粉丝1660获赞5901

how accurate are my guns? what will my shells hit after being fired these are questions that concern every world of warships captain in this episode, we're going to explain how the mechanics of firing and dispersion work in the first half of the twentieth century, it was difficult to hit the same spot twice from a moving ship even with a single gun let alone twelve guns in order to model this situation in world of warships and enable our captains to in some enemies at the same time we introduced the dispersion ellipse its center is at the aiming point the dispersion ellipse is formed after each shot perpendicular to the ideal trajectory of a shen's flight and ellipse is formed for each turret your shells will fry through the formed ellipse if you fire a moving ship you need to take a lead on it lame at a point on the water surface at the moment the shell is fired the ellipse is for with its center located at the intersecting point between your reticle and the water surface however, it's complicated to aim in such a way because moving a reticle even by half a degree vertically over long distances results in the aiming point being shifted by a significant distance that's why the automatic target lock on feature was introduced into a world of warships when the target is locked corresponding indicator will be visible above it if your radical is locked onto an enemy, a vertical plane is formed through the center of the enemy ship in accordance with the vector of the ship's movement so the dispersion ellipse will be formed then at the intersecting point between your reticle and the play thus the vertical sensitivity of your reticle is reduced allowing you to focus on taking the right leap, however, the feature does have its cons for if you're locked on to an enemy that's closer to you and moving to the right, but you then decide to fire at a more distant enemy moving to the left then in the majority of cases your shells will fall short of your intended target to shift the lock to the required target aim the reticle added and press x one can also reset the automatic rock by pressing x, but we don't recommend doing some because firing at enemies without being locked on to them makes the dispersion ellipse two times larger the dispersion ellipse of each ship in the game has its own dimensions and shape the artillery tab in the includes the maximum dispersion parameter this represents the horizontal length of the dispersion ellipse at the maximum firing range of the main battery for example german bismarck has a maximum dispersion of two hundred seventy two meters when firing at a distance of twenty one point two kilometers actually the less of the fiery branch the smaller the ellipse when the german battleship fires from a distance of four kilometers away the dispersion of her shells will be one hundred meters no shell fired from the guns of your turret can travel outside the displayship ellipse while the problem of shells hitting the center of the ellipse is higher than that of them hitting the edge the probability range for every in new ship is set individually and depends on the ship's type number of main guns per turret number of turics the spot inside the ellipse, where a show hits is calculated using causey and distribution, which is applied to the discretion of lips in a special manner these calculations include the signal parameter which is calculated from the