I think its pretty simple. With a salvo, if the enemy changes course, you'll miss more. With single shots, you can literally follow and adjust for every change in thier heading. So people might think they are getting lucky when infact they're actually just aiming better.
the advantage of salvo is if the enemy has a bad position u can send all u got at the right moment, if u single shot he might move to take less damage. Salvo has an advantage for punishment soo it has to be less accurate to compensate (considering single shot is more accurate this would explain the balance)
The issue though with sequential fire, at least on battleships, is that the guns are inaccurate as all hell as is, so by you not salvo firing, you reduce the risk of any successful damage for the next 30 to 40 seconds. Sequential fire I think is best on destroyers as well as cruisers
The reason I like sequential fire is you can correct if you don't aim well. And if you kill something with the first salvo or second salvo you can use the remaining salvos on some other target. More close range concerns but that's why I tend to fire in series, rather than broadside or volley..
Always a good plan to show the basics. I’d been told when I started that there was a penalty applied to firing all guns at once of some fraction of a percentage, so I would fire in sequence all the time. Then I got into high tier British BB’s and like it when I watched things go boom suddenly from a distance
i think you nailed it towards the end, the advantages of sequential or salvo fire has much more to do with the player or situation than the game mechanics. as a casual/novice player, im not great at calculating lead in general, so if i fire one or two turrets at a time, i can correct my fire much faster. im looking forward to some more of these.
Sequential fire, isnt about getting multiple roll of the dice, its about leading a ship. If a ship is maneuvering or juking a single full salvo may miss entirely, sequential firing allows you to make adjustments which would ensure a higher chance of getting as close as possible to the target ship.
A few comments before watching the rest of the vid. 1) WG did not model visually the recoil action of a full salvo, I doubt they actually included it in the rng for a salvo. IRL a battleship that empties all guns at the same time over the side heels over to the other side in recoil, then rocks for a few minutes until the momentum disburses. 2) WG did not add the mechanics in game for a true sequential fire, which is barrel by barrel in each turret. 3) I personally get the same accuracy either way, so it makes no difference to me.
I usually use sequential firing to trick enemy players into thinking "Okay he fired, I can be greedy and bring out my rear guns" only to get screwed with my other guns lol
I think when calculating the roll of the dice for dispersion, it is done per mouse click. So a Salvo or sequential firing of the guns if you hold the mouse button is still the same roll of the dice. So I think you have to pause, then click again to reroll.
if you’ve ever played war thunder, an option like “bomb series” in that game, but for the number of guns fired would be nice (also be changeable in game, and not pre battle)
I love the volley fire way, I've done that 90 percent of the time since I started playing. Another advantage is giving yourself a chance to then shoot at a cruiser or DD that might pop up after your first volley at another ship, it won't leave you completely defenseless because a lot of players wait to see those shells from your BB before they feel safe to shoot at you knowing u are aiming somewhere else and lots of times you can punish them when they appear out of concealment because you have shells still ready to go. No point in putting all your eggs in one basket majority of the time.
guys this is rng 101 and it applies to almost every game out there when it comes to firing a gun. use the example of bb with 9 guns, so that's 3 turrets with 3 barrels each. if you Salvo fire (double click) each INDIVIDUAL shell gets issued a random number (its actually 2 numbers one for vertical one horizontal location in the ellipse) if you fire by holding down the mouse button (non Salvo fire) or simply by single clicking each turret, you are still generating a random number PER barrel. in other words, it DOES NOT matter. this has been tested time and time again. if you want to test this go into test room
This I know: Waiting for a slow turret to catch up to its "ready-to-fire" brothers in order to salvo is incredibly tempting, but stupid as hell. The only exception is if it is almost there, reload is long, AND you are definitely going to change ammo types. Otherwise, it's a fool's temptation.
Good subject for a video SLM! I think there are a couple of other variables that you may have not taken into account in your testing. I watched another YTuber (QualityPotato) who made a video about this exact subject. In his video, he proposed a theory that says there is a known "Lock on Bug" in this game that can be reset (to the non bugged state) when you Volley fire. If you toggle "Lock On" off and then back on just before firing the first turret, the errors are reduced. Additionally, in order to reduce accidentally shifting your aimpoint when you double click the mouse, he re-mapped "Lock On" to Spacebar on his keyboard. Then there is another "bug" in the game that causes many shots to fall short. The "shots falling short of where they are aimed" bug. I know I have seen both PQ and Flamu point this out several times. Then there is the Aiming and firing at a target while in a sharp turn bug. The targeting computer is completely frazzled when you are moving fast and then turn while trying to shoot your guns. I think the Devs have even mentioned this in one of their DevBlogs? Maybe some of these bugs have been fixed but somehow i doubt it! Maybe doing another test while your ownship is moving would be a better test of the mechanics. So that is another variable that Volley firing would be superior over Salvo.
I like using sequential firing because I like the sound of it on most ships. I will use salvo firing if I feel like I need to get all the shells on target faster though, such as a ship about to leave spotting range.
Was not expecting them to have similar results, but I do agree that both could be better than the other in different situations. Though I think if you want a "best of both worlds" is to just hold click, which is basically just a very short sequential fire. You get your shells out quickly like volley firing, but with that added ability to stop and recalculate like singular firing.
Sequential fire is what should be used when facing nimble ships, as the first salvo will force the target to rudder left, right or stay - your second salvo can hit the new location. In some cases you could also hold a salvo, and let the target think you’re reloading and they may turn to broadside.
Actually some of us are not BB mains. We watch your channel because we value your observations. I'm good with standard surface ships of all types, but tend to go DD first, then Light Cruisers, then Battleships, then Heavy Cruisers. LoL and between Montana and Vermont, I actually prefer the latter. Drive in close and Alpha Stike! LoL
The issue I’ve seen described before was when switching targets or acquiring a new lock. The thought was that waiting a bit longer gave the lock on more time to have effect. Thus ripple firing means that the later turrets get benefit from a slight delay. I’m not completely sold on this. What I do personally notice is that the physical act of double clicking the mouse tends to move the mouse slightly… for than just holding down the button. This throws off my aim more.
there was a bug with the lockon mechanic + aiming distance where xou could basically get railguns. in short: if you aimed at for example 1km in front of your ship and then instantly aimed at something at 20km away and fire, the game still thought your target was only 1km away, so your shells hit nearly instant. a fix was that they thinkered with the target aquisition, so if you did the same thing after their fix, you`d shoot at the point 1km in front of your ship dunno if they improved on that thing.
