Shooting secrets in World Of Tanks. Secrets of shooting in World Of Tanks Mods wot 9.14 1 barrel

Interesting 10.08.2019
Interesting

With the Chaos Barrel mod, you will forever get rid of annoying desynchronizations, during which the projectile flies not at all where the standard sight is looking.

Why is this needed?

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

To start 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.


How often, when flying to ST or LT, do you miss, yes, it would seem that the gun was driven, the tower turned, but no, 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 information. This is exactly what it is, the "Server Sight" function is not in vain enabled in the game.

So why do such failures occur? That's right, the server did not have time to process information about where yours is blowing now. Thus, when fired, the projectile flies at the wrong target. We look at an example on coub.



But the mod from reven86 will help to avoid this. It makes it possible to activate the 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 Slimming Patch. Contraindications for use: pregnancy, exacerbation of skin diseases, individual intolerance to the components. Do not use on affected areas of the skin and open wounds. Storage: in a cool dark place in a tightly closed container.

Installation:

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

An offensive and painfully familiar situation for each of us: the enemy rolls out from behind cover and, without wasting time on mixing, makes a productive shot, and then quickly leaves the shelling. It is doubly unpleasant if this happens in the midst of a battle, when its outcome fluctuates and a lot depends on the number of hit points of your particular vehicle.

Why this is happening and how the developers are going to influence the situation will be discussed in this article.

The circle of information can be conditionally divided into 10 zones (the central zone is the tenth, then in decreasing order up to the first zone on the border of the circle). Each zone of the circle of information has a certain probability that the projectile will hit it. The current distribution of projectiles within the circle of information by zones can be seen in the graph below*:

* The figure shows the result of shelling the target after 3000 shots.

As can be seen from the image, the maximum density of fire is concentrated in the zones adjacent to the center of the circle of information. The central sector now has the highest probability of hitting. It is for this reason that at the moment there is always a chance to get a stray projectile in the commander's cupola or other weak spot from the enemy, who simply aimed the aiming marker there and fired without even thinking about retracting.

In the gaming community, for such cases, the term "vertuhan" or "turntable" is used - a productive shot made at random, without information. The regular repetition of situations where hitting the target weakly depends on the accuracy of the gun and the degree of preparation of the shot contradicts the logic of the game and needs to be corrected.

With the release of Update 9.6, the number of such shots will be significantly reduced: the distribution of shells in the aiming circle will be improved.

To reduce the chance of hitting the bull's-eye when shooting without aiming, the following changes will occur: the chance of hitting the center of the aiming circle will decrease from 16% to 10%, while the chance of hitting the zones adjacent to it will also increase by the same amount. Such changes allow to keep the density of fire at the same level and at the same time increase the dependence of the result of the shot on aiming. A good example is in the figure below.

As can be seen from the figure, when firing with incomplete convergence, the area of ​​​​the highest density of fire significantly exceeds the size of the vulnerable spot, in this case turrets of the radio operator of the KV-5 tank. Inside this area, the shells are distributed quite evenly, without pronounced clusters of hits - it is thanks to such a change that the number of “vertuhans” will decrease.

With full mixing, everything is in order - the defeat of the weak spot is very likely. Keep these changes in mind and shoot for sure: no matter what you shoot, it's on target!

Good luck in battles!

The Barrel of Chaos is a mod for accurate shooting, because thanks to it the tanker will know exactly where the fired projectile will fly.

In World of Tanks, each vehicle has two scopes. One server, another client. And there are situations when shooting at the point indicated in the sight is not entirely correct and the projectile flies, but not at all where it is needed. You've had those too, right? All this is due to the fact that the position of the client sight may differ from the server one, that is, the player sees that the marker is looking at one point, but in fact the server sight is directed to another position. Most often, such unpleasant situations occur if there is a high ping and the server sight does not have time to synchronize (combine) with the client one.

This problem is solved by the Barrel of Chaos, with its help, the server and client sights are combined, that is, where the sight is directed, the projectile will fly there in 100% of cases. The mod has only one, small drawback - the gun can twitch funny due to the synchronization of two sights.

Chaos Barrel is not the only mod that improves aiming, we advise you to take a look at cheat options for auto-aims, which significantly increase the functionality of standard target tracking. For example, it’s very good, it not only independently takes lead on a moving target, but can also look for weak points in the enemy’s armor, thereby saving the beginner from remembering vulnerabilities for several hundred different tanks.

Installation

  • In the directory with the game you need to copy everything that is in the archive with the mod.
5 years and a month ago Comments: 4

Today we will talk about many secrets of shooting in our game. Namely, we will find out how various processes occur during shooting, how everything works in general, and we will find a couple of bugs (as well as their causes).

Shooting.

