Such attempt will work on close distance, but if enemy ship is 15 km away from you and the bullet is flying for eight seconds, you must think greatly ahead. It might seem trivial, all one need to do is aim at enemy ship silhouette and pull the trigger. Without aim assist those few pixels would already aim many hundred meters behind the target.īut it's hilarious when you sometimes aim for one ship and hit another, when it happens.To deal some damage to your enemy, you must hit him. So you can move your cursor few pixels up and you are targeting superstructure instead of citadel. Instead game zoomes on target and each pixel corresponds to what do I know, five meters, or ten or twenty, around your target. If you aim on target 15-20km away, each vertical pixel on your screen would be equal to hundreds of meters, it wouldn't be possible to aim for citadel and such. Without such assist it wouldn't be possible to aim at all. Game always assumes you are shooting your selected target, and compares your cursor location to the location of target and sends shells correspondingly. If you have target selected, aiming is 'zoomed' on that target and your shots land near that target even if your cursor is elsewhere. It's not 'aim assist' but more like 'zoom aim'. I have noticed the shells go somewhat to the target to assist you.
I think it's X, although I'm not 100% sure if that's not my custom key binding so you might want to double check in your controls settings The game does a decent job to pick them automatically, but when that's not good enough, you can help it by learning to use the target lock (or whatever it was called) key. It's very important to make sure you have the right ship selected. aaand then you can watch how your shells gloriously fly over the first ship and drop into the water right behind it a bit higher than the tallest battleship's superstructure? Huh, whatever, that's what the captain wants, we're not here to do the thinking, execute! Now we adjust the elevation so that our shells reach 18km target at altitude of. And Imagine that your shells have a high trajectory so they fall down almost vertically.Īnd, here's how your aim is going to be interpreted:Ģ. Imagine you've locked onto the closer one but are aiming at the further one. Imagine two ships, one 18 km from you, the other 20km, 2km behind it. This makes it much easier to aim, especially when you want to hit the superstructure or hit slightly below waterline - but it also means that if you have a target lock on the WRONG ship, your salvo will be f*cked up like hell. If you shoot, your shells will hit superstructure (the ones precise enough, at least - since there's the random factor involved) Aim at ship's superstructure? Now you're aiming at the superstructure - your gunners still assume that the DISTANCE you want to shoot is the same but you want your shells to reach that given distance at specific height over the water. with target lock: you aim at the selected ship.
If you fire like this, you'll probably overshoot, possibly by a lot. Aim at ship's superstructure? Now you're aiming at the water you WOULD be pointing at if there was no ship there. without target lock: you aim at a place in the water. The aim assist that goes roughly like this (assume stationary target for cleaner example): The shells don't land exactly on the pixel you picked - there is a bit of randomness involved and this randomness is bigger when firing without target lockĢ. So shells are not just going on the pixel you aim, there is something else behind.
This happened by mistake at first, so I realized what's going on and from there on I always carefully select with X the correct target I intend to shoot. While when aiming at the correct target selected (with X) the shot goes spot on, with the guns being at the same position. When 2 targets are close enough and you aim at the de-selected one (not with X), the shot goes off.