Depends on situation. For open water moderate to far range, sequential fire. Follow the ship and space out firing. Moderate to close range, brawling close quarters, full salvo is preferred. I tend to sequential fire 90% of the time on Cruisers. 50/50 on BB.
Mythbusting series will be great! Would love to see some testing on AA consistency since WG added more RNG to AA some time ago and good AA doesnt really exist
i adjust according to the ship i'm using. in a battleship i'm almost always firing Salvos. in my heavy cruisers i fire volley and salvo almost equally, in light cruisers i fire almost solely volley with salvos for when im assured good solid boradside hits, destroyers i almost always fire volley just to have a near constant stream of fire between torp launches.
as far as i know is that a false information. at full boradside the first gun rolls for every gun. salvo is calculating turret by turret. And dont forget that american bb`s are sepcial because of their upgrade options
I generally use a salvo to start with, simply because at the maximum range you can take a shot at an enemy ship, you're likely to get at least a hit on them. For closer in, particularly if the enemy ship is on lower health, I prefer sequential fire so that I can switch targets if I take out the first one and not have to wait for reload.
One thing about this game (and all other Wargaming products) is regardless how well you aim the RNG decides where your rounds go, if they are even going to hit the target, where they will make contact with the target, how much damage your going to do. Basically the RNG will always decide how well your going to do and limit you to keep you playing. Heck the server even takes into account the missions you have loaded and restrict you on achieving them as well. I can't tell you how many times I have had a mission to get potential damage and the entire round NOT ONE bot has fired in my direction. (I quit playing Toxic Randoms 6 years ago.)
The assumption that more dicerolls = more accurate is weird in TWO distinct ways. First: If you have more dicerolls you have more chances to low roll as well. Second: Why are we even assuming that firing sequentially has fewer dice rolls? Each gun still fires individually. I think this is just a case of placebo effect for players who changed their firing method. The main reason to sequentially fire is if you're in a ship with a fast reload and you're using the old shells to tracks with the new ones. The man reason to volley fire is to deal as much damage as quickly as possible. Besides that it's all just preference.
There is noticeable benefit in sequential firing if you have low reload time because you can easily compensate for the bad shots in no time, easy-play. Also it takes skill that comes from experience, along with familiarity to shell travel time, to nail every salvo you release, for beginner its like a high-risk high-reward shot, especially for long range exchanges.
Thank you for this. I shoot and mostly it's salvos. I am trying hard to correct this, as I miss more than hit... My worse problem though is figuring out the angle and distance to a target.
With me, it's more about improving consistancy with the various aiming system bugs, whether the coding ones or just the ones that occur due to the realities of attempting to play a "realtime" game with people all over the internet. Without getting too much into the weeds, the first shots after lock on appears to have a higher chance to fail than later shots in practice in an actual game where you are actively switching between dodging and juking targets that are trying to hide behind cover and such while you yourself are doing much the same. In short, the extra time and relative lack of manuvering gives the client and server a chance to synchronize and correct for latency. And, if one pull ends up being yeeted by a bug, at least you didn't lose the entire salvo, which reduces the likelihood of being caught with your pants down broadside to someone with
I'd like to see a vid showing the difference in DPM between firing in 'regular' mode vs using the 'funny button' on various super ships. I Know it's worse, but how much so?
Burst is really situational as I'm sure you know. I doubt it would be worth a full video but if he or someone else took a bunch of smaller situational things and made a video highlighting them and their uses on various ships it'd be good. I'd only ever use Burst if I'm spotted by a single DD and had half the enemy team focusing me and I knew if it was destroyed it would unspot me. That's just one example I can think of ever using burst.
best way to compare would simply be to calculate the "theoretical" best value, as do the ship compare sites. As you cant really cal. hit % or the gimmicky side effects like more pen etc. For my Conde as example with "normal" fire that is 338k AP dpm (60/13,2*6200*12) --- Formula: 60sek / reload * ap dmg * #guns For the Burst Fire this would be 197k AP dpm (60/45,32*6200*12*2) --- Formula 60 sek / burst reload (44sek + 1.,32 burst intrvall) *ap dmg * #guns * burst count With the same math Annapolis comes to : 654k AP normal (60/5,5*5000*12) vs 257k AP in burst (60/42*5000*12*3) Not 100% sure if the math is correct, but sould be close. The main advantage of the burst is .. well its burst. You can do massive dmg in a very short time.
For me I always to sequential firing with HE rounds to spread out the fire damage potential and to combat enemy repairs. With AP shells I mostly prefer sequential firing too unless I catch someone broadside that I’m sure I can hit, then I will salvo fire so that I get the maximum damage output before they have a chance to realize their mistake and reposition their ship.
Nice! I enjoy the sequencal ......just cause it sounds so intense😅. Nice video. New to the game but enjoy it very much..... keep up the content. I am a battleship player.....dirty as i want to be.
An interesting Myth, that might be difficult to tackle for you SLM: WG is dialing RNG values depending on player skill. Maybe it is bias, but I've seen so many CCs flunking their shots, having lackluster firechance, etc while the Red Tators have all the luck irt firechance & blindfires. Rationale behind this myth: it makes sense for WG to let the less gifted players perform slightly better, to give them a slightly better player experience to compensate for inexperienced positioning.
