Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So Russian BBs have better dispersion than some BBs at close range, but worse than the same BBs at long range.
A good example of this is AL Sovetskaya Rossiya using the US formula, vs Soyuz using the Russian one.
Go on Shiptool, sort by dispersion, and you'll see that as you increment the range the order the ships are in will change as different formulae reach their crossover points.
"Battlecruisers" tend to use the same dispersion formula, which some BBs also share.
Not sure how obsolete the following chart is, but it might give you a vague idea of trends:
https://docs.google.com/spreadsheets/d/1jSwRKeYxGsUz1juEeSWudJmDBtPWEu8WH0BMHPBYaTo/edit#gid=1713912714
And this is probably going into the area of silly superstition, noobs who blame the game, etc, but is it possible that something is going wrong in these calculations ? The difference in my experience is so insanely large. Repulse always hits while yumihari guns actually felt way worse than Bismarck which is supposed to be inaccurate. And i'm normally quite quick to believe it must be me since im a merely average player, but as i see PQ have the same experience. I just don't know... It feels s like something is off with the whole dispersion thing.
The curves are made by different formulae, the formulae (with RNG included in it) dictates the shell's behaviour when the gun is fired - range is naturally a component of the formulae, otherwise dispersion wouldn't go up with range. The formulae determine how range interacts with the other elements (such as sigma).
Impossible to know for sure without objective statistical analysis (or breaking down the code and verifying it does what it is supposed to, etc) - but bugs in the artillery system are notorious.
I'm guessing you're too recent to remember the "aim at the sky, guarantee citadels" exploit; or the railgun exploit.
There's currently an issue with superfiring turrets failing to account for the increased height above the deck, and thus failing to properly converge that I made a thread about a few weeks back.
I'm pretty sure that there's very significant bugs when shooting over islands - I used to have zero trouble predicting ships emerging from behind tall islands, and thus dev-striking them without them being able to see there's incoming shells, etc. Now I feel like I have to wait for them to clear the islands so that the salvoes are more consistent. I think this is a hangover from the inept hotfix to address the railgun exploit.
I think that salvoes falling short might be related to how the aim-assist adjusts for subs being below the usual 2D plane onto which dispersion is projected, but shrug.
Just from my personal experience, accuracy's been bust ever since the aim-assist was reworked to negate the "aim at sky" exploit - and it's only gotten less consistent. But that's just subjective on my side. Either way, that "feel" is one major reason why I don't play the game as much as I used to - so many salvoes dunked into the sea.
Really, having the devs go back to scratch and rework the artillery code properly from the ground up to address the various exploits and glitches would be nice.
Think of ship artillery shells as REALLY OVERSIZED Gun bullets.. Several things can alter flight paths. Wind, Earths rotation stuff like that.
Me and my brother talked about this, he having knowledge about gaming since he working with it. Cause I said the BB trajectory sucks up real close i wondered what system WOWS used. He was unsure. He mentioned shell tracing was popular since the server would have to guess where u hit really quick, compared to a 10 seconds flight salvo it have plenty of time.
it does change depending on ship and range. in very unintuitive ways aswell.
but dispersion means nothing compared to sigma. a stat they dont show ingame,
sigma is the probabilty of your shell traveling to the point u shoot.
a low sigma can mean 1/8 shells will go where u aimed. the rest will be dispersed (kurfurst)
a high sigma can get as good as 1/2 of the shells going where u aim. (slava)
this is what makes some ships shells feel like they float away after being fired. vs others feeling like they track into 1 point