Having your gun/aim get disturbed by something as silly as a lamp post or shop sign is silliness. This doesn’t help gameplay at all and simply creates moments where you can round a corner and completely miss/get killed by an enemy tank because the barrel decided to aim skyward at a shop sign instead of the tank you’re blatantly looking at.
It’s the same even with something as stupid as a lamp post. You can use the binoculars to line up a shot at range before peeping out of cover and completely miss because in that split second you switched view your gunner got confused by a damn BUSH.
Please tell me there’s a way to switch this off, if there isn’t I beg you snail delete this “feature”.
Well, some people want the barrel to be a collisionable object which in your case would help but in some other cases you wouldn’t be able to turn your turret through the walls.
The point of mouse aim do have to converge with the line of the barrel at some point though… does this means skipping the destroyable/pen-able objects and converge at a solid thingy?
WT is literally the only game this is the case and it is because Gaijin is incapable of making a version fort ground and a version for air, so all modes get the air version
in air we have a fixed convergence, in ground we have it auto set to the blockings of out sight. Convergence is a thing regardless of air ground whatsoever. Whenever there’s parallax problems, conv needs to be considered.
You misunderstand.
The reticle is the same regardless of mode. I understand why it is set the way it is for air. But this is not how you set it up for ground.
For air you want leeway and a bit of mush to give the player a greater feeling of control for fast paced combat.
On ground you want extremely tight and close controls to give the player a feeling of percision and full control.
But gaijin uses the same reticle for air and ground and naval. So every mode is stuck with a rather lose setting ahead of your actual intended aim. That is why your gun raises when close to a building because the outside of the ring is already interacting, while you would normally want that interaction to only happen in the very centre.
A good example of this is on the test map. Pick a tank, any tank - the longer the barrel the better…
Now turn the turret in 3rd person view and look at the hut behind you. Move your turret very slowly to the hill behind and watch what your barrel does (along with the barrel reticle).
It’ll suddenly skip up or down before re-aligning the barrel/barrel reticle with your mouse reticle. Now… skip to sniper view when it’s doing that - you’re not looking where your mouse was looking but where the barrel was looking. It’s infuriating.
When you’re in dense terrain with lots of objects (trees, bushes, destroyed houses, lampposts, fire hydrants, other tanks (yes, seriously) etc etc) it’s even worse.
At long ranges you don’t notice it but in urban environments it makes 3rd person almost unusable to actually shoot since the barrel moves all over the place and not where your aiming.
Another good example of this is when you look in 3rd person at a spotted tank - it’s “visible”, move to sniper view and suddenly it’s not… why? Surely what matters is the barrel’s location and not the slightly elevated view from 3rd person?
For the record I’ve got a bug ticket raised about this going into details over the observations but no response yet (Community Bug Reporting System) - which makes a change from the usual “It’s British line, it’s supposed to suck” response I get to bugs over broken vehicles.
And it happens because of parallax. As explained by @baum because in ground the parallax is not fixed, it will try to aim the reticle (which is the aiming point of the cannon), to the center of the aiming point at the furthest point you can see without collision. This however is dynamic, so when sharp changes are detected (aka, looking above a hill, looking at a fence post just in front of you…), the game will move the gun to a completely different position between long range and close range, hence the stutter.
This could potentially be fixed by not considering destroyable items in the parallax calculation, but you’d get into the issue of not assessing the position of destroyable object when you aim, with would be an issue when you play with HEAT or other chemical warheads
I’ve had my fair share of frustrating moments with this mechanic, especially in urban maps where precision is crucial. The way the reticle interacts with terrain and objects feels like an unnecessary hindrance rather than an intended realism feature. Seeing my barrel shift upward because of something as trivial as a lamp post or bush completely throws off engagements and makes lining up shots feel more like a gamble then skill-based.
I get the idea behind parallax adjustments, but as others have pointed out, the dynamic nature of it seems too aggressive. The reticle shouldn’t be prioritizing destructible terrain over direct line-of-sight targets. Ideally, Gaijin should implement separate aim mechanics for ground and air rather than a universal system that causes these weird inconsistencies.
I’d love to see a fix that makes aiming more intuitive—perhaps by tweaking how the game handles soft objects in the parallax calculations or even introducing an optional setting to reduce aim disruptions.
Until then, adapting to this mechanic feels like an unnecessary headache rather than a meaningful gameplay challenge.