I would love to see a myth busting video about MM, I am almost 100% sure that for some reason, if you've had too many good games you will be selected into loser teams so you lose next 10-15 matches
You DO get more consistent hits with with sequential firing. But NOT because of the mechanics. The thing is, if you sequential fire, you get a wider spread over TIME (and probably your human accuracy). Spreading it out makes it more consistent (NOT ACCURATE!), i.e. you have a higher chance to hit ANY shot, but a lower chance to hit MANY shots. Personally, I shoot salvoes with good AP angles. Or sequential when the enemy is a one-shot or with HE. (HE means higher spread over superstructure and better fire coverage)
If I attack a ship, I shoot as soon as my guns are ready. I'm not going to delay some of my guns just to deliver sequential fire. That just drops my damage over time. So, fire when ready.
the problem here is... dice have no memory. its as possible to roll miss for every shot for the rest of your life as it is to never miss again for the rest of your life, and all possibilities in between. thats the problem with true random. another pattern i have noticed is, every time i boot up the client, i never know if im going to get good dispersion or not, which tells me when the client starts it probably has a huge list of randomly generated numbers it picks a random spot. thats because when i was a teen 40 years ago, computers had an rng chip which contained such a list so i assume thats how random numbers may still work. if you boot the client, it might pick where to start in that list of rng based on time and date for example, and if there is a sequence of low numbers in that list, your dispersion (luck?) will be appalling. it can also work the other way: a sequence of rng that means you have a whole battle where you cant seem to miss the citadel and things explode with a single salvo. it might be random numbers are generated differently these days, but i have also seen vids where another streamer have wildly different experiences with the same ship, in two different sessions.
I always liked sequential firing the Izumo guns, but that was mostly due to just enjoying the sound and animation. It wouldn't make sense to calculate all turrets fired at once with one calculation and then do it differently for single turrets being fired. I'm surprised they do it by turret and not by individual barrel.
Personally I prefer full salvo when a ship is going slow or is near. When they are further away or going fast I do 1 by one. That way if I havnt given enough lead I can adjust. As mentioned right type right moment.
Some days I can't hit anything at all. Others I hit with all the shells in a salvo. I tend to do one turret at a time until I get the "range" and just open up. I would so like to say, I picked up Helena, I know not a BB, but with all those turrets I can basically fire one a second and never stop. It's fun.
What about shooting at angled or smaller targets, where to can correct the place you're aiming in relation in turret placement? (as with pressing C key) Shooting flat broadside is easy :)
for me it depends on the ship, some ships are consistently more accurate firing all guns as a salvo, other ships are consistently more accurate firing all guns sequentially (i.e. ripple-fire without any correction), Montana for example I find more accurate firing all guns sequentially, as I find at least one turret will end up with a really tight shell grouping that I seldom see firing a salvo, on the other hand some ships respond better to salvo firing, i put this down to inherently accurate 3 turret 9 gun or 4 turret 12 gun tend to work better sequentially firing ALL guns, while less accurate ones with more guns to make up for the lack of accuracy are best fired as salvo, the same goes for most 2 gun turrets, but even within the 2 gun turret camp Georgia sits in the salvo firing camp, while Ohio sits in the sequentially firing ALL guns camp - I put this down to inherently inaccurate guns that use volume of shells to hit things are best calculated as a sing shot salvo firing, and sequentially firing is just going to yield inherently inaccurate shots of few shells, on the other hand inherently inaccurate that are relatively consistent, you are best off sequentially firing ALL guns, as each turrets solution gets its own RNG dispersion roll, so you can often yield 1 turret (using Montana as example) getting a really tight grouping within the sequentially ripple firing of all 4 turret vs just a salvo, something else I consider is that sequentially ripple firing of all guns gives delay between the first and last shell hitting as distinct per turret firing events within a short space of time which allows the distinct groups of shells to reduce HP before the next group hits so you can effectively dev strike a full health ship more consistently vs a single salvo - this is based on observation and thousands of games across lots of modes.
for me i thought one of the point of this myth as to be with those recent ( are they fixed?) aim bug, where sometime firing a salvo will moving the curso make one turret totaly of target. i usually use more the salvo EXCEPT ! for the pan american line!, as you need to hit and the reset timer is pretty short better to fire each shot one by one to give more room for failed shot. also use the volley ( manually) when encounter fast ship ( mostly French DD cruiser, and italian) to get a feel of where i should aim with they speed
As someone who tends to play light cruisers more often than battleships, I tend to sequential fire if only because double-clicking that much is terrible for my mouse, better to just hold the button down XD
I usually fire one turret to get range and speed then fire the rest, this is at ranges of 19km and up. closer ranges you can salvo for me and depends on ship
Salvo is best if you want a lot of damage fast, or if the enemy has not seen you yet, otherswise single shot will usually be better for most situations
Hi Sealord! hope you are having a great day, so I was wondering, I wanted to grind a germen battleship line because like almost everyone, I love brawling with my Pommern, but I am not sure if I should grind the battleships, or the battlecruisers. so could you make a video on which is better? Thank you for your time!
There’s two cases you can make for sequential fire vs salvo fire. One is nonsense. The other has credibility. If the idea is that each individual turret essentially does a dice roll to determine its accuracy, then it really doesn’t matter if you fire a full salvo or if you fire by turret by turret. The game still performs a dice roll for each turret, and it doesn’t really matter whether the dice are rolled simultaneously or one after another. But the other argument for sequential firing is good. You fire one turret, you miss because the enemy is maneuvering, then you adjust your aim, fire another turret, and hit.
Eh, after switching to mainly volley all my best games happened, maybe its conformation bias. I think you should've tested fire chance in the two types of firing, i noticed an uptick in the amount of fires after switching between them. Again it might just be luck. But one thing is for certain, the vertical dispersion in this game is completely f--ked
Fire chance would fall under the damage thing that Sealord mentioned. The fire chance, I believe, is determined once the number of shells connecting with the target has been figured out. Then comes the fire chance with it's variables; ie location of hit, flags, Demolition Expert, etc.
One thing I'd like to know is : Why are back turrets best turrets... Playing almost since day 1 here... I have no problem betting that 60 to 65 % of all my shell damages came from my butt turrets. It is clear they often are more precise then front turrets, or if not precise "grouped". Not sure if it's the camera you chose to fire from...
