The ranging shot is one of the most useful tools in naval gameplay, specifically in bluewater fleet gameplay. Despite that, I very rarely see it used at all. So here I thought it’d be pertinent to cover what a ranging shot is, how to use it, and why it is one of the most powerful tools in bluewater fleet gameplay.
What is a ranging shot?
The ranging shot is a feature that allows you to fire the guns one at a time instead of all together in a single salvo. It is ostensibly meant for being able to determine the range to a target without having to fire a whole salvo and then waiting for a reload, but it has much better uses than that.
How to use a ranging shot
In order to use a ranging shot, you first have to set up a keybind for it. Go to Controls → Naval → Weaponry → Ranging shot. Make sure you set a button that you are comfortable holding repeatedly for long periods of time. I would highly recommend setting it to either MB4 or MB5 (the 2 buttons on the left side of a right handed mouse or the right side of a left handed mouse) because those are very easy buttons to hold down for long periods of time using only your thumb while still being able to use the rest of your mouse as normal.
In order to use the ranging shot feature, hold down on the ranging shot button. This will fire your guns 1 by 1 in order, going from the leftmost gun listed on the list at the bottom to the rightmost. In order for this to work, you need the follow bullet camera setting disabled. To do that, go to Options → Naval Battle Settings → Follow Bullet Camera. Thanks to @Morvran for reminding me that follow bullet camera needs to be turned off.
Why ranging shots are more useful than normal salvos
The biggest benefit of ranging shots are that your fire is not concentrated all on 1 point. With a normal salvo, all the fire is directed at 1 point, with the only separation being from the spacing of the gun barrels of for turrets with multiple guns in them. All the fire being on 1 point can be devastating to that 1 point, but it can often leave the rest of the ship unharmed, and that can be especially detrimental if you are in a vessel such as a battleship which has a very long reload.
What a ranging shot allows you to do is to rake a target with gunfire. Because it fires each gun individually, you can move your guns as they are firing so you have time to adjust your fire to hit specific pieces and/or move the guns enough to cover an entire target with shells in 1 salvo. This is super, super useful. I have used this to great effect at every tier of bluewater fleet gameplay.
It also means that you can keep a consistent stream of fire going as your guns reload. The best example of this use is the USS Atlanta. On the USS Atlana, the reload is fast enough and the vessel has such a huge amount of guns (16 main guns in 8 turrets, 14 of which can be fired at once on a broadside) that you can keep up near-constant fire on a target because by the time your last gun has fired using a ranging shot, there is less than 0.5 seconds left until your first gun reloads.
Also, though this is an issue that nearly no one ever will run into, ranging shots do also come with the added benefit of allowing you to conserve ammunition by allowing for you to stop firing partway through a salvo if a target dies, goes behind cover, or if you need to turn the turrets to something more important.
Conclusion
Ranging shots are, in my opinion, the single most useful feature in bluewater fleet gameplay. And yet, I see nearly no one using it. The only time I have seen someone else using it in the last 6 months is that afformentioned USS Atlana which absolutely shredded me using it. I know not many people play naval compared to the other gamemodes, but I hope this guide helped those of you who do play the bluewater fleet or are looking to get into it.