World of Warships - Captain's Academy #25 - How to Aim and Lead Effectively with the Reticule

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  • Опубліковано 4 жов 2024
  • Episode 25 of Captain's Academy deals with a question that many players have, how can I aim better and lead my targets better? In this video I explain what the numbers on the reticule mean and how to use them so you can aim and lead effectively. So sit back and enjoy!
    If you have questions, please leave them in the comments section below.
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КОМЕНТАРІ • 311

  • @runlevelzer0
    @runlevelzer0 7 років тому +36

    You can compensate for target speed (slower or faster) by placing the center of the sight on the bow of the ship and holding for three to five seconds. You can then see how many ticks the ship actually moved and adjust your aim accordingly. For example, if you observed for five seconds and the ship moved seven ticks, you know to give a little more lead. If the target moved three ticks horizontal and two vertical, you can also adjust your lead to more accurately adjust for the opening/closing of contact.

  • @Snyfox8
    @Snyfox8 8 років тому +130

    Well too complicated for me, let's go with feelings ^^

    • @AlexSDU
      @AlexSDU 8 років тому +49

      +Snyfox8 "Luke, you switched off your targeting computer. What's wrong?"

    • @IdeI2StOnEd
      @IdeI2StOnEd 7 років тому +6

      funny but true... I tried many things to improve my aiming. After a while you just get "the feeling". You can "see" where the shells will go. This combined with a little experience of ship speeds makes me an average player.

    • @Ensign_Cthulhu
      @Ensign_Cthulhu 7 років тому +13

      "Let go your conscious feelings, and act on instinct."

  • @ThrawnFett123
    @ThrawnFett123 8 років тому +23

    Hey Chase, I found a useful thing to help with aiming. When you zoom all the way in with binocular view, then back up one space at a time it changes the total view to increase area covered with the same markers. This also matches the major speed changes of ships. So fire completely zoomed in on slow ships(Arkansas Beta, battleships), one click on faster ships (Tirpitz, cruisers, fast battleships), 2 clicks on fast ships (destroyers, fast cruisers). This realization instantly boosted my (at least perceived) aiming, especially at range, and I feel it'd be a useful point for you to explore. I also haven't seen it mentioned in forums or videos at all, so unless it's an open secret probably not something people are exploring.

  • @NicksDomain101
    @NicksDomain101 8 років тому +51

    Good job with the editing and everything in this video, I can tell you put some serious effort into these videos and do really care. Thanks!

    • @ichasegaming
      @ichasegaming  8 років тому +6

      +NicksDomain101 You're very welcome ^^

  • @bradrodgers1338
    @bradrodgers1338 7 років тому

    This has literally kept me from quitting world of warships... i used to always miss, never using my reticule except the centerpoint, just using ranging shots and whatnot... Thank you Chase.

  • @oseansoldier
    @oseansoldier 8 років тому +19

    One trick I have figured out for aiming accurately when my target ship is coming in on an angle is to drag my cursor along the waterline of the ship to a point out in front of it. It isn't perfect but it works more often than not for an opening salvo.

    • @AnA10Pilot
      @AnA10Pilot 8 років тому +1

      +oseansoldier I do this as well. It works. ^.^

    • @not2tired
      @not2tired 8 років тому +3

      +oseansoldier Yep. I find that for beamy ships, like BBs, which have curvy waterlines, take the points where the bow and stern meet the water. Draw a line from these two points to the crosshare, sets the waterline point for a ship sailing straight. Optional lead method, put on music at 120BPM. Count reticule ticks for every two beats.

  • @BelgarathDaSorcerer
    @BelgarathDaSorcerer 8 років тому +5

    Ahhhh, this. I have been using this for a while and I discovered that if you zoom one more out it gives lead close to 32kts or so, which in turn is very good for Cruisers and such. DD's I go to the second zoom and then double the flight time to lead and it works very very well.

    • @Sir_Godz
      @Sir_Godz 8 років тому

      +BelgarathDaSorcerer I always wish the default zoom would be half a click out from where it is in game because DDs and even some cruisers are barely on the screen for the right lead.
      I think this is a major failing on WGs part