The real answer is fire all guns at once so your detection range bloom doesn't extend unnecessarily. If you know anything about stochastics it should be clear that there is no point to roll the dice more often and hoping for better results. It is weighted to a certain outcome and rolling it more doesn't improve that.
if you roll the dice one time per volley and 4 times when you do salvo ... you get after indefinite shots the same expected hits... the difference is that when you do less than indefinite shots you will be more constant around the expected value ... its unlikely with 4 dices to get to get 4 good or 4 bad shots ... but its likely to get in one dice a bad or good shot ... you come earlier to the expected value with salvo fire bc you roll the dice 4 times more = more constant
Nope, mathematically it makes no difference. The dice isn't rolled 1 time per volley, every turret has its own dice, so it makes no difference whether you fire sequentially or all at once. In fact, I suspect every gunbarrel has its own dice, for reasons I'll explain later. Volley fire isnt a separate type of shot, it just triggers all turrets to shoot at the same time. If you double click slowly, you'll see that your first turret fires a little bit before all the others. As a programmer, it also makes absolutely zero sense to code a different way of calculating dispersion between the fire modes, it's just more work and leads to inconsistencies. The easiest and best way to do it is to actually have a dispersion function that generates a target coordinate inside the dispersion ellipse for every individual shell when it is fired. That way you have a function that works for any type of gun, whether it is single or multi barrel, you simply execute it multiple times in multi barrel turrets. My experience in the game suggests that this is happening, as even on multi barrel turrets there will be accurate shells and inaccurate ones, which only makes sense if dispersion is calculated individually.
Does something like synergy ("the interaction or cooperation of two or more substances, or other agents to produce a combined effect greater than the sum of their separate effects.") apply here (in reality and game)? Just an assumption. I imagine that there are 2 shells flying to the target and randomly landing almost into the same point. Each of them separately would not have the ability to break through and, for example, hit the citadel but together their cumulative effect could make that happen. And so if it makes any sense, in such a case more shells are flying at the same time more chances of such synergy happening.
I always knew it wasn't true as I've played republique before... where 1 turret has perfect dispersion and the other hits a different map. It's definitely calculated per turret
I would think that you would want to try this in ships with worse dispersion and with more total shots to see if there is any statistical difference. And also if there is any difference with BC and cruiser dispersion. It's pretty cool. The variations in testing could be great. Fast shells vs slow shells, etc.
i would say its better sequential for long distances but short ones, using sequential may get u out of an opportunity (enemy manouvering), i would say, it depends
What about the reversing/slow forward moving aiming bug? For some reason my shells are either bracketing the ship or falling either short or behind them no matter how I aim. Edit: the enemy ship is angled in these scenarios.
I think that there is more to it, when talking about hitting the target that WG has ever revel. Its hard to explain in words, but f.ex. if someone is shooting from over 20km target has plenty of time to monever. Like you can stop, you can stop and turn in or out, just turn etc. Still you get hits in this game. So i think there is also some sort of algortmn that makes the decicion hiting or missing at time of firing guns. Then the actual hitting is done with dispersion, anfgeling curves and so on. I tried to ask this question from support and they admitted that its the secrect of the game and they wont reveal it. But defineatly there is something what is not documented.
How about camera views, some ships seem to zoom view from front turrets and others from the rear and does seem to make a difference where your shells land
I think they should add an option to be able to disable the aimhelp fundtion, the bit that takes into account where the ship is heading. This is a problem when the target ship is turning. I would like to have an aim system where I do the determining.
Hey @SeaLordMountbatten >>> here's a question that has come up from time to time: Moving @ 1/2 or less speed improves your dispersion vs. moving at faster speeds. Is there some truth to this?
Here's a good myth to test aiming just a hair below the water line Will prevent x # of over pens like say for instance Roma some say that that tactic works I just know the last few days of playing 8f I got a dollar for every over pen I can probably buy a hundred Santa mega gift containers😂
I hate people who sequential fire, it fucks up my timing when deciding to turn to give them my rear turrets. Ultimately I don't think it matters much, it's far more important how good of aim you are and how well you judge speed, distance and predict what the enemy will do in the next couple seconds. I see far too many people who fire immediately when their guns are reloaded rather than wait for a more opportune shot.
Not really relevant to this discussion, but I've heard several TH-camrs comment on an "aiming bug" and was wondering how widespread this was? Was in an Asymmetric Battle yesterday in Rooke and fired a nine-shot salvo at a full broadside BB at 9 Km range aiming at the waterline - one shot fell far short and off to the right and the other eight(!) all fell well beyond the target (in a nice group, no less...). The more I play the more I seem to see this odd behaviour and it isn't confined to particular ships or ship classes....annoying.
I want to test the RNG for players. We know the aim bug in the game for 7 years. (when you are the first zoom level and you shooting the target.) I think the lower win rate players 42% got way better RNG for accuracy and firechance than the 55-60% palyers.
I think what really matters to test is: are double turrets really worse than triple turrets at dispersion Also: is not locking on the target making a difference? The salvo/sequential debate always felt weird to me, obviously it's going to roll for each turret either way, it's more about trying to correct your shots than anything.
I think its pretty simple. With a salvo, if the enemy changes course, you'll miss more. With single shots, you can literally follow and adjust for every change in thier heading.
So people might think they are getting lucky when infact they're actually just aiming better.
the advantage of salvo is if the enemy has a bad position u can send all u got at the right moment, if u single shot he might move to take less damage. Salvo has an advantage for punishment soo it has to be less accurate to compensate (considering single shot is more accurate this would explain the balance)
The issue though with sequential fire, at least on battleships, is that the guns are inaccurate as all hell as is, so by you not salvo firing, you reduce the risk of any successful damage for the next 30 to 40 seconds. Sequential fire I think is best on destroyers as well as cruisers
It's always a good thing to show the basics of the game again.
The reason I like sequential fire is you can correct if you don't aim well. And if you kill something with the first salvo or second salvo you can use the remaining salvos on some other target. More close range concerns but that's why I tend to fire in series, rather than broadside or volley..
Always a good plan to show the basics.
I’d been told when I started that there was a penalty applied to firing all guns at once of some fraction of a percentage, so I would fire in sequence all the time. Then I got into high tier British BB’s and like it when I watched things go boom suddenly from a distance
i think you nailed it towards the end, the advantages of sequential or salvo fire has much more to do with the player or situation than the game mechanics.
as a casual/novice player, im not great at calculating lead in general, so if i fire one or two turrets at a time, i can correct my fire much faster.
im looking forward to some more of these.