gauzy and distribution parameter of the same name it relates directly to the accuracy the greater, the sigma value the more frequently the shells will hit close to the center however, one should know that the sigma value is just one of the accuracy parameters take a look at what happens if we change the dimensions of the dispersion the issue of increasing accuracy by decreasing the dispersion ellipse is certainly a topical one the aiming system's modification one upgrade which reduces the maximum dispersion by seven percent is available to the luxurity in at the same time the artillery plotting room upgrade that decreases dispersion by eleventh percent can be installed in the sixth slot of us battleships to make your enemies miss more frequently than firing the ocean install the camera that increases the maximum dispersion enemy shells by four percent and the concealment system upgrade which adds a further five percent summing up firing mechanics in world of warships a dispersion ellipse is formed at the moment to sherlock's fire in the ellipse, some parts are randomly determined the shells will fly these points and then continue their flight along the calculated ballistic curves after the shells of fired their trajectory remains the same until they hit something there's another top call issue regarding firing in world of warships how to send shells over islands the target log as we've explained already surely helps, but there is another important factor in this equation, but this thing will discuss this topic in the next powerworks video pick the bell so is not to miss it。

各位观众大家好,我们又见面了,我是新机鸟,本期视频将为建长们介绍战略世界中的关键词,锁定、瞄准预判。首先来了解一下锁定机制与瞄准。 瞄准开火、命中目标是一切炮舰的基础,详细了解锁定机制会让您的瞄准更为精准。下面就先来了解下锁定机制是如何辅助瞄准, 简单的介绍下战舰是如何射击的。每座主炮向目标发射炮弹并穿过目标为炮击,瞄准目标炮击时会形成一个圆形,落弹范围为炮弹散步。图一、图二为不锁定时瞄准位置与实际落弹为 位置。图二为俯视视角更为清晰的实际落难位置与范围。图三为锁定后的船尾船头瞄准位置,图四为锁定后瞄准的实际落难位置与散布范围。 绝大部分玩家瞄准目标时会被船只的轮廓影响判断,在拥有优秀炮出的玩家视觉里的目标是这样,这样区分目标就可根据角度、装甲、主炮口径来选择命中位置。 以画面中目标为例,新手玩家看到这样的目标肯定是头痛的,那么以高手玩家视觉里是怎么样的呢?红圈、黄圈、绿圈分别为落蛋的位, 箭头为目标移动方向,根据航速预判瞄准距离。接下来实战展示下锁定与小地图信息的配合,敌方航母残血时视野丢失, 这时候就利用小地图的瞄准签调整移动至目标消点位置。在稳定位置区域后,本体切勿转向开炮,瞬间射击角度是锁死的,在右键进入自由视角锁定压阀为目标缩小散步范围, 对付不亮点的固定目标,实用性非常高。 十一点五公里的奥斯汀选择满速内切移动,由于五幺零口径可以碾压中段所有装甲,因此选择黄线高 高度。 由于距离十一公里,巡洋舰没有任何转向时间,目标内切与外切都会命中中段位置,敌军巡洋舰被提沉, 右边鱼雷被侦测,目标选择内切规避,五幺零口径可以碾压目标所有装甲,因此选择黄线高度。 直线目标要精确的瞄准水线核心位置,目标直线航行,敌方可能会外切, 但山的位置限制了外切走位,避免撞山,只能内切移动,因此瞄准黄线低一点的位置。 一切准备就绪,剩下的就交给炮弹散步了。福布特是战界世界中单轮爆发最强的十二门四五七毫米的炮,又拥有 mc 特殊的六号精度插件,因此秒杀期望值非常高。 七个码数值越大,其散布靠近中心位置的概率越大,散布圈的大小对炮弹散布密度也有较大的影响。 上图为所有能够缩减散布范围的配件与技能,希望本期内容能对您有所帮助,我是新金奖,我们下期再见!

in the previous episode of how it works we talked about the dispersion ellipsoid, which was the area where shells will fall in today's episode, we'll tell you about shell trajectories and how ballistics work in world of warships four factors affect the shelf like trajectory in world of warships massive a shell its initial speed shape coefficient and wind resistance depending on altitude let's start with practice we'll take two tier ten cruisers with two hundred and three millimeter guns hindenburg and demoin demoin fires its high explosive shells at a fifteen kilometer distance and the shells reach the destination in ten point two seconds however, hindenburg shells cover the same distance in a point five seconds the explanation for this is that the two cruisers have h e shells with different weights and initial speed how were their flight trajectory look the hindenburg shells have shallow