  • @Sentrygun84
    @Sentrygun84 8 років тому +42

    Dude. iChase, I like you man, I like your vids. I tell everyone who likes warships to like and subscribe. However, I don't think I've ever seen a more wrong or convoluted version of how to use the ABI aiming reticule tools.
    The horizontal bar is static, it doesn't move. It's not a magic 20 knot battleship speed indicator. The lead required on a Battleship at speed of 20 knots (or any speed for that matter) will vary wildly depending on your zoom level, shell velocity and target distance. A cleveland at 10km with max zoom will require a, substantially different target lead than a Nuremberg at 10km at max zoom given an identical target at identical speeds. The aiming reticule and tools are the same for both ships, it doesn't adjust per ship.
    Here's how you use it without having to pull out a piece of paper and write a calculus thesis before you pull the trigger on a volley:
    Can you count? Yes? Good. Now you have 100% of the tools required to hit your target approximately 100% of the time* (barring interference from dispersion and RNGesus). See those high notches on the horizontal bar of your aiming sights? They're numbered so you can count them, with key indicators at the 5 and 10 marks only so as not to cause visual clutter.
    1: Use the alternate battle interface to show you to the shell travel time to target.
    2: Place your target reticule at a static point in front of your target and count out a few seconds (or use the battle clock if you can't count) to get a guage of how fast the ship is moving.
    3. Adjust your zoom so that your target passes one of the high notches on your horizontal bar every second while it's moving
    If you've gotten this far, congratulations! You are now using your aiming sights correctly. Since you've already picked a target and adjusted your sights to match one second of target movement to one high notch on your optics, there's only one step left now:
    4. Use your optics to lead your target by a number of high notches equal to the seconds it will take for your shells to land on target. 1 second = 1 high notch.
    5. Pull the trigger and watch those shells land right where they're meant to go. (pray to RNGesus for good dispersion)
    What this does as you practice it over time, is create a natural relationship in your brain between the shell impact timer and target travel speed. After a while you'll be making snap shots quite accurately since you've already subconsciously done the maths and worked out your required target lead without having to take those extra seconds to calculate target speed using the optics.

    • @Sir_Godz
      @Sir_Godz 8 років тому +1

      +Sentrygun84 sounds simple enough but at the pace of the game I can see that taking a long time to scroll to the correct zoom level to match the count in turn failing to even fire shells before the target has turned and the process starts over again.
      Your system may be sound but poking Chase for an overly elaborate method is the pot calling the coal mine black never mind the kettle

    • @Sentrygun84
      @Sentrygun84 8 років тому +6

      I'll be making a video on this soon just to put it in perfect clarity. I tend to explain things in more detail than they need. If you're absolutely clueless, the method I described will initially put a few more seconds onto your time lining up shots, but the accuracy pay-off will be enormous. It's really aimed at people who have no clue how to shoot, how to lead or understand basic gunnery functions in this game.
      Basically it goes like this: adjust zoom till target ship moves at 1 notch per second on sights. Count notches to match shell travel time. Shoot. It's that easy.
      This fallacy that everyone seems to have in their heads that the sights are made for 20 knot battleships (I heard it long before this particular video) drives me up the wall. It stands up to no scrutiny, makes no sense and goes out the window the second you take different zoom levels, shell travel times, ship angling and your own travel speeds into account.
      Call me pedantic or a bit OCD if you will but I'll happily vouch for my method over telling people to multiply some arbitrary number plucked out of thin air by a speed they're guessing most of the time then somehow working that down to a lowest common denominator number and working it onto a notched scale before firing a shot.
      Seriously, in your head right now work out 28.7 knots, divided by 20 knots (to get your multiplier) then work out how many notches along the gun sight you need to lead for a shell travel time of 8.2 seconds.
      These numbers make no sense and mean nothing because depending on the zoom level, target distance etc they literally have no context or meaning. The gun scopes are a visual tool and the method iChase has used here to explain their use is overly complicated and convoluted at best and flat out wrong, misleading and confusing at worst.
      Like I said, he's a cool dude. I watch heaps of his vids for tips, tricks and advice on what ships to aim for based on what I see from him. But I'll call bullshit when I see it.

    • @Mike23443
      @Mike23443 6 років тому +1

      Sentrygun84 there literally is an option to adjust the reticle to scale to zoom level.

    • @kingjames4886
      @kingjames4886 6 років тому

      you would think they'd all be different, but it seems to scale the UI so that it's always mechanically the same in game.

    • @The-Dom
      @The-Dom 6 років тому +2

      actually you're wrong. there's a setting to set the reticule to "dynamic", which will then scale to zoom. From what i've heard though (and tested), is that each mark of 1 is 1s travel time to a ship going 30knts horizontally.

  • @sempermilites87
    @sempermilites87 8 років тому

    After watching this video, my chances of hits at extreme ranges have gone WAY up. Thanks Chase.

  • @XtremeXC29
    @XtremeXC29 6 років тому

    It took me way longer to find this than it should of. Best guide thus far that I have come across.

  • @yumpinyiminy963
    @yumpinyiminy963 8 років тому

    This is really good. I seen others try to explain it. When I follow their advice it never works. This makes more sense.
    I have played enough games where it is now (like you said) more of an experience thing and I use the radical for where I want to hit depending on HE or AP. I will use cascading fire to walk my shells across to find the aiming point. It is a tip that works for me!
    Thanks for taking the time to but up the Academy and Know Your Ship series. Much appreciated!

  • @nihalareu
    @nihalareu 8 років тому +1

    First of thanks chase 4 all your videos, they are very helpful, second those vertical lines on the left side are the elevation of the guns. Keep up the good work and good luck in your endeavors.

  • @TrickiVicBB71
    @TrickiVicBB71 8 років тому

    Thank you for this video iChaseGaming. I have quite hard time aiming in my battleships and tend to miss my shots. I can see my games improving after this.

