Why I’ve Stopped Using Salvo Fire In Battleships

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  1. Yeah I kinda want to see some testing of dispersion RNG and how it’s generated, like the torp tubes’ HP pool. For example about whether the randomness is generated right after finished reloading, or right after clicking, or when the shells are in the air.

    • Buddy wows is just a arcade game is closer to Dredge that Dangerous Waters , and players like to play that arcade game because is easy to control , WSAD / ZXCV/1234/RTYUI + mouse is all you need , and then is tactics , WG could add sepred control to every turrest , manulal secondary , manual AA … but that would give advantage to players who will learn to use it in battle , and WG dont want that , because in that case WOWS would stop being arcade game.

    • So I have never used salvo fire, I have always ripple fired and I still get the bugs.

    • I believe that dispersion RNG is calculated the moment you fire. This is because there are modifiers to the dispersion depending on the battle situation. For example, locking on to a target automatically gives you some dispersion buff. This can be easily noticed when blind firing into smokes.

  2. It’s depends on how dispersion is calculated for salvo fire. If in case of salvo dispersion is calculated once and then applied to all turrets – single turret fire is definitely way to go. If in case of salvo fire each turret gets it own dispersion calculated – when it’s most likely a placebo effect (although, depending on how exactly it is calculated – it still might be beneficial to let server give you those numbers with some delay between them, instead of doing it in one tick).

    • I have been playing since closed beta, and I absolutely believe what you say is true. I primarily play battleships, and it seems like when you single fire each salvo it gets its own type of dispersion and calculation.

    • It isn’t though. It’s very obviously calculated per turret even with salvo fire, you can watch any shot with salvo fire, and see this.

  3. I’ve fired single in ships like the Lyon (t7) and the Agincourt for quite a long time. Both ships have shotgun dispersion but I’ve found through hundreds of games that my dispersion “seems” better this way. I also “seem” to get more fires. No scientific studies or anything but with over 20k battles sometimes you just go with your gut. Keep up the great work.

  4. From this video, it does seem to make a difference. Recently the ‘shells falling short’ bug has been insane. Both in cruisers and in BB’s. So maybe I will try this.

  5. i personally use single fire to account for the enemy ship accelerating/decelerating, instead of firing all shells at the same time allowing for the ship to easily dodge my salvo. instead spread the shells horizontally so at least if the changes speed some of the shells will hit. same can apply for when a ship is moving towards or away from my your direction. spread the shells vertically to account for enemy ship acceleration/deceleration.

  6. One thing I like to do with ships that have long reloads, is to time fire the turrets, so that as I fire the last turret, the first is about be ready to fire again. It’s a lot of fun with DD’s too, instead of firing every 5 seconds you get a shell out every second, like raining shells much?

  7. You should have made this video!
    Wargaming is certainly “fixing” this 😁
    Also – what happened to lock – unlock – lock again? You said the same about doing that.
    EDIT: 6:45 why not doing it in columbo or classic German BB line? If it really has an effect, it should also effect those ships. Certainly not giving the same result, but it should also be noticeable.

  8. I’ve been doing this for a majority of my BB’s for ages, But mainly to ‘cover’ the options the enemy has to dodge the fire(especially at range).Never thought about it in the way you have though,and about time a youtuber says about singlefiring 😀 Another thing ive noticed is sometimes a cruiser will dodge,then relax and puts themselves in a position to take the one turret thats still in ‘reserve’ 😉

  9. I usually do the same thing; however, I was just holding down the mouse button thinking that shot each turrent “once” for more rolls, but this seems to really show a HUGE difference.

  10. The back turret thing is more because the gun cam, will typically default to the rear turrets. I actually find it annoy that I can’t keep the camera locked to my front guns, but it auto swaps constantly. There used to be a setting that would lock the cam to amid ship where your primary Fire control is located. Had some of my best shot when that was an option but WG removed that feature.

  11. I’d probably do some testing in a training battle to confirm something like this. This could easily be an artifact of sampling a random process. When you take 12 samples (12 guns for instance) from the normal ellipse, you could randomly select 3 of the 12 numerous times and they’ll mostly likely look like a tighter grouping. What’s happening is that the “average” or “center of mass” of each of those selections of 3 are different while the end-to-end “range” or “spread” of those 3 around said center of mass is likely tighter than the 12 original samples. Therefore, single firing will likely always feel more consistent because it’s hard to spot the drift in the grouping as a whole when firing at a moving object and taking more samples (salvo firing) will give you greater likelihood to sample an extreme part of the distribution even if the center of mass will be closer to where you aimed.

  12. Yes, the single shots are in general more accurate than the full salvo. When you have the time for the single shots though.
    I can only really refer to the King George V up till Conqueror. Their guns are quite accurate. Not looking too much the German BBs I have with Bismarck and Pommern as my “highest ones”
    But again, I have good experience too with single shots.

  13. In my BBS I fire one turret at a time when leading DDs. Partly adjusting trajectory between turrets. I wonder how long the timer is between “MB1” firings where the code resets the ballistics variables formula.

  14. One possibility is that the game uses the location of individual turrets for each shot when they are fired one at a time (four turrets – four locations to which horizontal and vertical dispersion as well as grouping are applied; and a different set of mathematics when a single salvo is fired – perhaps the front closest turret or the actual central of the ship. This would make more of a difference on battleships since they are so much longer than a destroyer. It could also be that these dispersion and grouping mathematics use sample size as a variable in the application of shell separation – more drift when 12 shells are fired than when 3 shells are fired. It could all just be in the math somewhere.

  15. The Gneisenau’s back turret is definitely the most accurate one. (Cuz it only has 6 guns, it’s more apparent on this ship) That is a thing for sure

  16. I wouldn’t be surprised if single fire is individual dice rolls. But over the long term the dice rolls plus modifiers turn out to be no different then what you would see with salvo fire.

  17. I do it as well, it works for me. I noticed it when I played ships where I had to turn some more to get the rear turrets on target (like Missouri) it always seemed the back turrets in the second salvo with the rear turrt(s) had great RNG, bullets were stuck together.

  18. If each shot is a dice roll (small roll) and a salvo is a dice roll (big roll). Dispersion has a maximum vertical and horizontal and a sigma for shell grouping. Big rolls you have a greater volume of shells on that roll and may be more likely to see the maximum values for dispersion. Small rolls maybe the less shells means you are less likely to see your maximums? Or maybe it’s what you mention with the inputs or a bug in the code or something. This is definitely worth testing and seeing if there is a deference in the data.

  19. When you single fire your guns all aim at a point, when you salvo fire your guns spread out wider like a shotgun blast. This means that if you have good aim like you do single fire can be better however if your aim is a little off you are going to miss everything while salvo fire means you can be a little bit off with your lead and still hit at least something.

  20. You should also compared holding the fire button to cycle the shots automatically vs clicking for each shot individually vs full salvo by double-clicking. For me, I rarely cits for whatever reason, while I see people juste like you barely aiming and able to cit everything they touch.

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