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2) vary course and speed regularly, it avoids torpedos and long range shots.
3) watch the streamers vids about battles with the class, "where are you aaron", Spartan Elite 43 both have good tutorial vids on battleships in general.* Jingles has a lot of good vids, often with manny mistakes but you learn a lot from them.
* Aaron and Spartan tend to be Warships Legends on console but ship playstyle is the same between console and pc, ship setup / captain skills are hugely different.
Otherwise, good advice above. Sailing around at a constant speed in a straight line is asking to be torped. Watch for juicy targets to punish with your AP (cruisers and BBs that are side on) and dont be afraid to swap to HE if you need to shoot a DD or angled BB.
1) Their Triangle shape in the map will stare at you, this is when you go ("OH S**T")
2) They'll go rush towards you, that when you go (Oh hell no!")
3) They will decrease speed and show their broadside, this is when you swear at them really profusely while clicking the mouse several times even though you know your reload is 20 seconds
4) prepare to press hard right or hard left (A or D) and start shouting and panicking.
NOTE: the shouting and swearing is optional.
Battleships have only one goal: Establish a crossfire with teammates and thus map control.
This means positioning so that you force the enemy to choose between showing broadside to either you or your teammates.
Battleships survive by taking incoming shells on their main armour belt whilst it is angled 30 degrees or less vs AP (tighter still vs SAP or AP with improved ricochet angles); and by range management.
Optimum range for a battleship is "as close to the enemy as possible without: Entering torpedo threat (if the gap between them is too tight for you to slip between, you're too close); without showing more than 30 degrees of main armour belt to incoming AP; and without entering HE spam from ships you cannot see and thus cannot shoot back at".
Any further away from the enemy than that and you're making them safer from your guns without gaining appreciable safety for yourself.
Go into the armour viewer in port with your battleship - toggle off the visibility of torpedo bulges if necessary - and look at the thick orange strip down the length of the ship - that's the main armour belt. It's thick enough to bounce AP if it impacts at a sufficiently narrow angle, and shatter HE and SAP.
Now toggle off visibility of everything except "vital parts" armour - if you put your cursor over any of the remaining armour plates, you should see the keyword "citadel" in the tooltip. Shells that penetrate and detonate inside these compartments will always deal 100% of the shell's rated damage, and only a smaller percentage of the damage the enemy takes can be healed.
This is generally what you want to be aiming at with AP shells in a battleship; using alternative munitions if you can't reach the citadel.
Managing fires is pretty straightforward - prioritise getting the "Fire Prevention" 10pt commander skill; only extinguish if there's multiple fires, or if you're confident you're not going to get reignited before the cooldown expires.
That's pretty much all there is to it other than learning Overmatch thresholds and match-ups, and if you're properly positioning to find enemy broadsides even that isn't as critical as the above.
Thanks for your valuable contribution to this thread anyway. Good job.
It's particularly hard to cheat at this game since everything is done server side. Nothing you do on your computer would affect how the server calculates the shots etc.
Try reading and not exaggerating. No one said it was impossible. They said highly unlikely. In order to cheat you have to figure out access to the servers which isn't that easy.
So far in my 8 or so yrs of moderating, every single person who said they saw a cheat, either won't show proof, or did show a replay and we were able to show how the person wasn't cheating. Cheat accusations are usually done by people who don't fully understand the mechanics at play. I've been accused of cheating in game countless times but never have.
4 kills..2350...dont lecture me on game mechanics. people do cheat u just admitted it...so whats being done about it? nothing....i stand by my posts.
Edit: Let's also keep this on topic.
Server side means all ship parameters (HP, armour, reload, etc) are set in stone and if they were changed would change the ship for everyone on that server. Easy to spot and extremely difficult to do. Aim assists are possible client side but as mentioned they would make you aim with the same skill as a bot. Games like CoD rely on split second snapshots so an aim assist would be useful there. Here shots take a long time to land after firing so its not an advantage, especially since predicting what your target is going to do is what is important and not where it will be if it sails in a straight line at its current speed.