    • @ichasegaming
      @ichasegaming  8 років тому

      +Victor Yau :) you're welcome, good luck and let me know how it goes for you

  • @mrdoolio
    @mrdoolio 8 років тому +6

    Wait, so you don't calculate ~20 knots/flight time and put reticle according to the part of the ship you are aiming at, but always at the front tip of it?
    So, if I shoot at a perfectly broadside BB going 20 knots and my flight time is 10s, if I align the number "10" with the front end of the ship, shells will actually go to the middle?
    Well, that's... kinda odd.

    • @danikov7032
      @danikov7032 7 років тому +3

      Yeah, I don't think this video is that helpful.

  • @williambenedictalava2634
    @williambenedictalava2634 8 років тому

    thanks man you just save my butt.. with this vid, it can help me improve my aiming even more.

  • @Erzuu
    @Erzuu 6 років тому

    This Helped me a lot. I was strugling aim long time. Now My aim is better :)

  • @freetolook3727
    @freetolook3727 8 років тому +2

    I learned the hard way. I was shooting without binoculars until I realized they were available. Later on it helped aim and hit ships without using binoculars in close quarters.

  • @endermx799
    @endermx799 8 років тому +80

    aiming only comes with experience, these reticles are a simple guide tool

    • @ductruong2578
      @ductruong2578 8 років тому

      +Ender MX true

    • @Pitchlock8251
      @Pitchlock8251 8 років тому +2

      +Ender MX Agreed. Only works in a perfect case scenario. Better off firing ranging shots and using the scale to adjust form there.

    • @sciencethygod
      @sciencethygod 8 років тому +1

      +Ender MX Agreed, at around 2000 games played and you stop even looking at the reticle.

    • @Raz0rking
      @Raz0rking 8 років тому +1

      +Ender MX it is more...yeah that could work. *fires* Citadell penetration. Yeah. Did the trick

    • @RustyWalker
      @RustyWalker 8 років тому +1

      +Raz0rking Or, in your DD:
      That could work
      Gets turrets knocked out by incoming HE
      Smoke and pray

  • @kymmoulds
    @kymmoulds 5 років тому

    Thanks Chase. This has helped a Noob in WOW a lot. Cheers and a big thumbs up.

  • @Eldanari
    @Eldanari 8 років тому

    Part of the reason I love this game is because of the aiming and firing mechanics. You're constantly having to do math in your head while aiming, with calculations for flight time, angle of attack, how the enemy is maneuvering and so forth. Yes, these numbers help to a point, but as others have said, experience is the key. Now if only RNG wouldn't completely wreck the whole point of making those calculations...

  • @FromGamingwithLove0456
    @FromGamingwithLove0456 8 років тому

    Always look forward to your CA videos- learn something new each time.

  • @KuunoScar
    @KuunoScar 8 років тому

    Glad to see you remaster the previous aiming tutorial chase :3
    Personally I would say I prefer the new one since the reference point stuff was not so ideal.
    However, notice should be given about the zoom size.

    • @ichasegaming
      @ichasegaming  8 років тому

      +Kuu Hanekawa (羽川空) Yeah, it is max zoom :P I didn't like the last aiming tutorial after a while because it wasn't as exact as I would like it. This one is much more exact :)

    • @KuunoScar
      @KuunoScar 8 років тому

      iChaseGaming I am working on the translation, guess will be done in a while :3

    • @ichasegaming
      @ichasegaming  8 років тому

      +Kuu Hanekawa (羽川空) :3

  • @Benepene
    @Benepene 8 років тому

    for angling you can use the cos() of your ship, aiming point and the estimated angle to compensate for the angle and calculate the percentage it is off

  • @WarpedJesterGaming
    @WarpedJesterGaming 8 років тому

    Well done and thank you. this is a big help

  • @tremor3258
    @tremor3258 8 років тому

    My usual trick on this is get the ship centered, hit 'x' to unlock it from my view in zoom-out so it starts moving across the reticule, and count how many ticks it covers in a second, then calculate based on flight-time where to aim (don't forget to relock the turrets)

  • @VuHien2011
    @VuHien2011 7 років тому

    If your point of reference is not the bow of the ship but the center of the ship, then the size of the ship does not matter anymore.
    Also, the dynamic reticule is more convenient than the static one as it adapts to the zoom level and is calibrate for 30 knots that is the speed of many more ships than 20 knots

  • @ianb3866
    @ianb3866 7 років тому

    Ty this really helped me I checked out other videos before this but just couldnt understand it XD

  • @Daremo6969
    @Daremo6969 8 років тому

    Good info, explains why I miss so much.

  • @Dr_V
    @Dr_V 8 років тому +3

    This is valid in full (maximum) zoom of artillery view, what I'd like to know is the exact relation between zoom-out "steps" and the aim indicator lines. The reticule is not auto-scaling, so if I decrease the zoom by one step the same interval covers more distance on the visual perspective so it will correspond to more than one second. Do you know this increment ratio?

