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Shooting a tank to make it miss

tactic tank miss tryhard dispersion winrate aimtime

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Azgabast #1 Posted 13 February 2018 - 04:25 PM

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Hello,

 

Tanks are getting modified dispersion when they get damaged, just like they do after firing according to tanks.gg. For example, most of them seem to have 3.84 after firing and 1.92 when "damaged".

So my question for you is, do you try to take advantage of this mechanic in some way? Like knowing the enemy's reload and trying to shoot it right before it will shoot you so it will miss his/her shot, this being especially useful if your reload is much faster, so you might get one more in.

I have to say I'm not really considering it, but it might also be just useful to know this, even if you've noticed it on the field when someone has shot you and penetrated, so you do not rush the shot.

 

Thanks.



Shivva #2 Posted 13 February 2018 - 04:31 PM

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Yeah because trying to aim for a zero dmg shot on the enemy gun is really useful....why actually do damage to enemies when you can add 1.2 dispersion to thier accuracy......seriously man, read through some before you hit post.

K_A #3 Posted 13 February 2018 - 04:34 PM

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That's the dispersion when your gun is damaged (orange), tank damage doesn't do anything to accuracy.

Kirk_Helmet #4 Posted 13 February 2018 - 04:35 PM

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View PostShivva, on 13 February 2018 - 04:31 PM, said:

Yeah because trying to aim for a zero dmg shot on the enemy gun is really useful....why actually do damage to enemies when you can add 1.2 dispersion to thier accuracy......seriously man, read through some before you hit post.

 

Well you can score a critical hit to the gun still doing 0 damage but making it much harder for the enemy to aim and that can be a lifesaver sometimes.

Coldspell #5 Posted 13 February 2018 - 04:40 PM

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View PostKirk_Helmet, on 13 February 2018 - 03:35 PM, said:

 

Well you can score a critical hit to the gun still doing 0 damage but making it much harder for the enemy to aim and that can be a lifesaver sometimes.

The ranges where that will be a lifesaver make hitting the gun pot luck, if you are talking about taking the gun out there is no guarantee you will so again luck will be a big factor.



Azgabast #6 Posted 13 February 2018 - 04:41 PM

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View PostShivva, on 13 February 2018 - 04:31 PM, said:

Yeah because trying to aim for a zero dmg shot on the enemy gun is really useful....why actually do damage to enemies when you can add 1.2 dispersion to thier accuracy......seriously man, read through some before you hit post.

 

View PostK_A, on 13 February 2018 - 04:34 PM, said:

That's the dispersion when your gun is damaged (orange), tank damage doesn't do anything to accuracy.

 

I am sorry I think you misunderstood.

 

If the enemy's gun is damaged, his accuracy will be halved (for example 0.35 turns into 0.7). This is not the subject of my topic.

The stat from tanks.gg that I am talking about is the reticle size penalty that you get when you shoot and when you are shot at.

So, my question actually was if you try to time your shot at an enemy precisely moments before he shoots. So that: he gets damaged, he shoots 0.1s later and his reticle is big because he just got shot and he misses his shot.

Thanks.


Edited by Azgabast, 13 February 2018 - 04:42 PM.


Shivva #7 Posted 13 February 2018 - 04:41 PM

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View PostKirk_Helmet, on 13 February 2018 - 03:35 PM, said:

 

Well you can score a critical hit to the gun still doing 0 damage but making it much harder for the enemy to aim and that can be a lifesaver sometimes.

 

you can but are you seriously telling me you'd pass up dmging shots to go for it?>

Kirk_Helmet #8 Posted 13 February 2018 - 04:45 PM

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View PostShivva, on 13 February 2018 - 04:41 PM, said:

 

you can but are you seriously telling me you'd pass up dmging shots to go for it?>

 

No by any means. I was rather thinking about a situation where don't have an option to score a damaging shot but might get a chance of causing an enemy to miss while you're trying to escape. For example when only his turret is visible and impenetrable for your rounds.

mortalsatsuma #9 Posted 13 February 2018 - 04:48 PM

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View PostAzgabast, on 13 February 2018 - 04:41 PM, said:

 

 

I am sorry I think you misunderstood.

 

If the enemy's gun is damaged, his accuracy will be halved (for example 0.35 turns into 0.7). This is not the subject of my topic.

The stat from tanks.gg that I am talking about is the reticle size penalty that you get when you shoot and when you are shot at.

So, my question actually was if you try to time your shot at an enemy precisely moments before he shoots. So that: he gets damaged, he shoots 0.1s later and his reticle is big because he just got shot and he misses his shot.

Thanks.

 

over 18K battles and you still have no idea how game mechanics work....

Shivva #10 Posted 13 February 2018 - 04:53 PM

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View PostKirk_Helmet, on 13 February 2018 - 03:45 PM, said:

 

No by any means. I was rather thinking about a situation where don't have an option to score a damaging shot but might get a chance of causing an enemy to miss while you're trying to escape. For example when only his turret is visible and impenetrable for your rounds.

 

Gotcha, so you were just arguing for the sake of it.

