WoT: Sniping Guide

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I would appreciate if someone added insights to this thread about how your gaming equipment impacts your sniping. E.g. does a low resolution pointing device (mouse) hamper sniping?
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Who needs view range when you have the art of minimap aiming. Basically, using the minimap to visualise a shell trajectory required to hit an enemy. Even though the game stops drawing tanks after 600 meters, the shells still continue onwards.There isn't a more satisfying experience than seeing your shell fly out into the wild lands of 600+m, disappearing out of sight and resulting in some yellow text.
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"The problem with dispersion is even when fully aimed your reticle will never shrink to below that dispersion. This is the variation in gun barrel, shell balancing, and powder load that determines how tight your fully aimed grouping will be. It is a hardware problem that no crew skill or module will currently address[...]"BiA and vents, respectively."Tanks with poor view range also make poor snipers because an unseen target is very difficult to hit and even if teammates closer to the fray have the target sighted and on the minimap, if they are outside your own view range their tank will not render."This isn't true at all, spotted tanks will render out to the engine maximum of 600m (which will be increased in an upcoming patch), regardless of your tank's native view range. How could you possibly not have realized something this obvious, jesus fucking christ.FIRE SAPHAIS CAIN.
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Actually, I looked up the details (RESEARCH IS HARD), 600m was just my mental approximation. Tanks are drawn within a 1000m^2 square centred on your tank, so the distance is 500m in the cardinal directions and ~707m in the diagonals.Serious how could you play >800 games in a tank with a 330m view range and never notice yourself shooting targets farther away than that (412.5m with binocs).Also, for the sake of completeness, rations are the third and final way of increasing effective accuracy.
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Look at this idiot trying to snipe not only with Soviet tanks, but with a fucking T-28 of all things. Good fucking lord man, if you want to snipe play German (if you want to be best at sniping and nothing else) or US (if you want to be ok at sniping and decent at everything else).
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To be fair, the T-28's top 57mm has the same accuracy (0.34) as the 88L/71 and 105L/68 on the German medium / heavy lines. Still, if that's the kind of playstyle you enjoy, it makes more sense to head up one of those lines than to spend 803 battles in a tier 4 shitbox.
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Couple of things: It's APCR, not ACPR, and tanks don't go 60m/s, as that's 216km/h. Give me a tank that can do 216km/h, and I can show you the world.
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I fear that one day i'm going to be in one of those videos and die horribly because of those shots.Here's one to people that never learn even while reading your great articles *toast*
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Heh, I die horribly constantly. I just don't post those vids because I figure everyone already knows how to lose.
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Assuming this is something that actually happens as described, some weird artifact of not having draw distance set to max in graphics options, or a bug that affects only you? The longest-range shot I noticed taking last night was 534m, in a T32 with a 400m base view range and no modifying equipment apart from vents. This is not an uncommon range to see tanks at.
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Thats radio range. You have the hardcapped view range and the tanks detection range, if a friendly spots and enemy and one of you is within radio range of the other you'll see a tank out to the maximum view distance. All binos do is increase your own tanks detection range.
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SAIPHAS, ADDRESS THE FEW ERRORS IN THE ARTICLETHIS SERIES IS MEANT FOR RELATIVE NEWCOMERS
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There are a number of Soviet tanks which can snipe, just like a number of German tanks which can brawl.
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the way to solve penetration problem is to find a spot to flank while sniping. Also APCR (gold ones) are not necessarily worse than AP in long range given higher base pen (not sure about shell velocity though, but velocity is something u should consider when sniping)
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Relax there cruise control, it's coming. Got this RL stuff going on right now. I'm about to get liquored up so I can do some electrical work but it'll get updated.
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Technical details have been updated and the language loosened so that it should retain accuracy even when they raise the server horizon. Been a hell of a busy week.
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Lowbie teammates with bad radios was my first reaction, but he does specify that they appear on the minimap before he sees them, which they wouldn't if he was out of radio range. If we assume that Saphais isn't a TBI survivor and is actually capable of accurately relating what happens in consensus reality, it sounds like a problem with his setup.

The Sniper setup is one of the core archetypal tank setups in World of Tanks alongside Brawlers, Flankers, and Scouts. Most elements of a sniping tank seem second nature to experienced players but newer tankers unfamiliar with the finer aspects of game mechanics will find themselves in dire straits when they thought themselves safe from view, or fall victim to invisible assailants with alarming frequency. There are also certain tank and gun combinations that lend themselves to sniping and others that will never make adequate sniping platforms no matter how much specialized crew training and gear you use.The two foremost elements of effective sniping are accuracy and view range.