    • @ichasegaming
      @ichasegaming  8 років тому

      +Vladimir Efimov Sadly not yet, I will look into it though

    • @PorscheRacer14
      @PorscheRacer14 8 років тому

      +Vladimir Efimov From my experience, one zoom out tick with my Farragut, or Cleveland with advance fire training at near max range (back a few patches ago) it allowed me to use half the distance on the horizontal markings. So leading something at say "10 seconds" would be about "20 seconds" which feels right. There'd be plenty of times I've turned my Farragut completely around and still having shell hits show up really late. I can't say this is tested and scrutinized data, but it seems reasonable to me. Sadly, I don't have the Farragut anymore to test this, moved onto the Mahan yesterday.

    • @Dr_V
      @Dr_V 8 років тому

      +PorscheRacer14 With US destroyers is easy because you can fire ranging shots, their guns reload very fast, but when you sail in a battleship or a heavy cruiser you can't afford to miss much. Currently I use the aiming reticule only for long distance shots at large targets, for close combat and for hunting destroyers I get better results using my own visual estimations.

  • @PGM991
    @PGM991 8 років тому

    simple rules I use today and it's decent enough
    condition, max zoom, enemy move broadside, assume full speed
    if enemy are CA and bullet travel time is 5 sec lead to 7-8 (+2 , +3 number on reticles)
    if enemy are BB and bullet travel time is 5 sec lead to 2-4 (-1 -2 -3 number on reticles)
    if enemy are DD and bullet travel time is 5 sec lead to 10 (multiple 2 number on reticles)
    adjust up-down as enemy heading away or toward you, reduce lead to compensate that too.
    the rest is experience and hunch , see smoke from his stack.

  • @bissonnette6969
    @bissonnette6969 8 років тому

    dude i love u guys i watch all u guys youtube videos the wife love u guys to how u guys get loud and having fun on youtube love it bro keep up the tubs and play more world of warships

  • @BarcelPL
    @BarcelPL 8 років тому

    This is some spectacular learning material. Kudos, I say.

  • @6272355463637
    @6272355463637 8 років тому

    Just watched the video and yes, I'm late for class and it's somewhat obsolete by now but then I don't feel that it was up to your usual standard anyway. Of course the two important parts of aiming are mentioned: Experience and incremental improvement. However, there are systematic errors here. First, the reticle's size doesn't change according to magnification level (the new dynamic reticle in 0.5.5 does though). Lead angle is not proportional to the shell's time to impact (it should be proportional to something like time to impact divided by distance and if you do the math you really shouldn't play fast-firing ships I guess). Then there's the "battleship-sized" target (Iowa is a hundred meters longer than New York) where you aim for the bow but expect to hit the center (which isn't helpful for any kind of lead angle rule - and yes, I aim for the bow, too). Greater detail, I think, might be too much for a simple comment.

  • @arisini
    @arisini 8 років тому

    the vertical line tells you were the enemy ships deck is going to be, for example if hes in an angle and moving away from you, first you lead it correctly, and then the top horizontal line you set it the hight of the front deck, maybe just a little bit higer or lower depending on the angle he has and you fier.
    Not 100% shure that im right on the explanation, but thats how i do it and in most cases if i lead correctly, ship continues its course and rng spread favors you, you will land those shots instead of waching them over shoot or fall short when you had the lead correctly. cheers!

  • @sjwwright
    @sjwwright 6 років тому

    really great explanation thanks mate... just need to put it into practice now !!

  • @KarlBarbosa
    @KarlBarbosa 8 років тому

    Hmmm ... I had no idea about the 20knot BB reference. I'd just been winging it by aiming by experience. I'll try this out when I get home in Random to see how well it holds it for my gameplay. I'm a BB driver by preference, so proper aiming is very very essential for me.

  • @jtmiller16
    @jtmiller16 7 років тому

    Thanks ! Leading is the Key !

  • @staticmatic01
    @staticmatic01 8 років тому

    Incredibly helpful.

  • @CPTCOOP22
    @CPTCOOP22 7 років тому

    Thank you for this explanation of the sights. It makes me wonder how much of an advantage the flags and camo that add 4% error to enemy fire when firing at you, if that enemy is AI in the Co op games.

  • @AnotherDuck
    @AnotherDuck 8 років тому

    The fun part comes when you're in a _Benson_ and firing at max range, since then you'll be aiming about one or two ship lengths past the edge of the screen (at max zoom), depending on ship you're aiming at. And then you fire four or five more salvos before the first one lands and you see where you actually hit. :)

    • @STARSHIPTROOP
      @STARSHIPTROOP 8 років тому

      +Another Duck THAT is where I decrease my zoom by 1 tick, fire, wait to see where it landed & keep decreasing my zoom till it hits where I need it. then let it rain FIRE

    • @AnotherDuck
      @AnotherDuck 8 років тому

      STARSHIPTROOP That's the main reason I use a mod with scalable crosshairs, so one number is always at the same distance from the ship you're aiming at no matter zoom level. Makes zooming out and knowing where to aim much easier. I've never really used number markers to count lead, especially a method as inaccurate as aiming at the bow of the ship and hitting the centre for a specific size of the target. Play enough, and you kind of get a feel for where to aim.