Very excited about mythbusting on this channel - SOOO many could be tested out
Sequential fire, isnt about getting multiple roll of the dice, its about leading a ship. If a ship is maneuvering or juking a single full salvo may miss entirely, sequential firing allows you to make adjustments which would ensure a higher chance of getting as close as possible to the target ship.
ya that was my thought.
Just barely getting back into the game and you know what? Perfect timing with this lol
A few comments before watching the rest of the vid.
1) WG did not model visually the recoil action of a full salvo, I doubt they actually included it in the rng for a salvo. IRL a battleship that empties all guns at the same time over the side heels over to the other side in recoil, then rocks for a few minutes until the momentum disburses.
2) WG did not add the mechanics in game for a true sequential fire, which is barrel by barrel in each turret.
3) I personally get the same accuracy either way, so it makes no difference to me.
great idea fella, keep em coming :)
I usually use sequential firing to trick enemy players into thinking "Okay he fired, I can be greedy and bring out my rear guns" only to get screwed with my other guns lol
I think when calculating the roll of the dice for dispersion, it is done per mouse click. So a Salvo or sequential firing of the guns if you hold the mouse button is still the same roll of the dice. So I think you have to pause, then click again to reroll.
Every time the turret fires, it crunches the numbers
I've tried both ways and never noticed a difference over several games. I agree with you.
What I wish we had was the ability to fire gun barrels individually, like the British torpedoes.
if you’ve ever played war thunder, an option like “bomb series” in that game, but for the number of guns fired would be nice (also be changeable in game, and not pre battle)
With little white mouse gone and the forms over this is going to be very helpful
Yes I would love to see more of theses teaching videos please the more I learn the more I get better with this game. Thank you
I love the volley fire way, I've done that 90 percent of the time since I started playing. Another advantage is giving yourself a chance to then shoot at a cruiser or DD that might pop up after your first volley at another ship, it won't leave you completely defenseless because a lot of players wait to see those shells from your BB before they feel safe to shoot at you knowing u are aiming somewhere else and lots of times you can punish them when they appear out of concealment because you have shells still ready to go. No point in putting all your eggs in one basket majority of the time.
guys this is rng 101 and it applies to almost every game out there when it comes to firing a gun. use the example of bb with 9 guns, so that's 3 turrets with 3 barrels each. if you Salvo fire (double click) each INDIVIDUAL shell gets issued a random number (its actually 2 numbers one for vertical one horizontal location in the ellipse) if you fire by holding down the mouse button (non Salvo fire) or simply by single clicking each turret, you are still generating a random number PER barrel. in other words, it DOES NOT matter. this has been tested time and time again. if you want to test this go into test room
This I know: Waiting for a slow turret to catch up to its "ready-to-fire" brothers in order to salvo is incredibly tempting, but stupid as hell. The only exception is if it is almost there, reload is long, AND you are definitely going to change ammo types. Otherwise, it's a fool's temptation.
Interesting test. This could turn out to be a good series, using in game testing like this is great for showing what really happens.
Good subject for a video SLM! I think there are a couple of other variables that you may have not taken into account in your testing. I watched another YTuber (QualityPotato) who made a video about this exact subject. In his video, he proposed a theory that says there is a known "Lock on Bug" in this game that can be reset (to the non bugged state) when you Volley fire. If you toggle "Lock On" off and then back on just before firing the first turret, the errors are reduced. Additionally, in order to reduce accidentally shifting your aimpoint when you double click the mouse, he re-mapped "Lock On" to Spacebar on his keyboard. Then there is another "bug" in the game that causes many shots to fall short. The "shots falling short of where they are aimed" bug. I know I have seen both PQ and Flamu point this out several times. Then there is the Aiming and firing at a target while in a sharp turn bug. The targeting computer is completely frazzled when you are moving fast and then turn while trying to shoot your guns. I think the Devs have even mentioned this in one of their DevBlogs? Maybe some of these bugs have been fixed but somehow i doubt it! Maybe doing another test while your ownship is moving would be a better test of the mechanics. So that is another variable that Volley firing would be superior over Salvo.
I like using sequential firing because I like the sound of it on most ships. I will use salvo firing if I feel like I need to get all the shells on target faster though, such as a ship about to leave spotting range.
Great topic! I like the idea of this series.
Great analysis thanks. Maybe want to include that volley fire lessens the chance of the lock on issues /bug
Was not expecting them to have similar results, but I do agree that both could be better than the other in different situations. Though I think if you want a "best of both worlds" is to just hold click, which is basically just a very short sequential fire. You get your shells out quickly like volley firing, but with that added ability to stop and recalculate like singular firing.
Sequential fire is what should be used when facing nimble ships, as the first salvo will force the target to rudder left, right or stay - your second salvo can hit the new location.
In some cases you could also hold a salvo, and let the target think you’re reloading and they may turn to broadside.
Actually some of us are not BB mains. We watch your channel because we value your observations. I'm good with standard surface ships of all types, but tend to go DD first, then Light Cruisers, then Battleships, then Heavy Cruisers. LoL and between Montana and Vermont, I actually prefer the latter. Drive in close and Alpha Stike! LoL
The issue I’ve seen described before was when switching targets or acquiring a new lock. The thought was that waiting a bit longer gave the lock on more time to have effect. Thus ripple firing means that the later turrets get benefit from a slight delay. I’m not completely sold on this.
What I do personally notice is that the physical act of double clicking the mouse tends to move the mouse slightly… for than just holding down the button. This throws off my aim more.
there was a bug with the lockon mechanic + aiming distance where xou could basically get railguns. in short: if you aimed at for example 1km in front of your ship and then instantly aimed at something at 20km away and fire, the game still thought your target was only 1km away, so your shells hit nearly instant.
a fix was that they thinkered with the target aquisition, so if you did the same thing after their fix, you`d shoot at the point 1km in front of your ship
dunno if they improved on that thing.
Depends on situation.
For open water moderate to far range, sequential fire. Follow the ship and space out firing.
Moderate to close range, brawling close quarters, full salvo is preferred.
I tend to sequential fire 90% of the time on Cruisers. 50/50 on BB.
Mythbusting series will be great!