Accuracy

Weapon accuracy is the first concern in sniping setups as an inaccurate weapon is unlikely to hit your target at all at the ranges you will be engaging. While Howitzers will occasionally get a hilarious hail mary hit, their shell velocity and high dispersion mean that even fully aimed they will never compare to a standard long-gun firing AP shells. This is purely a square peg, round hole problem. Not all tanks have a choice of functional gun or howitzer and not all rifled guns are even accurate enough to snipe with. The D5T-85BM, at .37m/100m dispersion is about the upper end of acceptable sniping guns whereas the ZiS-4, at .34 is perfect and can reliably hit targets out to maximum range with relative ease, provided you lead them properly. The problem with dispersion is your reticle will only shrink so far. While crew skill and other factors do improve maximum accuracy and aim time there is a noticable difference between a .34m fully aimed gun and a .40m fully aimed gun so if your tanks best gun option has a .38 or higher dispersion  you may want to reconsider the tanks role. Even the KwK 40 L/48 at .39m begins to have issues reliably tagging targets at range because of how the server throws your shells.

The primary reason you want to insist on highly accurate weapons is the RNG. While most shells will by definition fall within one standard deviation of your aim point you do not want to have to rely on the vagaries of the deviation engine to place shots on target for you. To achieve success it's necessary to marry skilled play with tanks maximized to your purpose. You want to stack the deck as much in your favor as possible so taking a gun that maximizes precision is key, even if it doesn't hit very hard.

Unfortunately there aren’t many tanks with guns as accurate as the ZiS-4 available and when you hit the big .40 you’re going to be wasting more shells than not at long ranges. The thing to remember is you’re dispersion grows by that many meters in diameter every 100 meters of range between you and the target. As noted in the View Range Battle Mechanics section of the Wiki, the view range of a tank is technically unlimited and the maximum any tank can reach as of the last revision is 598.8 meters with all modules and crew skills in your favor. Rounding that up to 600 meters for easy math your .40 meter dispersion becomes 2.4 meters in diameter at 600 meters range.  This is somewhat misleading as the dispersion describes two standard deviations from dead center, since 95.45% of your shells should land in that circle. Your reticle actually shows three standard deviations so it is 1.5 times the diameter of that dispersion value. Since only ~5% of your shells will land outside the dispersion diameter we can safely use that dispersion to describe the problems you’ll face rather than the reticle.

Lets put this in perspective then. Just how big is a 2.4 meter diameter circle? Comparing to tanks, which is really the only comparison that matters here, the T-34 is 3 meters wide and 2.45 meters high so it sounds like you could hit that regularly from the front at 600 meters with a .40 meter dispersion gun. The caveat is there’s a lot of open space to either side of the turret and underneath the hull that’s nothing but air and is still inside that 2.4 meter diameter. Your actual chance of hitting it may be closer to 50% than 95.45%, and you will not be able to aim for weak points with any degree of precision.  Considering turret and target movement and the aim prediction you must make prior to firing to account for shell velocity (these aren’t lasers) even with a .40 gun you’re going to have difficulty.

 

View Range

While the 600 meter example makes for easy math, even the perfect Patton detailed in the Battle Mechanics example doesn’t quite reach that with all the best equipment. While closer targets means they are easier to place shots on, it also decreases the number of shots you can fire before they’re right on top of you. Tanks with poor view range also make poor snipers because an unseen target is very difficult to hit. Teammates closer to the fray cannot be relied upon to survive indefinitely and server updates on obscured targets aren’t very fast, meaning the enemy will have ample time to dart between openings before it even renders if you’re relying on a teammate to spot for you. You’re going to end up doing a good deal of your own spotting when you’re a sniper.

 If you are in stealth yourself you will lose most of that bonus when firing thus a long view range is essential in remaining hidden while firing as a closer enemy also has a better chance of detecting you back when fired upon. It is worth mentioning that view range determines detection range but they are not the same thing. View range is actually a pretty terrible label for that statistic since the server rendering rage has nothing to do with your tanks optics. The maximum range an enemy detected by any teammate will be rendered varies depending on the angle you’re viewing them from due to mathematical shortcuts in the server code. Using the edge of this maximum draw distance to provide your own stealth by keeping other enemies out of your server horizon will cause targets to blink into and out of rendering range as the melee progresses so "range tanking" while you snipe has its own set of issues. The server horison is due to be raised as noted by Serb since there’s no reason you should be able to see enemies at 600 meters on one map and nearly 850 meters on another just because the second map has you approaching each other on a diagonal for example.

Your detection range is your view range reduced by the target tanks stealth rating, their crew training, camouflage paint, camouflage net if active, and intervening cover. The range at which you can detect the enemy yourself and remain hidden while firing upon them is rather narrow. If your view range isn’t artificially boosted by crew training and equipment that margin likely won’t exist at all even with cover.
 Basic view range is based on the tanks turret and is increased by the Recon skill for Commanders, Situational Awareness for Radio Operators, Ventilation boosting their skills, and either Coated Optics or Binocular Telescopes. While you can equip both a Binocular Telescope and Coated optics the effects do not stack. Premium consumables can boost this a little further but if you’re paying for those each battle for sharper vision in randoms you’ve got problems. Best to save them for your tier 10 brawlers.

 

Saiphas Cain
Where am I? What Plane/Mech/Tank/Ship am I in?