tanks, learned how to increase accuracy and reduce aiming time, how to shoot at the enemy better. In the next series, we will see what happens when there is a hit in armor-piercing, sub-caliber, high-explosive and commutative shells.

5 years and a month ago Comments: 4

Today we will talk about many secrets of shooting in our game. Namely, we will find out how various processes occur during shooting, how everything works in general, and we will find a couple of bugs (as well as their causes).

Shooting.

If you've been playing tanks for over a thousand fights (and I have no doubt) you've already taken quite a few shots. And you've often seen it happen visually, but you don't know how it happens systematically. The server on which you play takes into account the position of your tank, gun, turret. After pressing the shot button, your computer transmits the shot data to the server. After that, the server sends the result to your computer, i.e. punched, covered, etc. All server records (position of the tank, guns...) affect the trajectory of the projectile. For example, you raised your gun up and fired, the trajectory, that is, the trace left by the projectile, will be drawn up. If you shoot sideways or down, then naturally the trajectory will be directed sideways or down. This is the dependence of the necessary factors on the trajectory of the projectile.


Not all tanks in the game have the same trajectory, for example, in the KV-2, the projectile flies slowly and a little "artificially". And in a tiger, for example, the projectile flies quickly and evenly. Therefore it is possible to do conclusion that the trajectory of the projectile also depends on the type of gun and projectile.

There is a very common concept in the game - preemption. Let's say it's driving at breakneck speed in front of you, to get into it, naturally, you need to shoot a little ahead. This calculation is preemption. This indicator directly depends on the speed of the projectile and .

Players with a weak internet connection may experience a bug. Your projectile flew through the tank without any damage. In this case, due to the weak Internet, the server simply did not have time to send you the result of the shot, or yours did not have time to inform the server that the shot was fired. This bug happens very rarely, but if it often repeats for you, then it is best to change the game server. If changing the server did not help, then you need to improve your Internet.

Scatter circle.

For many, it is no longer a secret that the sight is a circle, and not a crosshair inside it, and that you need to wait for the convergence of this circle for more accurate shooting. But few people know where the projectile flies more often in this circle. About 4-5 patches ago, the developers made more accurate shots. According to them, about 20% of the shots flew to the edge of the circle of information, about 45-50% in half of the circle, and only 4-8% to the very center. In one of the updates, they reduced the percentage of the projectile's chance of flying to the edge of the circle to 1-2%, and to 60% in the half of the circle, to 20% in the center was increased. The probability of where the projectile will fly does not depend at all on the type of weapon, projectile, server, tank type, your country, season, etc. This is purely random calculation. The only thing that stands out. All tanks in the game different sizes circle of information and the narrower it is, the higher the accuracy.


In this section, we can also highlight the bug. Still, those who have a poor internet connection are seeing this problem: the projectile flies outside the circle. That is, you aimed at the enemy, fired, and the projectile flew not at all into the circle of information, but behind him. In this case, you just need to check the box “Use server sight” in the settings and you can get by with changing the Internet.
Shooting accuracy.

In general, everyone wants to accurately shoot, hit and punch. Now we will figure out what is needed to successfully hit the enemy, even from very far distances:

  • 1. We need a fully trained (100%), in our case, a gunner.
  • 2. Additional modules (stabilizer, aiming drives).
  • 3. Additional skills (combat brotherhood).
  • 4. Premium equipment.
Of course, few people can fulfill all of the above points, but everyone can fulfill 1 point and it is the most important. A gunner who is fully trained to 100% aims much faster and makes the gun more accurate than 50%. Whatever oblique gun you have, a trained gunner will make it more comfortable. All other points are insignificant, they only improve the result by 5-10%, which is not noticeable, but still there.

Information time.

Aiming time is the time during which our sight (circle of information) will narrow as much as possible. This indicator is indicated in the characteristics of the guns, but only half of the information is shown in the characteristics, while the full information doubles in time. For example, for borscht, the mixing time is shown in the characteristics - 2.3. Means full time information 2.3 * 2 = 4.6 seconds. That is, we need 4 and a half seconds for complete information.

Like accuracy, convergence time also has necessary factors. They are the same, only fur-water is added. The driver-mechanic has a skill, in the study of which your circle of information on the move will be narrower, i.e. it won't spread as much.

Correct shooting.

And now some information for beginners. Many novice players simply do not know how to shoot correctly, which often leads to non-penetration and misses. If you are still in the sandbox, then the ability to target various hatches, holes, etc. you won't need. You just need to learn how to hit. For a successful hit you need: full information, good aiming (in sniper mode!). It is not necessary to always shoot in sniper mode, sometimes you need to shoot in arcade mode. That is, when you are circling whom and the time to stop, information, etc. you just can't get enough.

If you have already reached tanks of 6-8 levels, then it will be more difficult for you. Here you already need to be able to punch. To do this, I would not advise you to download skins with penetration zones, because. they are absolutely useless. Judge for yourself what the player can see at the tank from 200-300 meters. What if the enemy is in the bush? The only use of the skins, only when attacking from close. My advice is to download the Wot Tank Viewer program and turn on all the armored tanks in turn (with which you have difficulties) and in the booking mode consider the armor of each tank. Of course, you don't remember the thickness of the armor of each armored tank in all weak points, so you always need to know what the most vulnerabilities in the forehead is the lower armor plate and various machine-gun turrets. If the enemy puts only a tower for you, then always find the commander's hatch on his tower (almost everyone has it) and shoot there. You can also train with friends in training on your own by firing at each other in various places.
This concludes my guide, good luck on the battlefield!

With the Chaos Barrel mod, you will forever get rid of annoying desynchronizations, during which the projectile flies not at all where the standard sight is looking.

Why is this needed?

Many experienced players play with a server scope, insuring against unpleasant situations when the game and server scope do not match, resulting in an unfortunate miss. But two information on the screen is not very pleasant, and there is a risk of confusion. Therefore, the Barrel of Chaos was created, which will combine these two sights. Now you will never miss, if the weapon is looking at some point, the server sight will also be directed there. In that key feature modifications.

To start the mod, do not forget to activate the server sight in the settings, without this the modification will not work.

How to install?

Copy the configs folder to \World_of_Tanks\mods\. Copy the remaining folders to World of Tanks\mods\1.3.

After installing the modification, you will never encounter such a situation.



 
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