Would love to see some testing on AA consistency since WG added more RNG to AA some time ago and good AA doesnt really exist
Jinan would like a word
i adjust according to the ship i'm using. in a battleship i'm almost always firing Salvos. in my heavy cruisers i fire volley and salvo almost equally, in light cruisers i fire almost solely volley with salvos for when im assured good solid boradside hits, destroyers i almost always fire volley just to have a near constant stream of fire between torp launches.
The reason you got similar outcomes is that the guns each roll for their shot, whether or not you volley or salvo fire.
as far as i know is that a false information. at full boradside the first gun rolls for every gun. salvo is calculating turret
by turret. And dont forget that american bb`s are sepcial because of their upgrade options
@@SingJCsIngevery turret calculates its own ellipse regardless of volley or salvo fire
I generally use a salvo to start with, simply because at the maximum range you can take a shot at an enemy ship, you're likely to get at least a hit on them. For closer in, particularly if the enemy ship is on lower health, I prefer sequential fire so that I can switch targets if I take out the first one and not have to wait for reload.
One thing about this game (and all other Wargaming products) is regardless how well you aim the RNG decides where your rounds go, if they are even going to hit the target, where they will make contact with the target, how much damage your going to do. Basically the RNG will always decide how well your going to do and limit you to keep you playing. Heck the server even takes into account the missions you have loaded and restrict you on achieving them as well. I can't tell you how many times I have had a mission to get potential damage and the entire round NOT ONE bot has fired in my direction. (I quit playing Toxic Randoms 6 years ago.)
Secondly if your going to believe anything Wargaming states is 100% fact you probably think Putin is a great guy.
Salvo: Good against stagnant/slow target.
Volley: Good against moving target.
this is very useful for new players like me. Thanks
What about better accuracy when unlock and lock target again?
The assumption that more dicerolls = more accurate is weird in TWO distinct ways.
First: If you have more dicerolls you have more chances to low roll as well.
Second: Why are we even assuming that firing sequentially has fewer dice rolls? Each gun still fires individually.
I think this is just a case of placebo effect for players who changed their firing method.
The main reason to sequentially fire is if you're in a ship with a fast reload and you're using the old shells to tracks with the new ones. The man reason to volley fire is to deal as much damage as quickly as possible. Besides that it's all just preference.
There is noticeable benefit in sequential firing if you have low reload time because you can easily compensate for the bad shots in no time, easy-play.
Also it takes skill that comes from experience, along with familiarity to shell travel time, to nail every salvo you release, for beginner its like a high-risk high-reward shot, especially for long range exchanges.
Thank you for this. I shoot and mostly it's salvos. I am trying hard to correct this, as I miss more than hit... My worse problem though is figuring out the angle and distance to a target.
I have 2,300 hours played on this game and didn't know about the double-clicking salvo fire. Wow.
With me, it's more about improving consistancy with the various aiming system bugs, whether the coding ones or just the ones that occur due to the realities of attempting to play a "realtime" game with people all over the internet. Without getting too much into the weeds, the first shots after lock on appears to have a higher chance to fail than later shots in practice in an actual game where you are actively switching between dodging and juking targets that are trying to hide behind cover and such while you yourself are doing much the same. In short, the extra time and relative lack of manuvering gives the client and server a chance to synchronize and correct for latency. And, if one pull ends up being yeeted by a bug, at least you didn't lose the entire salvo, which reduces the likelihood of being caught with your pants down broadside to someone with
I'd like to see a vid showing the difference in DPM between firing in 'regular' mode vs using the 'funny button' on various super ships. I Know it's worse, but how much so?
Burst is really situational as I'm sure you know. I doubt it would be worth a full video but if he or someone else took a bunch of smaller situational things and made a video highlighting them and their uses on various ships it'd be good. I'd only ever use Burst if I'm spotted by a single DD and had half the enemy team focusing me and I knew if it was destroyed it would unspot me. That's just one example I can think of ever using burst.
That you can use math though no?
best way to compare would simply be to calculate the "theoretical" best value, as do the ship compare sites. As you cant really cal. hit % or the gimmicky side effects like more pen etc.
For my Conde as example with "normal" fire that is 338k AP dpm (60/13,2*6200*12) --- Formula: 60sek / reload * ap dmg * #guns
For the Burst Fire this would be 197k AP dpm (60/45,32*6200*12*2) --- Formula 60 sek / burst reload (44sek + 1.,32 burst intrvall) *ap dmg * #guns * burst count
With the same math Annapolis comes to : 654k AP normal (60/5,5*5000*12) vs 257k AP in burst (60/42*5000*12*3)
Not 100% sure if the math is correct, but sould be close.
The main advantage of the burst is .. well its burst. You can do massive dmg in a very short time.
For me I always to sequential firing with HE rounds to spread out the fire damage potential and to combat enemy repairs. With AP shells I mostly prefer sequential firing too unless I catch someone broadside that I’m sure I can hit, then I will salvo fire so that I get the maximum damage output before they have a chance to realize their mistake and reposition their ship.
Nice! I enjoy the sequencal ......just cause it sounds so intense😅. Nice video. New to the game but enjoy it very much..... keep up the content. I am a battleship player.....dirty as i want to be.
Can’t wait to see you cover “WG screws me with bad MM which is the only reason I have a bad WR”
An interesting Myth, that might be difficult to tackle for you SLM:
WG is dialing RNG values depending on player skill. Maybe it is bias, but I've seen so many CCs flunking their shots, having lackluster firechance, etc while the Red Tators have all the luck irt firechance & blindfires.
Rationale behind this myth: it makes sense for WG to let the less gifted players perform slightly better, to give them a slightly better player experience to compensate for inexperienced positioning.
Great video as always
I would love to see a myth busting video about MM, I am almost 100% sure that for some reason, if you've had too many good games you will be selected into loser teams so you lose next 10-15 matches
You DO get more consistent hits with with sequential firing.
But NOT because of the mechanics.
The thing is, if you sequential fire, you get a wider spread over TIME (and probably your human accuracy).
Spreading it out makes it more consistent (NOT ACCURATE!), i.e. you have a higher chance to hit ANY shot, but a lower chance to hit MANY shots.