If you've been playing tanks for over a thousand fights (and I have no doubt) you've already taken quite a few shots. And you've often seen it happen visually, but you don't know how it happens systematically. The server on which you play takes into account the position of your tank, gun, turret. After pressing the shot button, your computer transmits the shot data to the server. After that, the server sends the result to your computer, i.e. punched, covered, etc. All server records (position of the tank, guns...) affect the trajectory of the projectile. For example, you raised your gun up and fired, the trajectory, that is, the trace left by the projectile, will be drawn up. If you shoot sideways or down, then naturally the trajectory will be directed sideways or down. This is the dependence of the necessary factors on the trajectory of the projectile.


Not all tanks in the game have the same trajectory, for example, in the KV-2, the projectile flies slowly and a little "artificially". And in a tiger, for example, the projectile flies quickly and evenly. Therefore it is possible to do conclusion that the trajectory of the projectile also depends on the type of gun and projectile.

There is a very common concept in the game - preemption. Let's say it's driving at breakneck speed in front of you, to get into it, naturally, you need to shoot a little ahead. This calculation is preemption. This indicator directly depends on the speed of the projectile and .

Players with a weak internet connection may experience a bug. Your projectile flew through the tank without any damage. In this case, due to the weak Internet, the server simply did not have time to send you the result of the shot, or yours did not have time to inform the server that the shot was fired. This bug happens very rarely, but if it often repeats for you, then it is best to change the game server. If changing the server did not help, then you need to improve your Internet.

Scatter circle.

For many, it is no longer a secret that the sight is a circle, and not a crosshair inside it, and that you need to wait for the convergence of this circle for more accurate shooting. But few people know where the projectile flies more often in this circle. About 4-5 patches ago, the developers made more accurate shots. According to them, about 20% of the shots flew to the edge of the circle of information, about 45-50% in half of the circle, and only 4-8% to the very center. In one of the updates, they reduced the percentage of the projectile's chance of flying to the edge of the circle to 1-2%, and to 60% in the half of the circle, to 20% in the center was increased. The probability of where the projectile will fly does not depend at all on the type of weapon, projectile, server, tank type, your country, season, etc. This is purely random calculation. The only thing that stands out. All tanks in the game have different sizes of circle of information and the narrower it is, the higher the accuracy.


In this section, we can also highlight the bug. Still, those who have a poor internet connection are seeing this problem: the projectile flies outside the circle. That is, you aimed at the enemy, fired, and the projectile flew not at all into the circle of information, but behind him. In this case, you just need to check the box “Use server sight” in the settings and you can get by with changing the Internet.
Shooting accuracy.

In general, everyone wants to accurately shoot, hit and punch. Now we will figure out what is needed to successfully hit the enemy, even from very far distances:

  • 1. We need a fully trained (100%), in our case, a gunner.
  • 2. Additional modules(stabilizer, aiming drives).
  • 3. Additional skills (combat brotherhood).
  • 4. Premium equipment.
Of course, few people can fulfill all of the above points, but everyone can fulfill 1 point and it is the most important. A gunner who is fully trained to 100% aims much faster and makes the gun more accurate than 50%. Whatever oblique gun you have, a trained gunner will make it more comfortable. All other points are insignificant, they only improve the result by 5-10%, which is not noticeable, but still there.

Information time.

Aiming time is the time during which our sight (circle of information) will narrow as much as possible. This indicator is indicated in the characteristics of the guns, but only half of the information is shown in the characteristics, while the full information doubles in time. For example, for borscht, the mixing time is shown in the characteristics - 2.3. So the total mixing time is 2.3 * 2 = 4.6 seconds. That is, we need 4 and a half seconds for complete information.

Like accuracy, convergence time also has necessary factors. They are the same, only fur-water is added. The driver-mechanic has a skill, in the study of which your circle of information on the move will be narrower, i.e. it won't spread as much.

Correct shooting.

And now some information for beginners. Many novice players simply do not know how to shoot correctly, which often leads to non-penetration and misses. If you are still in the sandbox, then the ability to target various hatches, holes, etc. you won't need. You just need to learn how to hit. For a successful hit you need: full information, good aiming (in sniper mode!). It is not necessary to always shoot in sniper mode, sometimes you need to shoot in arcade mode. That is, when you are circling whom and the time to stop, information, etc. you just can't get enough.

If you have already reached tanks of 6-8 levels, then it will be more difficult for you. Here you already need to be able to punch. To do this, I would not advise you to download skins with penetration zones, because. they are absolutely useless. Judge for yourself what the player can see at the tank from 200-300 meters. What if the enemy is in the bush? The only use of the skins, only when attacking from close. My advice is to download the Wot Tank Viewer program and turn on all the armored tanks in turn (with which you have difficulties) and in the booking mode consider the armor of each tank. Of course, you won't remember the thickness of everyone's armor. armored tank in all vulnerable places so that one must always know what is most vulnerabilities in the forehead is the lower armor plate and various machine-gun turrets. If the enemy puts only a tower for you, then always find the commander's hatch on his tower (almost everyone has it) and shoot there. You can also train with friends in training on your own by firing at each other in various places.
This concludes my guide, good luck on the battlefield!

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