World of Warships

World of Warships

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kingjames488 2018 年 8 月 13 日 下午 2:43
this game really doesn't need this lockon mechanic...
it's constantly in the way and never really helpful... it's a total handycap.
引用自 Ryuu:
引用自 mystikmind2005
引用自 juanxlink

Erm, if you are locked to ship A, by definition, computer thinks you are aiming at the pixelset-hitbox-watchmacallit of ship A, since you are far off those pixels aiming at ship B, you will of course have to rely on dispersion to hit.
You seem to ignore the fact that computer knows what ship you are looking at, and incidentally it keeps you locked at whatever ship you are locked at...

You dont get what i mean.... ok let me put it another way.... lets say you are locked on to ship A and you aim at the water line of ship A but then you slipped a little bit and aimed too low.... the shells hit just a bit too low *where you aimed* and missed. Now lets say there happened to be ship B right there, you were actually aiming at the water line of ship B, but the computer cannot know that, it only knows you aimed poorly at ship A.... but, somehow it makes you miss ship B regardless!!! this is what i find fascinating? Its like ship B has a forcefield around it that prevented the shells from landing where they would have landed had ship B not been in the way
I've already described to you how it works before.

The game world is 3D, but you're only able to aim at 2 axis.

Since it's not a FPS — you can't just shoot in a straight line or adjust to the shell drop just a little, shells arcs are really high. If the game used traditional FPS aiming:
1) You would have to aim at the sky, up to 30-45 degrees. The slower the shell velocity - the higher, think of USN cruisers.
2) It would be extremely difficult to hit anything that way. Essentially it would be like playing Scorched Earth[en.wikipedia.org] but in a 3D-world with yourself and targets moving! (heard in WoWs alpha they tried an approach when you shoot in an angled top-down perspective, likely before coming up with target lock).

So you lock a ship and now your aiming is relative to the ship you're locked on, meaning you don't have to manually adjust for shell drop, now the computer[en.wikipedia.org] calculates gun elevation angles for you to reach that point on the sea surface you're aiming at. But it's RELATIVE to target, it would be wrong to just use ray tracing[en.wikipedia.org] to determine target point. You might be aiming at an island but the computer knows your shells arcs allow you to overthrow that island to hit the target. But it only knows that IF the target is locked, otherwise it would just shoot at the island.

So when you are locked on Ship A but see Ship B in your reticle that DOES NOT mean you're aiming at it on 3rd axis. Activate in-flight shell camera to see when shells really went (default key Z IIRC). There's another key to shoot a shell with camera attached from the start, but i don't use it.

And X key should work, figure out your control troubles yourself or check keybindings or practice in Training battle(you can set bots to move but not to shoot) or ask Support.

Imagine battlefield from a top-down point of view when you're shooting. I could draw an explanation but don't have skills and time, maybe someone can :hee:

There are also another reasons lock-on is required in the game mentioned above, like to now allow accurate hitting unseen targets in smokes, behind islands, in cyclone, etc. You can try, but the accuracy would be much-much lower. It still works sometimes and might be worth a shot. But usually you should think: would the target see you if you stop shooting? Since your visibility through smoke is only 2-3 kms.
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mystikmind2005 2018 年 8 月 13 日 下午 3:36 
Nothing wrong with the lockon mechanism. The problem arises when you want to shoot at a different ship than the one you are locked on too, then it shoots stupidly.

I want it to shoot properly where i aim, locked on or not, that would fix the problem.
kingjames488 2018 年 8 月 13 日 下午 3:49 
引用自 mystikmind2005
Nothing wrong with the lockon mechanism. The problem arises when you want to shoot at a different ship than the one you are locked on too, then it shoots stupidly.

I want it to shoot properly where i aim, locked on or not, that would fix the problem.
you just contradicted yourself...
mystikmind2005 2018 年 8 月 13 日 下午 3:53 
引用自 mystikmind2005
Nothing wrong with the lockon mechanism. The problem arises when you want to shoot at a different ship than the one you are locked on too, then it shoots stupidly.

I want it to shoot properly where i aim, locked on or not, that would fix the problem.
you just contradicted yourself...

Is English your first language or not?
kingjames488 2018 年 8 月 13 日 下午 3:58 
引用自 mystikmind2005
you just contradicted yourself...

Is English your first language or not?
yes... do you not understand the words you just used?
saying "there's nothing wrong with it" and then stating a problem is contradicting yourself.
最后由 kingjames488 编辑于; 2018 年 8 月 13 日 下午 3:59
mystikmind2005 2018 年 8 月 13 日 下午 4:24 
引用自 mystikmind2005

Is English your first language or not?
yes... do you not understand the words you just used?
saying "there's nothing wrong with it" and then stating a problem is contradicting yourself.

Well the problem must be your brain then? Just to clarify for the dummies, 'lock on' and 'aiming' are two different things, now do you get it?

The lock on is fine, let it continue to do what it does, just fix the aim so it shoots properly where i aim, locked on or not.

Lock on would still be useful for following a target and for the torpedoing aiming advice
最后由 mystikmind2005 编辑于; 2018 年 8 月 13 日 下午 4:31
Banzai 2018 年 8 月 13 日 下午 4:45 
Press X. Turns it off. Press X again, turns it back on again (on nearest target to aim) when you miss all your shots.
mystikmind2005 2018 年 8 月 13 日 下午 4:58 
引用自 Banzai
Press X. Turns it off. Press X again, turns it back on again (on nearest target to aim) when you miss all your shots.

X never works.