  • @HenryHoblahblahblah
    @HenryHoblahblahblah 8 років тому

    Honestly, intuition and experience is still the best teacher.

  • @TheRandomOpera
    @TheRandomOpera 8 років тому +2

    Thank you Chase.

    • @ichasegaming
      @ichasegaming  8 років тому +1

      +TheRandomOpera You're welcome

  • @rpra6435
    @rpra6435 8 років тому

    Chase this is really - i mean seriously - very good video explaining important things about aiming.
    But ... to be honest ... player need to "feel the shoot", because then i tried to masure this like you explained in the same kind of video from very long time ago - i felt that i acually aim worse. Now i just ... shoot how i feel ...

    • @ichasegaming
      @ichasegaming  8 років тому +1

      +Rpr A Yup, people do need to learn to feel the shots, but if you understand the basics you can develop good habits and those good habits become the feel making your feel shots that much more deadly

  • @yomz0r
    @yomz0r 8 років тому

    This video would have been so much better with target tracking. Now it is a choppy mess. But the information is very good, thank you for that!

  • @MammothPaige
    @MammothPaige 8 років тому +1

    Thanks for the info ,Keep them coming.

    • @ichasegaming
      @ichasegaming  8 років тому +1

      +Joseph Paige You're welcome ^^

  • @cyphi474
    @cyphi474 8 років тому +2

    Thats very nice recticle...ehm. :D
    Nice to see someone using it, it was lot of work.
    czman

  • @inS41NT
    @inS41NT 8 років тому

    Wow, that realy helped me a lot :). Thank you Chase :). I just went with some Basic numbers on different Ranges. U know like with BBs on 17km Range i went with 16 Seconds, that worked out most of the time^^

    • @ichasegaming
      @ichasegaming  8 років тому

      +MilchintolleranteSchokolade Mit ADS :D glad I could help :)

  • @groundzero1792
    @groundzero1792 7 років тому

    Stressed out from WoT , wanna have a break and have some fun. Your videos are great !!

  • @jamesflanigan5994
    @jamesflanigan5994 8 років тому

    Awesome video!!! Thanks for taking the time and effort!!

    • @ichasegaming
      @ichasegaming  8 років тому

      +James Flanigan You're very welcome :D

  • @alien_menace971
    @alien_menace971 5 років тому

    Okay, got a question for you, Chase. Do you have an instructional video on how to aim while using a spotter plane? It drives me nuts trying to ain with that darn plane.

  • @vysearcadia522
    @vysearcadia522 7 років тому +5

    I surprised you decided to explain this by the end of the bow. Instead of looking at the distance from the center to the bow, look at the center of your shot to *center of the ship*. This ignores the different sizes of the ships of bows distance from their center of mass.
    Look at 6:15 for reference. Your showing the distance between the bows the ships where their center of mass is the fulcrum or fixed point and same exact location to one another.
    Instead of looking at the 7 mark (battleship) or 12 mark (destroyer), *you should be looking roughly at the 17 mark because THAT will always be the same no matter the length of the ship.

    • @LeifurHakonarson
      @LeifurHakonarson 7 років тому +1

      I agree - any rule that says "aim this far ahead of point A in order to hit point B" is going to be sensitive not only to the length of the ship but also the range - that distance between A and B makes up a different proportion of the shell travel time depending on distance travelled. This is probably why people can't even agree whether the tick marks are spaced for a 20 kt or 30 kt target (I suspect neither is the correct answer!).
      I keep looking for a guide which uses dynamic tick marks and measure from the centre of the ship. Yes the relationship is going to be more difficult (travel time times X where X is a larger number than 1 or 1.5) but at least it should give a result applicable at all ranges to all ships. I suspect experienced (and accurate) players like iChase are actually firing by feel and then trying to reverse-engineer an explanation for their success using unreliable formulae :-)

  • @torresmuoinc4205
    @torresmuoinc4205 8 років тому

    great tips. aways helping the wows comunity. congratz. keep this good work.

  • @carleriksson7283
    @carleriksson7283 8 років тому

    I love this stuff. Thnx iChase

  • @paulianrago9933
    @paulianrago9933 4 роки тому

    i use "aiming reticle 9" and apply these same principles. i find it easier to hit angled targets

  • @Bis1871
    @Bis1871 7 років тому

    Do you have an episode explaining the two types of experience?

  • @floydreese9455
    @floydreese9455 7 років тому

    this is for the simple cross hairs I use the one that looks like a spider web thinking that would help me on long distance and angle shooting but I am having mixed results and hit very few targets. I have a snapshot of the spider wed cross hairs but I couldn't see how to upload or otherwise show you this snapshot. I was hoping some gunnery officer or gunner's mate would help me so I can get more reliable results shooting at long range

    • @CongSu
      @CongSu 7 років тому

      The spider web helps you align on ships going diagonal. You line up the bow and the stern of the target on a line and it gives decent result. The rule of thumb I use for the distance is to read the horizontal number as the flight time in seconds against battleships and as distance in kilometers against cruisers. It doesn't make much theoretical sense as shell flight times depend on the ship, but in my experience it does put shells on target.

