Episode 25 of Captain’s Academy deals with a question that many players have, how can I aim better and lead my targets better? So sit back and enjoy!
If you have questions, please leave them in the comments section below.
♦ Join me on Twitch for more fun!
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.
Eh….if you point your reticle at a spot in the water and fire, your shots
should hit that spot. Now put in a ship at that exact spot. Ship size only
matters for rng spread.
this was my principal objection to this game . why did one have to aim when
the real thing had analog computers to help with that . that fact and the
fact that torps can reload in game mean that this promising game is dead to
me apart from the occasional Co op battle . it will go the same way as woap
given time . it’s totally not friendly to tomatoes .
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
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…
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
What about shooting in a Cleveland? Those lead times are stupidly long when
at long ranges…
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..
again substantial and very helpful
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.
It’s TsunderAdmiral ! Shoot that guy ! (use Bradley Pitt’s tune like Movie
– Fury)
LOL ~
Bad news is i am come from Asia server , hope can see him at Sea server
some day :)
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.
I love this stuff. Thnx iChase
I always semi angled in Fuso totally helped the ship poor armor
Well too complicated for me, let’s go with feelings ^^
Ichase, in my experience, I think the numbers on the horizontal line is the
estimated flight time of shells to hit a 24-25kn ship (which they define
slow Battleships and fast Battleships),I don’t know if it is correct or
not,can you help me to check it out?
wait, how did u manage to get into a one V one match?
But the reticule doesn’t scale as you zoom in. So all your explanations are
bogus. Just get used to the reticule, rinse and repeat until you’re used to
it. Make some references just as chase did 20 kts battleship w/e. Just dont
forget its a rule of thumb, not how things actually work.
I can’t even hit anything that’s standing still. sigh!
For DD I usually use flight time x3
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
Big thanks for this video and the time both you and TsundereAdmiral put
into making this video. Was very helpful!
or just ignore the lines completely and do a quick calculation with the
shell travel time, watching the lines too is distracting, also you have to
learn every ship’s top speed, and what if the ship not going with full
speed then you have to recalculate lol
Thank you Chase.
the worst is when a ship is at a angel heading away from you
how did you do this with the 1v1 setup??
Thanks for the info ,Keep them coming.
this not work so good with fast destroyers like kiev
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
Question: If you zoom out once or twice from the max zoom in of the
reticule, what’s the BB size speed are those intended for since they are
definitely not for 20 knots BBs. Asking this because ships like Atlanta is
almost impossible to use the max zoom in for a long distance target due to
their super slow shell flight.
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.
Yass, teach me more Senpai.
Great vid iChase, I’m learning a lot in your videos thanks for sharing
them.
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.
Lets see if I can learn something new here! Also whew I survived that game
against your udaloi, game ended before you could drop my ibuki. my team got
trucked and pushed into the corner =/
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!
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.
ty chase
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.
This is only accurate if the target is parallel at 10km.
chase the game is still too RNG and to much US ships being inferior to the
others, I have recently gotten my first tier 7s, mahan and pensacola, and
you won’t believe the types of things that happen, such as I just got back
from a game in the mahan where I was outgunned by a minekaze… when I was
on FULL health, the game before because I haven’t gotten my DD captain used
to the mahan, I don’t have situational awarness, and I was randomly
ambushed by a hipper and dropped smoke, and he used hydro and I had no clue
so I ran away just to get spotted by his plane and he killed me, and he
dodged while in smoke… 20 total torpedoes… and even worse has happened,
I’ve been blind fired by a BB while in smoke and one shotted, and killed by
a carrier while in smoke… and the carrier was 6 km away… maybe this is
just because RNGESUS and matchmaker thinks i killed it’s parents…
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.
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.
so that’s~~~ why i saw ya in a training room the other day
Poor target lol. However I think most players have already figured out
their own way (maybe not making any sense) of using the reticule.
B-Baka Chase >.< I think thats how it sounds when you play with TsundereAdmiral ( ^ω^)
When a target appears broadside to my ship at 5 seconds travel time :
US BB | 5 (x1)
IJN BB | 7.5 (x1.5)
CA | 10 (x2)
DD | 15-20 (x3 or x3.5 if boost)
*values of the horizontal scale.
**values decreases when target is angled.
Awesome video!!! Thanks for taking the time and effort!!
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.
still prefer using a 30 knott crosshair, helps a lot more for those 15km+
shoots.
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. :)
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)
Sails Colorado. Aim perfectly, RNG, well…
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.
aiming only comes with experience, these reticles are a simple guide tool
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?
I love the vids man they are amazing
cough strangers123 cough
another great vid
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!
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^^
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.
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 …
Thanks I will try it out.
Also my shots never go where I aim them. That adds substantial challenge
This was very useful. Thanks. :)
I hereby proclaim thee “First”