and flat ballistics because of their high speed, while the demone shells have steep of ballistics therefore if we know the weight of a shell you can look up this data on our wiki and its initial speed we have a clear understanding of the ship's main battery ballistics and know how to use them in battles for instance the hindenburgs for ballistics are better for firing at maneuvering targets in the open and over long distances, while the denmoine's high angled ballistics are more suitable for firing at enemies hiding behind islands as you may remember from our previous episodes the high initial speed of a shell is one of the conditions leading to armour penetration however shells with a lesser, initial speed and steeper ballistics are more likely to hit not a ship's side but its deck where the armor is thinner moreover ballistics also affect the shape of the dispersion ellipsoid if the ballistics are steep the ellipsoid will be shaped like a sphere if the ballistics are shallow the ellipsoid shape will be stretched down different types of shells on the same ship may have diverse weights at initial speeds this difference may be insignificant for destroyers, but for example cleveland's at shells fly for one point two five seconds longer than its ap shells at the maximum firing range you need to consider this when you choose a target lead after switching to another shell type of course you'll only get a better understanding of ballistics through practice subscribe to our channel and you'll increase your knowledge and improve your skills click the bell so you won't miss any new episodes of our show。

各位观众大家好,本期介绍的内容淡种鱼雷,通过对炮弹鱼雷机制的理解,能帮您快速提高技术水平,从而提高战斗中的伤害能力。 接下来就由我来带您一起了解战界世界中炮弹鱼雷是如何运作的。首先是高爆弹,绿色、黄色、红色、白色分别为高爆弹的四种命中方式。高爆弹在命中任何物体时会立即引爆,造成一个正方体的建设范围。 建设是没有伤害的,只会对如副炮、防空等武装造成概率损毁,同时炮弹落入水中也会造成建设,主要针对潜艇。 口径越大的高爆弹建设范围越大。高爆弹的最常见使用方式之一, 三轮齐射。此形势适合主超数量多、远距离 at 弹穿身不足的战略键。高炮弹齐射命中就可造成稳定的伤害与起火,远距离支援配合压制总管效果卓越。 另一种较为常见的则为口径小、射速快的高爆,单 该力行的好处点火效率高,如能保证持续高,民众的情况下可对不同位置进行点火,从而快速削减目标生命值。在能有效击穿的情况下造成三分之一炮弹飙伤伤害。 如果击中的模块生命值为零时,高爆弹击穿后只能造成炮弹飙伤六分之一伤害,未击穿不能造成伤害,但甲板建设仍旧可以损坏武装以及点火。 at 蛋是战舰中最具威胁的蛋种,炮弹标商高于 h e 蛋两到三倍,对核心区更是拥有毁灭性的杀伤力。 ap 弹的伤害机制为三种,过穿,只穿过或触发隐形后,炮弹不能留在船体引爆,将以炮弹飙伤的十分之一结算,击穿船体后,炮弹在非核心区引爆,造成炮弹飙伤三分之一伤害,而在核心区内引爆则会造成炮弹飙伤百分之百的伤害。 战略界的 ap 弹齐射足以威胁任何船只。 另一种射速快、口径小的 ap 弹,投射量大,穿身较弱,无法有效击穿防御较高的战略键,但持续被命中,上层建筑也会 被削减大量生命值。对于轻装甲以及小型目标,如驱逐舰杀伤力强。对于驱逐舰,二百八十毫米以上口径 ap 弹只能强制过穿,造成十分之一伤害。面对轻巡较为薄弱的核心区,在近距离 ap 弹多数会过穿。 有一种特殊情况就是水中弹,任何炮弹在接触水面的一瞬间都会触发,引进 水面的浪花,会触发隐性炮弹,以触发后形式摄入回应区即可造成核心伤害。 清晰可见的水线下的两颗核心弹孔。 半穿弹。拥有 ap 弹的标商 h 一弹的触发机制在攻击驱逐键时有着绝对的优势,但是面对巡洋舰以上的目标,伤害能力不足。虽然命中率与投射量有所保证,但模块减伤机制对于 sap 弹效果较强。 简单来讲可以理解为 at 蛋伤害的 h 一同时会撬蛋,面对生命值较为健康的目标,伤害能力稳定。 接下来是鱼雷运作机制的介绍。鱼雷的伤害机制为两种, 一是船头尾无防雷带区域,这两个位置是进水率最高的区域,只要被鱼雷命中,进水率高达百分之八十以上。 除了驱逐舰外,船只中钻都有鱼雷鼓包,用来抵御鱼雷的威胁, 鱼雷防护越高,进水概率越低。缺点是鱼雷防护包裹的是核心区域,被鱼雷击中虽然能够减少伤害,但伤害类型属于核心伤害,维修小组并不能有效回复损失的生命值。 传统尾虽然伤害较高,但命中一颗之后,伤害会被模块大量减少。举例,目标五万生命值,鱼类减伤百分之二十,鱼类伤害一万, 有一颗。巡洋舰中断防雷带不能超过百分之四十五,就不能有效防御鱼雷对中断的伤害,四颗中断稳定击杀伤害一出, 同样目标四颗鱼雷攻击船尾位置,生命值还有百分之二十左右。第一颗雷满伤一万五千家的情况下,后续的三颗雷只能打出百分之四十的有效伤害区不见。同样道理,不同船只生命值不同,模块险伤也有所不同。 驱逐线中断没有鱼雷防护一万七千九的生命值,鱼雷一万九, 中断一颗就可击杀潜艇的鱼雷机制有两种,伤害低的声岛雷, 伤害高的指向雷,但伤害机制与普通鱼雷并无差异。 有一种特殊的深水鱼雷,该鱼雷拥有更高的隐蔽性,更高的净水率,对于任何没有水厅的目标,压制能力优秀。缺点是不能攻击吃水较浅的驱逐舰或巡洋舰。 最后就是航母的鱼雷机,鱼雷机基本分为二到四颗、四到八颗的类型,科数较少,主要以直伤为主,适合攻击头尾收树雷如能命中头尾,进水类几乎接近百分之百。 平行雷更适合以中断为主,由于 鱼雷密度较大,瞄准头尾位置都较容易规避,极树雷适合以中后段为主,由于同一个位置多次民众,中后段可造成轮机舱、船座进水等额外伤害。 散射雷以命中率为主,只要能够权重就能发挥所有的伤害优势。 本期的内容到这里即将结束了,希望本期的内容能对各位店长们有所帮助, 下期我们将继续介绍另一类的伤害机制,进水、起火配件以及 核心模块。 我是心机鸟,我们下期再见!