  • @scorpiontank111
    @scorpiontank111 8 років тому +1

    This was very useful. Thanks. :)

    • @ichasegaming
      @ichasegaming  8 років тому +1

      +Andrei Puchianu You're welcome :D

  • @kingjames4886
    @kingjames4886 6 років тому +1

    that's so complicated and doesn't always work...
    simple rule of thumb: 5 for battleships, 10 for cruisers, 15 for destroyers... aprox.
    if they're a fast ship you need more, if they're going slow you need less.

  • @RandomGuy-can81
    @RandomGuy-can81 8 років тому

    Great vid iChase, I'm learning a lot in your videos thanks for sharing them.

    • @ichasegaming
      @ichasegaming  8 років тому

      +Dirty Emp Anytime and you're welcome :D

  • @Palabrota
    @Palabrota 8 років тому +1

    You point out that shooting at shorter ships by counting lead from the bow requires some re-calculation beyond just allowing for a higher speed. So why not aim by putting the 10/15/20 whatever mark on the point of the ship you're actually trying to hit? One less step then, right?

    • @EllenbergW
      @EllenbergW 8 років тому +1

      +MyIntialsAreDK
      I was thinking the exact same thing. _If_ I lead by 5 seconds on a target moving at 20 knots at a range where my shells have a flight time of 5 seconds, my shells should impact exactly where my 5 second mark was on that ship, not "well, we assume you are aiming at a battleship, so we let your shells hit 150m behind the point you were actually aiming at".

    • @Palabrota
      @Palabrota 8 років тому

      +Hawk eye Yeah. It all depends on enemy ship and distance, but for example if I shoot at a guy by putting the 8-sec mark on his forward turret and the shots actually land 6 marks aft of that, then I just need to put my 14-sec mark on his forward turret for the next salvo and (pray to RNGesus) to get citadels.

    • @EllenbergW
      @EllenbergW 8 років тому +1

      +MyIntialsAreDK
      Agreed.
      The whole _20 knots_ thing is obviously not correct. Seems it´s more like 18 or 19 knots. Of course, that is not quit such a nice, round number, so....
      In the end, my suspicion is that WG didn´t think about any of this but just went _oh, this looks kinda neat, let´s use that one_ when choosing the reticle and the thing just got reverse analyzed by the player-base. If the marks were further apart, we would be talking about flight time/impact spot for ships moving at 25 or 30 knots and if they were closer together it´d be ships moving at 10 or 15 knots.

  • @Avalon19511
    @Avalon19511 8 років тому

    I wish you had said what ship you were using because it makes a big difference, for instance you have the Atlanta with the rainbow arc, and you have some guns whose arc, from your point of view, go up and left or right, some have a better curve than my pitches did when I was in baseball. All these you also have to account for, you have to know the different quirks of whatever ship your using.

    • @lladdirnaes3111
      @lladdirnaes3111 8 років тому

      +Avalon19511 the difference between arcs can be found in the flight time so if you know how to find the right point based on flight time it doesn't matter which ship you use

    • @ichasegaming
      @ichasegaming  8 років тому

      +Avalon19511 Same for all ships, regardless of their arcs. Just follow the shell flight time value and you're gold

    • @Avalon19511
      @Avalon19511 8 років тому

      Aiming isn't the issue, I've finally gotten it, what I was saying anyone watching who is a noob is going to think, going by your video, that all shots go straight, but in binocular view how your shots look is completely different for instance...The Murmansk if you shoot your guns a full broadside at a ship lets say 12kl away and he is going from left to right in the zoomed in view the shots will appear to go up then vear left and vise versa. If I don't allow for that curve, even using your way of shooting, I will miss the target. Don't get me wrong this is great info it's just I don't want noob players thinking shots fly as they appear in your video:)

  • @weberry78
    @weberry78 8 років тому +1

    I have aiming down but its my shell dispersion that keeps me from getting effective hits. Looks like I'm shooting a shotgun. Also, I've notice that sometimes it looks like my shells are hitting the target but nothing registers. No deflection or anything. Its getting very frustrating!

  • @matto9734
    @matto9734 8 років тому +1

    again substantial and very helpful

  • @PedroOliveira-dh6em
    @PedroOliveira-dh6em 8 років тому

    I find your videos very helpful, keep on with the good job!

  • @pepedombo3819
    @pepedombo3819 6 років тому

    The worst part of that movie is that is doesn't fully explain that vertical lead:) I think bottom section can help against angled, running away targets but at the end it all comes to experience since it's hard to find regular method for using vertical lead.

  • @c3l7ic
    @c3l7ic 6 років тому

    That sounds neat i use the Kentucky windage method lol... i know my aim point and i know my shell speed, so in short i place the tick for my flight time where it needs to be based on my estimated speed of the ship. for example say my shell flight time is 3 seconds that now becomes my center for aiming then i look at target and judge where its center will be in ~3 seconds and i place my new center there. i hit most of my targets and it takes a whole lot less thinking. works for a filthy casual like me haha.

