Mod stem of chaos in here. Secrets of shooting in World of Tanks


How often, when flying out on a ST or LT, do you miss, yes, it would seem that the gun is aimed, the turret is turned, but no, it’s 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 the information. This is exactly the case; it’s not for nothing that the “Server Aim” function is enabled in the game.

So why do such blunders occur? That's right, the server did not have time to process the information about where your current wind was. Thus, when fired, the projectile flies at the wrong target. Let's look at an example on coub.



But a mod from reven86 will help avoid this. It makes it possible to activate a server sight with a standard sight, 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 weight loss patch. Contraindications for use: pregnancy, exacerbation of skin diseases, individual intolerance to components. Do not use on affected skin areas or open wounds. Storage: Store in a cool, dark place in a tightly closed container.

Installation:

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

With the Chaos Barrel mod, you will forever get rid of annoying out-of-sync, during which the projectile flies in a completely different direction than the standard sight is pointing at.

Why is this necessary?

Many experienced players play with a server aim, insuring themselves against unpleasant situations when the game and server sights do not match, resulting in an unfortunate mistake. But two information on the screen is not very pleasant, and there is a risk of confusion. That's why the Chaos Barrel was created, which will combine these two sights. Now you will never miss, if the gun is looking at some point, the server sight will also be aimed there. This is the key feature of the modification.

To start working with 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.

adaptation for 1.5.1.3;

In the World of Tanks game, a lot depends on the quality of the Internet connection, and yours depends on it. If you have a high ping, then you may have an issue such as the client crosshair being out of sync with the . 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 being brought to the target.

Video example:

Mod to increase shooting accuracy for World of Tanks will help reduce the number of such situations as much as possible. This mod provides full compatibility between server and regular sights. Accordingly, the gun 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 aiming in the game client. There is also a small disadvantage of this sight: the gun twitches.

For update 0.9.17, the sight was updated and improved, vibrations were significantly reduced.

The mod for increasing shooting accuracy for World of Tanks 0.9.18 will greatly help in battle and will protect you from accidental misses due to ping surges, and accordingly will improve your performance in battle.

Updates:

10.06.2016:

24.05.2016:

tested for World of tanks 0.9.17 WOT client

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 ProTanks 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 "secrets of the game" series is dedicated to shooting in World of Tanks. If you are new to the game and you are not interested in the subtleties of its mechanics, then you can immediately go 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 uninteresting 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, go into sniper mode, take aim with the hope of inflicting good damage, press the mouse button and at that moment, your computer transmits a command to the game server, the shot is fired, the results are returned. The server has an accurate picture at any moment of the battle, it knows where you are, what projectile is loaded in your tank, the exact location and tilt of your gun, and, having received a command to fire, it builds a parabola of the projectile’s flight, taking into account gravity. By the way, for artillery, in order to ensure interesting gameplay and its unique role, the attraction coefficient is taken much higher than the real one. Otherwise, it would shoot like the KV-2, there would be no talk about any mounted shooting, and there would be no talk about this class of equipment. To make the game more interesting and for greater realism, each weapon has its own dispersion coefficient. The trajectory 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 weapon has two more quite 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, and therefore the lead that must be taken before firing, you will have to independently evaluate for each type of projectile, for each gun and each of your tanks. Remember, the speed of a tank's high-explosive shells is often lower, while sub-caliber shells are always faster than armor-piercing shells.

After the shot trajectory, time and place of its end are calculated, the shooter is given its coordinates and a short result of the hit. Shot, missed, rebound, critical situation or missed. Then, using this data, the game client addresses the corresponding visual effect, and sometimes, due to poor communication quality, the result of the shot does not always reach the player from the server or arrives very late. In this case, you may not see the transfer; one of the rather rare cases of a missing shell will occur. Now let's move on to the basic principles of World Of Tanks shooting.

Scatter circle

As already mentioned, shells in the game do not fly exactly into the crosshairs of the sight, but within a scatter circle, the size of which depends on the specific weapon. Moreover, the chance that a projectile will hit any point of this circle is not equal, but is subordinated to the Gauss distribution. 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 aiming circle and does not depend on the weapon used, not on the class of equipment, not on the payment for a premium account, not on the time of day or phase of the moon.

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

Firing accuracy

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

Try to hit the center of the target offhand at 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 smoothly 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 little while the virtual tank driver does virtual aiming. At this time, the visible scatter circle gradually decreases, when the convergence is completed and the circle has reached the minimum value for your tank, you can shoot, the chance of hitting will be the highest.

A useful fact, as we have already said, in addition to the basic aiming coefficient of the gun, only the basic skill of the gunner affects the shooting accuracy with full aiming, and this influence is very noticeable. A good gunner will shoot better from a bad gun than an untrained gunner from an accurate one. To demonstrate this, we will conduct several tests. In the upper left corner are shown the results of firing from the Z-6-7 gun with the crew seated behind the tank for free. Thus, the gunner should have 55 percent proficiency in the profession. Next is the same gun, but the crew is 100 percent trained. In the next window, the crew of the same tank received the maximum level of proficiency in the profession, ventilation, military brotherhood and additional. ration. And finally, for comparison, in the fourth window, the results of firing from a tank with one of the precision guns in the game STUK 72 M-70 with a gunner with 75 percent proficiency in the specialty.