研发局来了,研发点已经成为炙手可热的资源,那么如何更加合理的获取研发点?用 什么线什么船来获取研发点更快更方便?怎样爬线是最为省时省力,以及在这样的过程中如何勤俭持家,保护自己的零用钱和周末时光高效退线。本期就来给大家介绍一下。 首先要说一下退线的误解与基本机制,有一个天大的误解就是你只要点一下重置就可以获取研发点,然后呢,就有朋友把自己的所有的不想玩的线给退了,悲剧啊! 研发点的获得是需要你在重置某条线之后重新爬出,使用重置后的五道差级战舰进行战斗并获得首胜之后,才能够获得该等级的研发点。所以如果你不会重新 经验某条线,那就不要去退他,更不要使用有限的双倍研发点重置机会去重置你不喜欢的线,那样会非常煎熬。所以退线不只是需要经验值,也需要银币,更需要肝,还需要一些些爱。 每个季度只有一次双倍的机会,同样的进行一次退信重发的操作,可以获得双倍的研发点。所以圣彼得堡当时的期望就是每个季度大家可以重新爬一条线。 某条线被充值之后,该线的所有船只都会被出售,并免费自动拆除所有配件,将这条线上的所有船只经验都转移到该线的一级船上。 重新爬线之后,该线的不同等级船只就会给予不同的研发点,航空母舰的话则只有六八十级可以获得研发点,在研发 拉出十级之后就可以重新重置该线,并不需要购出船之后的话也会进行省钱方式的介绍。总而言之,如果你不会爬某条线,不喜欢某条线就不要去退他,不然就会追悔莫及。 热知识,每条线倒插所需经验不同,战略件一般在一百万左右,巡洋舰九十万,驱逐件八十万,当然通过全局的合理分配以及部分配件不研发的方式,也能够有效压低成本。但是归根结底, 还是推荐各位用擅长的巡洋舰和屈辱舰去退现重置战略舰,毕竟所需经验太多,所需银币也太多。想必大家都听过这样的一句话,重生之我是春云。 为什么日系驱逐二线成为了大家公认的这家推线路线呢?还是因为两点,够强够省。重置线的选择 肯定要选择八九级这两大头够强的线,同时七级还能混混那来,一到六级可以混,或者说是用全局直接点了,省点时间 而变懒。所有戏真正能满足老玩家用的舒服。自己很强,有开运能力且胜率有保证,能控场,失败了也能蹭到足够经验收益的。首选首选就是秋月性和北风交了。 秋月啊,括弧姓在任何模式下都能通过自己强大的投射量改变战局,不论是 rack、 cw 还有比赛模式,他都可以胜任。 裸川三十的 h 一代在驱逐内卷、拉延习大船,配合鱼雷,在装田、进行炮、离合技等方面是技能有效,控场也能够毒瘤的强势战舰,可以跟诸多八级金币舰船分庭抗力。北风括弧交作为秋月 plus 特性一致, 可以完美适应这样的属性,并不像很多巡洋舰和其他的驱逐线,在七到九级可能有巨大的习惯差异,导致船型有很大的差别,让玩家在习惯上很难适应。差级的强度其实和重置线根本没有关系,反正大多数也不怎么玩,甚至都不会把它买出来。 另一个方面是这条线所需的研发经验真的很少,且去除件本身的出场费和购买费也较低。这边也借用其他的网站与平台流传的一张图哎修改而成的图片,让大家大致了解一下比较少比较省的线大概要花费你多少的经验以及隐蔽, 所以在这张图上我们也能够弄清楚哪条线最为合理和合适。在综合考量一下其七到九集团的强度以及大众的适应程度,我也给大家一个 我个人层面上的重置线推荐,希望能够给大家有一些帮助。