  • @Apollad2
    @Apollad2 8 років тому

    Watched this video, realized i was derping by putting the lead over the centre of the ship and not the bow with my shots, went and had a game, first 3 volleys that had landing hits got a citadel in them, along with more penetrations.

  • @48tonruckus
    @48tonruckus 8 років тому

    Nice one mate, now I can finally stop guessing my lead!

  • @aldwincalderon5062
    @aldwincalderon5062 6 років тому

    i thought the horizontal reticle is about the distance between you and your target. if tirpitz is around 12KM then you aim it at 12ish + speed

  • @ma6netho
    @ma6netho 8 років тому

    My biggest grief in this world of RNG game is to aim With US gunboat + Atlanta on a fast moving target. Sometimes if i zoom in i have to lead the target so much that the target i'm aiming at is outside the screen, so then its hard to follow the target. My option is to scroll back on zoom With the scroll Wheel so i can find the ship i'm aiming at. This feature is thanks to slow and high Shell arc.

  • @Caorom1
    @Caorom1 8 років тому

    maybe I should learn from this video about shooting a ship, btw can you add a subtiles ? Its really hard to follow what are you saying in this video

  • @FrostyThundertrod
    @FrostyThundertrod 8 років тому

    Thanks I will try it out.

    • @ichasegaming
      @ichasegaming  8 років тому

      +Frosty Thundertrod You're welcome :) let me know how it goes

  • @Makapaa
    @Makapaa 8 років тому +1

    How much does the "zoom level" of the reticule affect the scale? Some times (upper long-range) it gets really hard to try aiming for specific parts of enemy ship and as such, getting a closer look could be beneficial..

    • @ichasegaming
      @ichasegaming  8 років тому +2

      +Makapaa This applies at max zoom with the vanilla crosshairs. If you zoom out the scale changes

  • @tiffanydarnall9499
    @tiffanydarnall9499 7 років тому

    A repeat of my last question, does the game have a tutorial phase for Newbies? Or tutorial tabs for controls in gameplay?

  • @Dragoon876
    @Dragoon876 7 років тому

    Hey I recently started playing this game and I frikkin' love it. I've been coming back to your videos a lot for advice it's helped quite a lot. There's just something I can't seem to grasp. I constantly end up with my shots scattering all around my intended target but generally centered around my aiming point and the few shots that hit keep overpenetrating on same tier battleships. My question is this: does your movement speed affect scattering? I notice in this video for example you're not moving and I'm going full speed trying to do strafe shots at 15kms. I'm sailing the Kongo by the way but as I understand, it's a relatively accurate ship. As for overpenetration I just don't get it. I use AP on everything as I've seen suggested online since it's the highest potential damage and most chance to hit citadel. I only occasionally do decent damage which is pretty disappointing since only 1 or 2 shots out of all 8 are hits.

  • @bullreeves1109
    @bullreeves1109 8 років тому +1

    Amazing VIDEO!!!..................But can you pleas do a "know your ship" video on the Colorado class battleships! its my favrout ship in the game as well as in real life

  • @yaronchayat253
    @yaronchayat253 8 років тому

    Dear Ichase this was a really great and helpful video, since last patch 5.5 and the dynamic scope every thing has changed. I find that when firing on BBs with almost no regard to distance I lead around 5 to get ok hits. do you have any information on how this dynamic scope works?I would appreciate a new video on this two as I'm sure a lot more people. thx for you great work and keep it up

  • @Personat0r
    @Personat0r 8 років тому

    I would never have noticed this new feature if you didn't put up this vid XD but I don't care about it anyways bcs I'm already confident enough in my own ability to shoot

    • @8654ZuluFoxtrot
      @8654ZuluFoxtrot 8 років тому

      +Tuan Nguyen "new feature"?? It's been in the game a long time.

  • @ThisOLmaan
    @ThisOLmaan 6 років тому

    iChaseGaming
    ::⚓ well least this is a better Edited video then the last one i just saw, and what i mean is you editing "AND" pointing out, with green and red arrows is it so hard to use those arrows i think not, people are just either Lazy or don't know how to edit videos.Thank you iChaseGaming exactly the video i was looking for, going to my world of warship⚓ video folder.

  • @M5YUILL
    @M5YUILL 8 років тому

    Didn't realize how wonky the aim was. I figured if I led by bow shells would land at the bow, explains a lot of my misses now. I was leading centre mass.

    • @ichasegaming
      @ichasegaming  8 років тому

      +Warner Moczulski Glad I could shed some light on it for you :)

    • @M5YUILL
      @M5YUILL 8 років тому

      +iChaseGaming yes thanks now I just need to figure out why I only do 2000-3000 damage a majority of the time with my BBs :/

    • @ichasegaming
      @ichasegaming  8 років тому

      +Warner Moczulski You're overpenning with your shots or bouncing because enemy ship is angled. Try to wait for them to become more broadside :)

  • @willchawla6374
    @willchawla6374 7 років тому +1

    thanks for the info!

  • @sciencethygod
    @sciencethygod 8 років тому

    still prefer using a 30 knott crosshair, helps a lot more for those 15km+ shoots.