Yes, it’s hard in training, easy in battle. A skilled crew can easily compensate for the lack of accuracy of any gun.

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 completely impossible. To simulate the movement of a real tank, in our game, when moving, when turning the turret, even when firing, the scatter circle increases sharply and you have to wait until it narrows to a 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 dispersion coefficients when moving and turning. Detailed data on these coefficients can be found on the website of our information partner wot-news in the section extended information about tanks. Please note that the characteristic of convergence time is mistakenly called convergence speed, which causes some confusion.

Let's take for example the American tank T-34. At the same aiming speed, the time indicated in the gun characteristics of three and four seconds will be required for aiming if a tank with a 100% gunner accelerated at a certain reference speed and, stopping abruptly, began to aim. And if you drive very slowly in first gear, the spread circle will increase much less. Mixing after stopping will naturally end much earlier.

So, the mixing time does not depend on the following characteristics:
1. The corresponding characteristics of the weapon.
2. On proficiency in the gunner's specialty, which, as we remember, depends on proficiency in the commander's skill, combat fraternity, ventilation and approximate consumables.
3. Additional: gunner and driver skills (main entrance and turret rotation), from reinforced aiming drives and vertical aiming stabilizer.

Let's take a closer look at the last point. In the theory of amplified drive, pickups and stabilizers 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 shooting while moving. However, in practice their functions partially overlap.

The stabilizer, as follows from the description, is perfect for those tanks on which you shoot straight away. It significantly reduces the range of spread when driving. And for tanks from which you are accustomed to shooting from short dashes, but with full aiming, there is practically no difference between the drive and the stabilizer. Under equal conditions, from a smaller circle, the gun can be brought down in the same time as from a larger circle with a reinforced drive. Moreover, when shooting from a standstill, the stabilizer reduces the circle of dispersion after a shot, which is also a type of movement. And in this case, alignment with the stabilizer takes less time than with drives.

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

How to shoot correctly

Now let's give some tips on how to shoot better. Let’s say right away that in this series, we are not considering any artillery techniques. This is an independent and very large topic that will have to be devoted to a separate program, or even more than one.

So, first of all, get down. Of course, shooting without aiming is sometimes necessary, but there are very few reasons for such shooting. This is useful on some light and medium, literally several heavy tanks with a good rate of fire and gun stabilization. Shells that, even at maximum speed, in most cases fall into the crosshairs of the sight, but if you are not confident in the gun of your tank, especially if you know that they are not intended for firing on the move, it is better to stop in a more or less safe place and wait for complete alignment and cause damage.

Except for cases of shooting on the move or shooting at enemies who have gotten used to your tank from the side and are moving back and forth, making it difficult to aim, it is better to use a sniper scope. With a sniper scope, you'll be able to pinpoint enemy weaknesses and have a better chance of dealing damage, but you pay for it with a very narrow field of view. An enemy who literally appears a couple of meters from your target can go unnoticed and, as a result, be confident in the safety of shooting at you. Therefore, immediately after the shot, go to normal arcade mode with the left shift button. This will allow you to assess the situation on the battlefield and change your position, etc. Make such a switch a habit and the benefits from it will not take long to arrive.

By the way, in order to increase the rate of fire, aim shortly before reloading ends, so that by the time the tank is ready for the next shot, you have time and completed aiming at the target.

I repeat once again, on some light, medium and even heavy tanks, on the move, especially in close combat, on the contrary, it is not worth using a sniper scope. Instead of targeting a weak point, you may miss 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 tanks with poorly armored fronts can ricochet many hits. You must understand that on the move the best guns can give way, in such a situation you should not expect to fire a shot that will destroy the enemy. Hope for the best and expect the worst. By the way, when you are designed in motion, you can shoot with an auto sight. This will prevent the enemy coming after you from getting bored, will not allow you to concentrate on shooting at you, and you will get an extra chance to cause damage.

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

If you have to shoot through opaque vegetation at the silhouette of an enemy, before making a shot, feel for its accessible part. As you move your sight over 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 covering it. This way, you can assess which part of the enemy is available to shoot, and not waste a projectile by hitting the ground, or even an ally standing next to him.

There are exceptions to this rule. 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 shooting like this is a little unusual, 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 calculations will be made by your hands automatically as your experience grows, but this experience must be gained. To get it, you just need to remember that you need to shoot at moving targets with a slight advance. Not into the tank itself, but to where it will be in a second.

When shooting at long distances, if the tank disappears from sight or when shooting at lead positions, a well-measured shot may miss. Why is this happening? At the beginning, we said that 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 at whom you are aiming. But when you try to hit an enemy that is moving or has disappeared due to the light, your line may rest on a surface located far behind him. The trajectory in this case will be calculated based on the target of this distant point, which is shown by the sight. And the projectile will go higher than 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 it, wait until the enemy lights up again so as not to waste your shot and time.

Let's summarize.
1. Get together!
2. Use a sniper scope.
3. But know how to shoot from arcade mode.
4. Remember the penetration locations and characteristics of all tanks.
5. Use the silhouette of the enemy tank to find its accessible parts.
6. Shoot at moving targets with anticipation.
7. For enemies who have disappeared from the light, sometimes it’s better to wait...

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