(Note, when i refer to dispersion, I reference the dispersion pattern, not the dispersion value that is displayed in game unless I include a dispersion value with it.) Fully aimed shots miss and russian tanks never seem to miss. That is the story of dispersion in WoT. The dispersion mechanic has been one of the biggest off-puts for players as it throws just too much RNG into the game. The system of dispersion has been in the game for a long time and is a fairly complex system in WoT. To understand this proposed dispersion buff, you need to understand how dispersion works in WoTThe aiming circle shows where all shots will go, the circle' radius is your dispersion multiplied by 2. Example, a tank with .32m dispersion at 100m will have an aiming circle with a radius of .64m at 100m or an area of 1.286m squared. The circle can divided into 4 quarter circles as well, For our .32 dispersion tank these circles are .00-.16, .16-.32, .32-.48, .48-.64. The first two circles (.00-.16, .16-.32) will have roughly 95% of all shells land in. However each circle has its own percentage, for the first circle (.00-.16) this is 68% of all shells, second circle (.16-.32) is roughly 27%, third circle (.32-.48) is roughly 5% and the final circle (.48-.64) is less than 1%. This is not the original dispersion of WoT, the first system had each circle with 25% of all shells. You couldn't reliably hit anything with this system. this was then replaced with different system, where the first circle received 80% of all shells.This wasnt perfect as it proved too accurate on the move. Then came the current system, but this was 4-5 years ago. It wasnt ideal then and it has seemingly gotten worse over time.

So how do you fix dispersion? I have thought of two ways. Active dispersion or Buffing the current dispersion pattern.

1. Adaptive dispersion. When a tank is stationary 80-90% of all rounds will go into the first circle, but as a tank moves the dispersion pattern worsens. How worse is dependent on two factors, speed of the tank, and how long the tank has been moving. Speed is pretty obvious, the faster you go the harder it is to hit your target. How long the tank has been moving is mainly to combat TD's from turning around 180 degrees and then snap shotting a target because they didnt lose the dispersion pattern as they never gained any speed. There is a limit to how bad the dispersion can get, when a vehicle is above 70% of its max speed the dispersion is the same as what we have in WoT now. The same effect can be achieved by a vehicle that has been traversing its hull for more than 6 seconds. As a vehicle accelerates or traverses the dispersion pattern worsens until it hit either 70% of its top speed or 6 seconds of traverse. Say a tank has reach 35% of its top speed or has been traversing for 3 seconds, the dispersion pattern will have the midpoint value of shells in the first circle from the mobile dispersion and the stationary dispersion. So if the stationary dispersion is 90% and the mobile is 68%, this tank will have a dispersion will have a value of 79%. If the stationary dispersion was 80% then the midpoint would be 74%. When a tank comes to a complete stop the dispersion will return to its stationary value after 1.5 seconds, quicker than most aiming times. This will make it so that quick snapshots are better than firing on the move, but not better than taking your time and aiming in.

Now this isnt perfect, as this make SPGs REALLY accurate. The easiest fix for this is to exclude them from the changes as they dont need the buff.

2. Buffing the current dispersion pattern. This is the easier fix as wargaming just has to change several values in the random number generator. The problem is that wargaming tested something like this and didnt like the results. However wargaming just used the second dispersion iteration's values, which maybe were just too accurate. So rather than the first circle value being 80% the value could be 74%, as its a nice middle ground. This allows more accurate fire without becoming too easy to hit without really aiming.

In the end, the sheer amount of RNG needs to be reduced, its what killed the Esports world for WoT and is taking out players as too much of the game is reliant on luck. Weakspots used to be the best way to balance superheavies, but when a weakspot basically needs to be a giant tumor in order to hit it weakspots fail to balance tanks.