  • @AhornSyrup
    @AhornSyrup 8 років тому +5

    Sails Colorado. Aim perfectly, RNG, well...

  • @vecioalpin8998
    @vecioalpin8998 6 років тому

    Hello Ichase, thanks for your effort to improve the game mechanics knowledge among players. I have one question: can you explain the difference between a static crosshair and the dynamic one? I tried to use it but for some reason it seems weird to me. thanks

  • @saurabhsinghmakrahi
    @saurabhsinghmakrahi 6 років тому

    So on the horizontal line...one big stick is approx 1 sec? And good for broadsiding BB's ? Twice the lead of flight time for DD's broadsiding?

  • @MONTY-YTNOM
    @MONTY-YTNOM 7 років тому

    How do you get the timer to show all the time ? and also how do you get the enemy ships not to fire in training room ? Thanks

  • @odoc1
    @odoc1 8 років тому

    que buen vídeo muchas gracias esto ayudara un poco, ya que no entiendo muy bien tu idioma y ademas el traductor no es que sea muy bueno, sin embargo soy seguidor de tu canal y todos los dias aprendiendo en tus video y en el streming de twicth muchas gracias por todos los aportes y esperemos que sean muchos mas

  • @mutt152
    @mutt152 6 років тому

    Can you go over the dynamic reticule?

  • @ohcaptain13
    @ohcaptain13 7 років тому

    +iChaseGaming How about aiming with the spotting plane? I can't hit the broadside of anything with it. it is kinda weird to get used too.

  • @lordbog
    @lordbog 8 років тому

    Certainly a good start to aiming but at different distance each tick is worth a different amount of space though. Shooting at a broadside BB 4km away is going to be a different lead multiple of flight time than shooting one 20km away.

    • @ichasegaming
      @ichasegaming  8 років тому +1

      +lordbog same rules apply, 1 large tick on the reticule = 1 sec of shell flight time against a BB sized target going at 20 knots. This is at any range. I've tried it and it works because the ticks are worth the same regardless of range. Try it out and you'll see what I'm talking about

    • @lordbog
      @lordbog 8 років тому

      I have, if a ship moves it's ship length every X seconds and at close ranges the ship is 15 ticks long and at far ranges it's 3 ticks long it'll make a difference. Generally the ships are roughly the same size for 80% of the shots though. But if your'e in a smoke cloud 3km away from a colorado with a RU gunboat dd you can't lead by the # of seconds. It's more aiming for aiming one shiplength ahead of the spot you want to hit. I'd try to post some screenshots if you're interested but this comment is probably lost in the clutter of your popularity! :)

  • @Fanalooker
    @Fanalooker 8 років тому

    thanks for advises.
    it's help me a lot.

  • @Zeugenschutz
    @Zeugenschutz 8 років тому

    I notice you turned track target off in settings, do you find that better for aiming?

  • @xp9792
    @xp9792 7 років тому

    Useful video, but need to use the right word and pronunciation. The word your looking for is the name of gun sight markings which is:
    "reticle"
    noun ret·i·cle \ˈre-ti-kəl\
    : a scale on transparent material (as in an optical instrument) used especially for measuring or aiming
    a reticule is
    : a woman's drawstring bag used especially as a carryall
    Still give you a thumbs up.

  • @michaelbraun74
    @michaelbraun74 8 років тому

    I tried this method and I'm still missing the targets I would should and all of the shells land around the target

  • @davepearson215
    @davepearson215 8 років тому

    Fantastic video, although I'm from uk and on EU server. I do enjoy your captains academy videos on the NA forum, could you possibly publish them on the EU server, a big shout out of course to ThunderAdmiral. Kind regards Dave (buster1984)

  • @FabiAtRage
    @FabiAtRage 8 років тому

    It would be awesome for a mod to take the shells flight time and the ships max speed to calculate and give you a little mark on where to aim.

    • @garganransis
      @garganransis 8 років тому

      yeah there was a mod like that, I think it got banned during close beta

    • @ichasegaming
      @ichasegaming  8 років тому

      +FabiAtRage That would then be a form of cheating, the best thing to do is learn it yourself

  • @kalebirogaren4517
    @kalebirogaren4517 6 років тому

    There is many types of static crosshair, would you be kind to try them and give your point with them ?
    I have tried on my own but having troubles dealing with it ...

  • @forrotamas
    @forrotamas 8 років тому

    cool :) thanks!

  • @sh4dowbl4ck26
    @sh4dowbl4ck26 8 років тому

    Hey Chase Bro The "Lead" Distance it's the same for a Cruiser???
    For Example: If I'm going to shoot a Cruiser that max speed is 20 knots and my Shell Flight time is 5 seconds I have to aim with the "number" 5 of the reticle like you showed with the "Arkansas Beta" and if I'm going to shoot a Cruiser that max speed is 30 like "TIRPITZ" and my Shell flight time is 10 seconds I have to aim with the "number" 15 of the reticle??

  • @MrManerd
    @MrManerd 7 років тому

    Okay, now how do you get to a sandbox mode to test all of this?