第三部分就到了我们省时省力的省钱技巧,第一个重要技巧就是零存整取, 一艘研发局的船只就算是全部依靠双倍研发点来惩治,也需要三到四次的退现才能够兑换得到。 再次提醒各位啊,只要研发出差距就能够进行重置,所以我们可以在差距上存上五到六次甚至更多的六千研发点,再到需要踢船的时候一并取出, 这样能够最大化的节省差集船购买再卖出的折价。所以每当你能够一次性提船的时候买到差再拿出所有的研发点是最为节省盈利的操作。第二个方法就是活用活动送船,虽然本游戏没有直接送差级银币船的活动, 但是经常有通过开箱或者任务串来获得隐蔽传的活动,例如之前就有德国补给箱可以通过活动来直接获赠西片,有财力或者是欧皇玩家就可以提前退现德国选阳线,然后抽奖获得西片,那么你就可以从八级开始获得八九叉的主要研发点, 各位可以关注各类活动是否有赠送银币船,如果有的话,尽力干一干绝对是省钱快捷的方法,哪怕是六级和七级船也能够有效的节省你在之前的银币和全局花费。 第三点,分线双退。如果你特别精打细算,那么你一定会注意到,其实像日系的去除一线和二线,苏系的去除一线和二线可以通过同时退掉一线和二线,然后再全部打出的方式来节约一到四级的爬线时间或者是全, 虽然是文字腿,不过能节省一分那就是一分时间。金币银币毕竟都是资源吗? 那么这里的话也要再提一提,就是全局和隐蔽的分配,其实每个人的状况不同,不能学克佬们完全靠氪金,全局来一分钟爬线和跳线 也没有必要全部从一级手打到叉级确实时间太久,推荐各位合理使用全局来跳过你不擅长的等级和船白板船体,而集中使用八级、五九涂装、春日天空等来首胜,配合产出更高的全局。 所以多花时间在自己擅长的船上,又少用一些时间去过掉那些坑船,那肯定是更加合理化的选择。第五点则是那来大法啊,难过的并不一定只有八级和九级船,其实很多船的六级七级 呃,并不是很好操作,特别是在随机当中会很坐牢。那么大家也可以通过 pbe 啊,那来也好,神盾也好,想办法来度过一些六级和七级的阶段,特别是有强势 pbe 线的传值,比如说,哎, 法系驱逐舰在纳莱也能够呼风唤雨。当然各类驱逐舰在纳莱之中的表现的话,呃都还不错,反而是巡洋县中的例如阿尔吉利亚星、奥尔良等船 在那来非常的疲软。如果你是一个坚定的手动不跳档,那么你也请一定要考虑你所要退现的船只是否有擅长的 pv 的等级。那从这个角度来说,为什么英雄因清线很受大家的青睐呢?毕竟 累计也是那来的一个稳定盛传之一。最后的话要跟大家说一下钢颜双链的方式啊,省钱并不一定 是一种截留,还可以是一种开源。如果你觉得刷牙发点非常的枯燥,那么你也可以尝试把目光放在 rank 和 ctv 当中,特别是你对你的退线工具人有很强的熟练度和个人能力的时候。 当季如果有八级的 rank, cw 等模式的话,哎,还有冲刺 cw 和 rank 模式的话,前女友强势的传之和优秀队伍的话, 一边刷缸一边退线起步,美哉,毕竟已经摸过无数遍的银臂线是轻车熟路。以上 就是我们关于研发点的初步攻略了,那么希望各位都能够结合好自己的兴趣和擅长船之,避免陷入悲剧。快捷而又快乐的重新爬线是大家共同的追求。如果您不知道哪艘船是最适合的,也推荐您查看之前的研发船介绍与指南。