Personally, I shoot salvoes with good AP angles. Or sequential when the enemy is a one-shot or with HE. (HE means higher spread over superstructure and better fire coverage)
Atlanta: just baka more, something will hit.
If I attack a ship, I shoot as soon as my guns are ready. I'm not going to delay some of my guns just to deliver sequential fire. That just drops my damage over time. So, fire when ready.
Dang. I always thought it was more accurate to fire all guns at once.
Let’s see the results.
the problem here is... dice have no memory. its as possible to roll miss for every shot for the rest of your life as it is to never miss again for the rest of your life, and all possibilities in between. thats the problem with true random.
another pattern i have noticed is, every time i boot up the client, i never know if im going to get good dispersion or not, which tells me when the client starts it probably has a huge list of randomly generated numbers it picks a random spot. thats because when i was a teen 40 years ago, computers had an rng chip which contained such a list so i assume thats how random numbers may still work. if you boot the client, it might pick where to start in that list of rng based on time and date for example, and if there is a sequence of low numbers in that list, your dispersion (luck?) will be appalling. it can also work the other way: a sequence of rng that means you have a whole battle where you cant seem to miss the citadel and things explode with a single salvo.
it might be random numbers are generated differently these days, but i have also seen vids where another streamer have wildly different experiences with the same ship, in two different sessions.
I always liked sequential firing the Izumo guns, but that was mostly due to just enjoying the sound and animation. It wouldn't make sense to calculate all turrets fired at once with one calculation and then do it differently for single turrets being fired. I'm surprised they do it by turret and not by individual barrel.
Please more i love the mythbusters
Personally I prefer full salvo when a ship is going slow or is near. When they are further away or going fast I do 1 by one. That way if I havnt given enough lead I can adjust. As mentioned right type right moment.
Some days I can't hit anything at all. Others I hit with all the shells in a salvo.
I tend to do one turret at a time until I get the "range" and just open up.
I would so like to say, I picked up Helena, I know not a BB, but with all those turrets I can basically fire one a second and never stop. It's fun.
What about shooting at angled or smaller targets, where to can correct the place you're aiming in relation in turret placement? (as with pressing C key)
Shooting flat broadside is easy :)
excellent idea this series
thanks for information
for me it depends on the ship, some ships are consistently more accurate firing all guns as a salvo, other ships are consistently more accurate firing all guns sequentially (i.e. ripple-fire without any correction), Montana for example I find more accurate firing all guns sequentially, as I find at least one turret will end up with a really tight shell grouping that I seldom see firing a salvo, on the other hand some ships respond better to salvo firing, i put this down to inherently accurate 3 turret 9 gun or 4 turret 12 gun tend to work better sequentially firing ALL guns, while less accurate ones with more guns to make up for the lack of accuracy are best fired as salvo, the same goes for most 2 gun turrets, but even within the 2 gun turret camp Georgia sits in the salvo firing camp, while Ohio sits in the sequentially firing ALL guns camp - I put this down to inherently inaccurate guns that use volume of shells to hit things are best calculated as a sing shot salvo firing, and sequentially firing is just going to yield inherently inaccurate shots of few shells, on the other hand inherently inaccurate that are relatively consistent, you are best off sequentially firing ALL guns, as each turrets solution gets its own RNG dispersion roll, so you can often yield 1 turret (using Montana as example) getting a really tight grouping within the sequentially ripple firing of all 4 turret vs just a salvo, something else I consider is that sequentially ripple firing of all guns gives delay between the first and last shell hitting as distinct per turret firing events within a short space of time which allows the distinct groups of shells to reduce HP before the next group hits so you can effectively dev strike a full health ship more consistently vs a single salvo - this is based on observation and thousands of games across lots of modes.
I really noticed that BBs with a lot of guns, Fuso for example, it really matters
one thing i know, if you preload the other type of shell before firing a volley, for some reason the salvo "seems" to be more accurate 😅
for me i thought one of the point of this myth as to be with those recent ( are they fixed?) aim bug, where sometime firing a salvo will moving the curso make one turret totaly of target.
i usually use more the salvo EXCEPT ! for the pan american line!, as you need to hit and the reset timer is pretty short better to fire each shot one by one to give more room for failed shot.
also use the volley ( manually) when encounter fast ship ( mostly French DD cruiser, and italian) to get a feel of where i should aim with they speed
As someone who tends to play light cruisers more often than battleships, I tend to sequential fire if only because double-clicking that much is terrible for my mouse, better to just hold the button down XD
yes
I usually fire one turret to get range and speed then fire the rest, this is at ranges of 19km and up. closer ranges you can salvo for me
and depends on ship
Salvo is best if you want a lot of damage fast, or if the enemy has not seen you yet, otherswise single shot will usually be better for most situations
One myth busted: Sailing in straight line at constant speed does NOT help you avoid torpedoes. I think.
🤣
I think the various aiming bugs present in the game feed this rumor.
Hi Sealord! hope you are having a great day, so I was wondering, I wanted to grind a germen battleship line because like almost everyone, I love brawling with my Pommern, but I am not sure if I should grind the battleships, or the battlecruisers. so could you make a video on which is better? Thank you for your time!
There’s two cases you can make for sequential fire vs salvo fire. One is nonsense. The other has credibility. If the idea is that each individual turret essentially does a dice roll to determine its accuracy, then it really doesn’t matter if you fire a full salvo or if you fire by turret by turret. The game still performs a dice roll for each turret, and it doesn’t really matter whether the dice are rolled simultaneously or one after another. But the other argument for sequential firing is good. You fire one turret, you miss because the enemy is maneuvering, then you adjust your aim, fire another turret, and hit.
Eh, after switching to mainly volley all my best games happened, maybe its conformation bias. I think you should've tested fire chance in the two types of firing, i noticed an uptick in the amount of fires after switching between them. Again it might just be luck.
But one thing is for certain, the vertical dispersion in this game is completely f--ked
Fire chance would fall under the damage thing that Sealord mentioned. The fire chance, I believe, is determined once the number of shells connecting with the target has been figured out. Then comes the fire chance with it's variables; ie location of hit, flags, Demolition Expert, etc.
One thing I'd like to know is : Why are back turrets best turrets...