I would agree with the OP and vote the lock on be removed altogether if that was the only way to fix the problem rather than continue like it is. ....But i would prefer to keep the lock on and simply fix the aiming system.... i just want to be able to aim at something and shoot at it and have the shells fall there in exactly the same way as if i was locked on. I dont want this crap of shells falling stupidly, oh , well, because i was 'not' locked on.
Richartonio 2018 年 8 月 13 日 下午 5:04 
I think the idea is to hinder the players ability to circumvent the spotting mechanics by aiming blind accurately, thus lock on is required to keep the spreads accurate.
mystikmind2005 2018 年 8 月 13 日 下午 5:10 
There is the base line of your aiming reticle that tells you the exact point you are aiming at.... so you can target the water line for citadels etc etc.

Now what i find most interesting, if your locked on to ship A, and nearby is ship B and you aim at the water line of ship B using the base line of the aiming reticle, you will miss horribly.

Now as far as the computer knows, you have aimed at the water line of a ship, and you are locked on, ... so how does it know you are aimong at the water line of a different ship and not the one you are locked on to and then makes you miss???
juanxlink 2018 年 8 月 13 日 下午 5:11 
引用自 Richartonio
I think the idea is to hinder the players ability to circumvent the spotting mechanics by aiming blind accurately, thus lock on is required to keep the spreads accurate.

That is an accurate, pun intended, assesment.

Would be severely unfair otherwise.
juanxlink 2018 年 8 月 13 日 下午 5:14 
引用自 mystikmind2005
There is the base line of your aiming reticle that tells you the exact point you are aiming at.... so you can target the water line for citadels etc etc.

Now what i find most interesting, if your locked on to ship A, and nearby is ship B and you aim at the water line of ship B using the base line of the aiming reticle, you will miss horribly.

Now as far as the computer knows, you have aimed at the water line of a ship, and you are locked on, ... so how does it know you are aimong at the water line of a different ship and not the one you are locked on to and then makes you miss???

Erm, if you are locked to ship A, by definition, computer thinks you are aiming at the pixelset-hitbox-watchmacallit of ship A, since you are far off those pixels aiming at ship B, you will of course have to rely on dispersion to hit.
You seem to ignore the fact that computer knows what ship you are looking at, and incidentally it keeps you locked at whatever ship you are locked at...
最后由 juanxlink 编辑于; 2018 年 8 月 13 日 下午 5:14
mystikmind2005 2018 年 8 月 13 日 下午 5:22 
引用自 Richartonio
I think the idea is to hinder the players ability to circumvent the spotting mechanics by aiming blind accurately, thus lock on is required to keep the spreads accurate.

You would not be circumventing spotting mechanics? Because spotting occurs independantly of being targeted. But you would circumvent the captain perk that tells you how many ships are targeting you, and incoming fire alert. Not that these percs are all that significant in my opinion.
mystikmind2005 2018 年 8 月 13 日 下午 5:26 
引用自 juanxlink
引用自 mystikmind2005
There is the base line of your aiming reticle that tells you the exact point you are aiming at.... so you can target the water line for citadels etc etc.

Now what i find most interesting, if your locked on to ship A, and nearby is ship B and you aim at the water line of ship B using the base line of the aiming reticle, you will miss horribly.

Now as far as the computer knows, you have aimed at the water line of a ship, and you are locked on, ... so how does it know you are aimong at the water line of a different ship and not the one you are locked on to and then makes you miss???

Erm, if you are locked to ship A, by definition, computer thinks you are aiming at the pixelset-hitbox-watchmacallit of ship A, since you are far off those pixels aiming at ship B, you will of course have to rely on dispersion to hit.
You seem to ignore the fact that computer knows what ship you are looking at, and incidentally it keeps you locked at whatever ship you are locked at...

You dont get what i mean.... ok let me put it another way.... lets say you are locked on to ship A and you aim at the water line of ship A but then you slipped a little bit and aimed too low.... the shells hit just a bit too low *where you aimed* and missed. Now lets say there happened to be ship B right there, you were actually aiming at the water line of ship B, but the computer cannot know that, it only knows you aimed poorly at ship A.... but, somehow it makes you miss ship B regardless!!! this is what i find fascinating? Its like ship B has a forcefield around it that prevented the shells from landing where they would have landed had ship B not been in the way
最后由 mystikmind2005 编辑于; 2018 年 8 月 13 日 下午 5:28
kingjames488 2018 年 8 月 13 日 下午 5:34 
引用自 mystikmind2005
Now what i find most interesting, if your locked on to ship A, and nearby is ship B and you aim at the water line of ship B using the base line of the aiming reticle, you will miss horribly.
this is exactly what I'm talking about.

this extra locking thing is basically the equivelant of auto-aim on FPS games, it directly inhibits your ability to mutli-target.

yes you can press X to un-target but it will just re-target something in a couple seconds.

this is an obvious handycap designed to give new players an advantage and counter the horriblly unrealistic range/spread mechanics they have.
最后由 kingjames488 编辑于; 2018 年 8 月 13 日 下午 5:36
mystikmind2005 2018 年 8 月 13 日 下午 5:41 
引用自 mystikmind2005
Now what i find most interesting, if your locked on to ship A, and nearby is ship B and you aim at the water line of ship B using the base line of the aiming reticle, you will miss horribly.
this is exactly what I'm talking about.

this extra locking thing is basically the equivelant of auto-aim on FPS games, it directly inhibits your ability to mutli-target.

yes you can press X to un-target but it will just re-target something in a couple seconds.

this is an obvious handycap designed to give new players an advantage and counter the horriblly unrealistic range/spread mechanics they have.

Well, it is because they deliberately sabotage aiming without being locked on, if they did not do that then the locking system would not annoy you at all rite?

I wonder is it possible to learn the sabotaging behaviour over time, so that expert players can shoot accurately at a different ship to the one they are locked on too?
最后由 mystikmind2005 编辑于; 2018 年 8 月 13 日 下午 5:43
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发帖日期: 2018 年 8 月 13 日 下午 2:43
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