Last time you posted you seemed blissfully unaware of game mechanics and assumed someone was cheating due to ignorance, so we will certainly try and educate you (not lecture you). Good players will get multiple kills and can easily get over 2k base Xp. The very best players will do far more than this. Via skill.
You can stand by your posts by all means but doesnt make them based in reality. They are also nothing but hot air if you dont provide proof or examples. By all means upload some replays to back up your claims. Wont hold my breath.
All off topic anyway as mentioned above.
The aim bot sounds like an interesting topic though. I don't want to cheat and i won't but when you write how aiming like a bot isn't helpful, i kinda see it as a challenge to create a bot that aims well. It should imo be possible because the bot has several advantages over us.
1: When a ship moves its rudder, the ship will start changing direction very slowly at first. The bot could detect the slightest movement earlier than we can (we can see it by the changing angle), extrapolate that to rudder imput and then calculate exactly where the ship will be if the player keeps the rudder like that for the next few seconds. More importantly, it can do the same with ship speed which is much harder for us to see than the changing angle.
2: Exactly means exactly. Everyone who is half decent at aiming uses the minimap a whole damn lot for aiming. Its however small and that makes it hard to aim precisely. The information is there exactly though. So the bot could use like an immensely zoomed in minimap. (I have actually wondered if this game would not be a lot easier to play if the entire main screen was removed and we would have a full screen "mini" map. Preferably on a huge ass screen @4k res.)
3: It can be guaranteed to have all info at its disposal. It is so much that we would have to be almost superhuman to be able to know it all. All the exact info on callibre, Armor layout and armor thickness. Of course there is stuff most of us know like that, i believe T6 US carrier? that has its citadel in the second quarter of the ship counted from the rear. Or most/all german ships having this angled citadel armor. Well, the AI can use every tiny bit of existing information in its decision making. It simply is an advantage. (Another thing i have thought about befrore, what if you could make a mod that simply overlays the citadel placement on every enemy ship in game)
4: There is neural network AI now. Im pretty confident if you let such an AI learn from its mistakes and let it practice aiming, it would outperform any human, just like it does at just about every single task we've thrown at it so far.
But again, thats all just a nerd with a vague and long forgotten programming history speculating about the possibilities. Again, im sure the game is close enough to hack-free to feel totally good about that when playing it.
After all, while i think a good aimbot is possible, the game also records an enourmous amount of stats. It would be very easy to just label the top 1% of aiming accuracy acounts and investigate those further. In fact, if there were an aimbot that was used by a significant amount of players, it would show a distortion in the distribution curve of all players accuracy and the bot doesn't even need top 1% aim to be detectable. (Oh yes, fighting against cheats sounds like an equally interesting challenge)
Excluding prediction, an aimbot would be superior to players' aiming in all important respects.
The issue is more that dispersion, travel time, (and tickrate + desync to a degree) all reduce the significance of pin-point aim.
Does it help? Sure. Does it help enough to outweigh executing on the fundamentals of the game? Not even close.
Against stuff like acceleration juking, an aimbot is arguably worse than human players because the cues it would use to predict a shot are only apparent *after* its fired and the player reacts to begin their juke. If I'm tanking in a giant chonky BB, the quality of enemy players' aim is never really going to be a deciding factor in a match.
Stuff like citadel knowledge and overmatch hard-coded into a hacking suite could be valuable - but only circumstantially. The aimbot can't reposition your ship so that you get the correct firing arcs needed to penetrate turtleback with plunging fire, for example; although certainly it taking a gamble on a narrow angle shot through a tiny angled gap in the armour scheme is of value compared to a human taking a safer shot against deck clutter that precludes the prospect of scoring a cit.
The most useful benefit of a hack suite I've seen is one that plots the course of mid-air shells the instant they are fired and shows the impact points on the ocean around you so that you could wiggle your ship to minimise incoming damage. Obviously that is far far easier to deal with than having to look over your shoulder at the ship firing at you, and wait long enough for the shell paths to become apparent, and then try doing a dodge at the last second.
Stuff like it keeping track of reloads, cooldowns, etc is also valuable - but as most players struggle with keeping track of stuff that's really obvious, I can't say that gaining access to that information is really going to benefit poor players that much.