Basic Targeting

Basics of Targeting

This is the main aspect of World of Warships and probably all shooter games. Targeting – is crucial since it’s the only way to ensure a win in game. Yes, you can cap areas on the map and amass points that way, but I’ve seen teams win without any caps. Wipe out the other team and victory can be yours! So, targeting takes into consideration the following points –

  • Reticle – Deciphering the information.
  • Leading the Target – predicting where the target will be when your shells hit the water.
  • Predicting Ship Movement

Reticles come in many variations but all have basic elements. In the image below you can see the center mark, which is where your shell will be shot to. Then there’s a line extending horizontally in both directions. This is know as the horizon mark and it has graduations on it. These typically refer to the time or lead of the target. If you notice in World of Warships there are two sections, one the the left and one to the right of the center point. Here they try to help every one by telling you on the right – distance to target and on the left – lead time. So, theoretically you should be able to line it up and hit every time, right? WRONG, because as I stated above these are game mechanics and not actual ship reticles calibrated to .0001 and then re-calibrated. They’re all different and none of them are calibrated to any specific ship. So, my recommendation is to find a reticle you like and then learn to judge your shells without ready what warships is trying to tell you. Case in point, battleships shells take a shorter time to get to your target than destroyer shells do using the same reticle. Hence, my reticle that I use bellow, has the horizon line extend all the way to the side of the monitor because I primarily play destroyers and hunting destroyers and shooting ships at a distance often require leading a target to the edge of the screen. Or a screaming fast destroyer.

The other fly in the ointment, leading the target, is the most difficult aspect of the game because ships are different sizes and travel at different speeds. So, lets take a battleship going 20 knots and throwing it rudder hard left. It’s not going to turn immediately but actually start drifting sideways or power-sliding because of it’s sheer mass and the fact that it’s in water. By immediately cutting speed you drop the bow into the water and it cuts into the turn faster. Turning radius’ in the game very greatly as well.  Rudder shift speeds, overall speed of the ship and game mechanics determine a ships turning radius. Oh, and don’t forget, I’ll say it again… cutting ships speed to initiate a quicker turn is paramount. CRAZY IVAN!

Predicting ship movement is probably the other great unknown in World of Warships because everyone is an individual and predicting what someone will do is basically impossible. But, don’t worry because you can narrow down the tendencies among players based upon what is shooting at them and what their ship is. Case in point, almost “EVERYONE” in game turns away from torpedo’s when they see them. BAD, BAD, BAD… by turning toward the torpedo’s you shorten the distance and allow the bow of your ships to cut into the water making your ship more maneuverable. There it is again… this alone could help you avoid torp’s altogether.

So, play your ships and learn their tendencies. Learn how far to lead a battleships and how far to lead a destroyer because all ships are different and the information wargamming gives you will only get you close. These things can all be taught by heading into a training room with one of your clan mates or friends and don’t forget this is a game and not an actual warship!



Skip to toolbar