Kirk_Helmet #11 Posted 13 February 2018 - 04:54 PM

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View PostShivva, on 13 February 2018 - 04:53 PM, said:

 

Gotcha, so you were just arguing for the sake of it.

 

Arguing... :P I just said that there might be a situation where a shot at the gun may give you some profit.

Jotneblod #12 Posted 13 February 2018 - 05:01 PM

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View PostShivva, on 13 February 2018 - 04:31 PM, said:

Yeah because trying to aim for a zero dmg shot on the enemy gun is really useful....why actually do damage to enemies when you can add 1.2 dispersion to thier accuracy......seriously man, read through some before you hit post.

 

Please don't even suggest such things. The fans of +2/-2 matchmaking are going to argue this is a new great play in the arsenal of the bottom tier tanks so they are "useful".

Dr_ownape #13 Posted 13 February 2018 - 05:03 PM

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yes i've done this very think against the Vk 72 or variants. Clearly the weak spot is the gun mantlet and one player contacted me afterwards to say I had "broken his gun" twice whilst trying to snipe his mantlet

Kirk_Helmet #14 Posted 13 February 2018 - 05:13 PM

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View PostJotneblod, on 13 February 2018 - 05:01 PM, said:

 

Please don't even suggest such things. The fans of +2/-2 matchmaking are going to argue this is a new great play in the arsenal of the bottom tier tanks so they are "useful".

 

There are no fans, +/-2 MM is just fine. Nothing more.

PervyPastryPuffer #15 Posted 13 February 2018 - 05:20 PM

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lol I think OP is really confused... Your tank doesn't lose accuracy if it gets shot unless you take critical gun damage (yellow). Those numbers you see on tanks gg are actually multipliers.

 

So for example the Grille 15 has 0.26 dispersion with a fully operational gun, but when the gun gets damaged, that dispersion is multiplied by 1.92. If you train the Armorer skill you'll see that multiplier drop to 1.53. Get it now?

 

This made my day, thanks for a good laugh! :teethhappy:


Edited by Tankyouverymuch2, 13 February 2018 - 05:21 PM.


Homer_J #16 Posted 13 February 2018 - 05:33 PM

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View PostAzgabast, on 13 February 2018 - 03:25 PM, said:

Hello,

 

Tanks are getting modified dispersion when they get damaged, just like they do after firing according to tanks.gg. For example, most of them seem to have 3.84 after firing and 1.92 when "damaged".

 

 

View PostAzgabast, on 13 February 2018 - 03:41 PM, said:

 

 

I am sorry I think you misunderstood.

 

If the enemy's gun is damaged, his accuracy will be halved (for example 0.35 turns into 0.7). This is not the subject of my topic.

The stat from tanks.gg that I am talking about is the reticle size penalty that you get when you shoot and when you are shot at.

 

You are wrong.

 

The "damaged" stat on tanks.gg is the penalty for a damaged gun.



Dis4ster #17 Posted 13 February 2018 - 05:34 PM

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But wouldnt it be great if you could shot a enemy to the moon if your caliber is big enough and the target is light enough. Or flip a tank with a sideshot and make it land on an other enemy.

PervyPastryPuffer #18 Posted 13 February 2018 - 05:48 PM

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View PostDis4ster, on 13 February 2018 - 05:34 PM, said:

But wouldnt it be great if you could shot a enemy to the moon if your caliber is big enough and the target is light enough. Or flip a tank with a sideshot and make it land on an other enemy.

 

That's not how physics work. :facepalm:

 

You'd have to be shooting tank-sized projectiles made from solid steel out of your gun to make the sideshot flip even remotely possible. Fire the projectile too fast and it will literally disintengrate the tank, if it's armor is weak enough.

 

I guess you missed that one Mythbusters episode, though to be fair that was a car being hit by a solid steel WALL travelling at nearly the speed of sound. :trollface:



Tinbawx #19 Posted 13 February 2018 - 06:09 PM

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That was kind of a thing in ye olden days of world of tanks. If I remember correctly wheren´t able to turn of the turret shake animation in sniper mode when you got hit, when the game released. I´m not sure if the turret shake actually moved peoples reticule or was purely visual but it sure did f*ck up their aim.

 

But yeah, reticule bloom when you receive damage is not a thing and never has been.



Merton15 #20 Posted 13 February 2018 - 06:14 PM

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View PostTinbawx, on 13 February 2018 - 05:09 PM, said:

That was kind of a thing in ye olden days of world of tanks. If I remember correctly wheren´t able to turn of the turret shake animation in sniper mode when you got hit, when the game released. I´m not sure if the turret shake actually moved peoples reticule or was purely visual but it sure did f*ck up their aim.

 

But yeah, reticule bloom when you receive damage is not a thing and never has been.

Yes, that feature was removed in mid 2013 if I remember right. I also recall ground obstacles such as rail tracks causing enough vibration to seriously affect firing on the move which went at the same time.







Also tagged with tactic, tank, miss, tryhard, dispersion, winrate, aimtime

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