
Typically, it's no easy feat to hit a moving target and that is why plotting rooms, and range finders are used. You typically can tell by zooming in on your ship, move a turret and as it stops, you hear a sound like a thud.

But unlocks when sloughing the turrets and therefore cannot fire until the turrets stop turning. Even a turn while firing affects it.Īnything you do whether sailing fast, slow, at, away, turning in, turning out, and the target's own heading, speed, and if it is in the process of turning.įYI, most ships lock the turrets when the reticle shows ready to fire.

Wait a sec, so your own ships speed actually has a direct effect on your outbound shells? Now, it is just like a shotgun no matter the range and aim is more of a nice to have than a necessity because god only knows what the dispersion is going to do. With the DM, it used to be that if you got real close and could penetrate something, it was going to the bottom. And there was a time when cruiser's were pretty darn likely to end up on the bottom if they made any mistakes at all given a well aimed broadside almost always generated citadels. But I have to think that's one way they have to counter the power creep behind the scenes on the down low. The only ship I'm sure about is the DM though. I think that dial has been secretly turned up from 1 at closed beta to over 11 now. I have a conspiracy theory that there's a super secret, dev eyes only dispersion dial that affects all gunnery. She actually received lots of buffs in around 2016 to get her to where she is right now.Ī late 2016 thread from the EU forums months after the changes went into effect.

North Carolina actually had it's accuracy improved.
