Aim time
Gun Aim Time
Seconds for the reticle to shrink from its bloomed (moving) state back to fully aimed (base dispersion).
What it means
Aim time is how long the gun takes to 'settle' after you move, turn, or rotate the turret. The reticle blooms (expands) during these actions, then progressively shrinks back toward its fully-aimed (base dispersion) size. A shorter aim time means you can fire accurately sooner after moving — critical for hit-and-run play.
How it's calculated
Typical values
Sniper TDs: 1.5–2.0s (precise). Mediums/heavies: 2.0–2.5s (standard). Lights: 2.3–2.8s (loose). Bad: 3.0s+ (derp guns, some heavies).
Example
Why it matters
Aim time is the difference between an aggressive peek-out shot landing on a weak spot vs. missing and wasting your reload. Players who 'snap fire' lose ~30% of DPM to bad dispersion. Patience pays — the half-second waiting often beats the half-second of shooting.
Common pitfall
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Related terms
- Dispersion — How tightly your shells cluster around the aim point — measured as the radius of the aiming circle at 100 meters.
- Rate of fire — How many shells your gun can fire per minute with current crew and equipment.
- DPM — Theoretical damage output sustained over one minute of continuous fire.
- Gun depression — How many degrees below horizontal your gun can aim — critical for hull-down play.