Playing almost since day 1 here... I have no problem betting that 60 to 65 % of all my shell damages came from my butt turrets. It is clear they often are more precise then front turrets, or if not precise "grouped". Not sure if it's the camera you chose to fire from...
where can you see the sigma of a ship ? and is a higher value better than a lower ?
I think you should have focused on the damage done by salvo firing vs sequential firing. I think there could be a difference there.
The real answer is fire all guns at once so your detection range bloom doesn't extend unnecessarily. If you know anything about stochastics it should be clear that there is no point to roll the dice more often and hoping for better results. It is weighted to a certain outcome and rolling it more doesn't improve that.
if you roll the dice one time per volley and 4 times when you do salvo ... you get after indefinite shots the same expected hits... the difference is that when you do less than indefinite shots you will be more constant around the expected value ... its unlikely with 4 dices to get to get 4 good or 4 bad shots ... but its likely to get in one dice a bad or good shot ... you come earlier to the expected value with salvo fire bc you roll the dice 4 times more = more constant
But you’re rolling the dice 4 times no matter what, each turret has its own ellipse no matter how you fire
Nope, mathematically it makes no difference. The dice isn't rolled 1 time per volley, every turret has its own dice, so it makes no difference whether you fire sequentially or all at once. In fact, I suspect every gunbarrel has its own dice, for reasons I'll explain later. Volley fire isnt a separate type of shot, it just triggers all turrets to shoot at the same time. If you double click slowly, you'll see that your first turret fires a little bit before all the others. As a programmer, it also makes absolutely zero sense to code a different way of calculating dispersion between the fire modes, it's just more work and leads to inconsistencies. The easiest and best way to do it is to actually have a dispersion function that generates a target coordinate inside the dispersion ellipse for every individual shell when it is fired. That way you have a function that works for any type of gun, whether it is single or multi barrel, you simply execute it multiple times in multi barrel turrets. My experience in the game suggests that this is happening, as even on multi barrel turrets there will be accurate shells and inaccurate ones, which only makes sense if dispersion is calculated individually.
ok when thats the case this is true ... i thought its a fact they roll just once at a volley@@Doodoofart725
Does something like synergy ("the interaction or cooperation of two or more substances, or other agents to produce a combined effect greater than the sum of their separate effects.") apply here (in reality and game)?
Just an assumption.
I imagine that there are 2 shells flying to the target and randomly landing almost into the same point.
Each of them separately would not have the ability to break through and, for example, hit the citadel but together their cumulative effect could make that happen.
And so if it makes any sense, in such a case more shells are flying at the same time more chances of such synergy happening.
I always knew it wasn't true as I've played republique before... where 1 turret has perfect dispersion and the other hits a different map. It's definitely calculated per turret
I would think that you would want to try this in ships with worse dispersion and with more total shots to see if there is any statistical difference. And also if there is any difference with BC and cruiser dispersion. It's pretty cool. The variations in testing could be great. Fast shells vs slow shells, etc.
i would say its better sequential for long distances but short ones, using sequential may get u out of an opportunity (enemy manouvering), i would say, it depends
What about the reversing/slow forward moving aiming bug? For some reason my shells are either bracketing the ship or falling either short or behind them no matter how I aim.
Edit: the enemy ship is angled in these scenarios.
I think that there is more to it, when talking about hitting the target that WG has ever revel. Its hard to explain in words, but f.ex. if someone is shooting from over 20km target has plenty of time to monever. Like you can stop, you can stop and turn in or out, just turn etc. Still you get hits in this game. So i think there is also some sort of algortmn that makes the decicion hiting or missing at time of firing guns. Then the actual hitting is done with dispersion, anfgeling curves and so on. I tried to ask this question from support and they admitted that its the secrect of the game and they wont reveal it. But defineatly there is something what is not documented.
salvo and volley mean the same thing. a more to the point word for sequential fire would be ripple fire
If you aim a little bit higher, you will get 70+ hits with the same Montana guns instead of 50-55.
Very worthwhile
How about camera views, some ships seem to zoom view from front turrets and others from the rear and does seem to make a difference where your shells land
Maybe can try the same test but with ship that has worse dispersion?
I want a sample size of 10,000 shots each method 😂
This mythbusting had no Potatoe Quality
I think they should add an option to be able to disable the aimhelp fundtion, the bit that takes into account where the ship is heading. This is a problem when the target ship is turning. I would like to have an aim system where I do the determining.
I've been doing this all the time. I find sequencial firing is more effective for me, I'm still wondering if it's really effective.
Hey @SeaLordMountbatten >>> here's a question that has come up from time to time: Moving @ 1/2 or less speed improves your dispersion vs. moving at faster speeds. Is there some truth to this?
Here's a good myth to test aiming just a hair below the water line Will prevent x # of over pens like say for instance Roma some say that that tactic works I just know the last few days of playing 8f I got a dollar for every over pen I can probably buy a hundred Santa mega gift containers😂
I hate people who sequential fire, it fucks up my timing when deciding to turn to give them my rear turrets. Ultimately I don't think it matters much, it's far more important how good of aim you are and how well you judge speed, distance and predict what the enemy will do in the next couple seconds. I see far too many people who fire immediately when their guns are reloaded rather than wait for a more opportune shot.
Not really relevant to this discussion, but I've heard several TH-camrs comment on an "aiming bug" and was wondering how widespread this was? Was in an Asymmetric Battle yesterday in Rooke and fired a nine-shot salvo at a full broadside BB at 9 Km range aiming at the waterline - one shot fell far short and off to the right and the other eight(!) all fell well beyond the target (in a nice group, no less...). The more I play the more I seem to see this odd behaviour and it isn't confined to particular ships or ship classes....annoying.
I want to test the RNG for players. We know the aim bug in the game for 7 years. (when you are the first zoom level and you shooting the target.) I think the lower win rate players 42% got way better RNG for accuracy and firechance than the 55-60% palyers.
I think what really matters to test is: are double turrets really worse than triple turrets at dispersion
Also: is not locking on the target making a difference?
The salvo/sequential debate always felt weird to me, obviously it's going to roll for each turret either way, it's more about trying to correct your shots than anything.