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Deadeye


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Meatvan #1 Posted Apr 17 2012 - 08:06

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Since most of the perks and skills take sometime time to kick in this perk may explain a lot of what I have been seeing lately. Gun knocked out, up, tracked wai wai wai wai up, fires in all my tanks from all nations up, etc etc.

Sound plausible?

Genesis0071 #2 Posted Apr 17 2012 - 08:09

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Hit the nail on the head.  :Smile_great:

kuxansuum #3 Posted Apr 17 2012 - 09:09

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I have seen the Gun getting knockt out pre 7.2 quite a bit tanks come araund the corner shoting on the run and boom your gun is out i thout maybie this guys know something i dont but then it stoppet with 7.2 coming out untill yestarday and i see it starting to happened agein so I'm wondering if this isnt some kind of hack and the reason it went away when 7.2 came out is bicouse the version needet to be updated. Wondering if anyone notice this olso or I'm just having a streak of bad luck with gun getting knockt out.

partialist #4 Posted Apr 17 2012 - 10:39

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My gun is getting knocked out every couple of games now, regardless of which tank I'm driving. Sometimes more than once in one match (i.e. after I fix it with the consumable repair kit). It was rare before that. It's very annoying - which I guess means the skill is effective.

Peejzero #5 Posted Apr 17 2012 - 14:34

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If it's from Deadeye, wouldn't there be a 3% increase in the amount of module damage? That doesn't feel like it matches the amount module damage myself and others have been noticing. Instead it feels like that the new skills raise our module durability to what we would have considered "normal" before the patch. For example, if you don't have Safe Stowage then your ammo racks are 12.5% weaker than before the patch. Then if an ammo rack is hit by a Deadeye shell that makes it 15.5% weaker than what we're used to. This would apply to all the modules that have skills and perks attached to them, and I think these numbers would be noticeable. Not just the 3% from Deadeye alone.

Quillan668 #6 Posted Apr 17 2012 - 14:34

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I lost the gun a lot over the weekend. It frustrated the hell out of me at first until I realized they were shooting HE at me. The notable ones were both when I was running my IS-3. I encountered a King Tiger with the long 105 and an IS-4 with the S-70, both of whom shot nothing but HE at me. It kept taking the gun out but really didn't do a lot of damage. Frustrating more than anything else.

Druxus #7 Posted Apr 17 2012 - 15:00

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I just blame it on murphy's laws of world of tanks:

1.) If your tanks is already a slug on the battlefield (Like the KV) They will always hit your engine and/or Driver first

2.) If your tanks takes more than 10 seconds to reload, Kiss the loader and/or ammo rack goodbye

3.) If you are in a shootout, The gun is gone

4.) Being circled by lights or mediums....Yep you guessed it turret control get hit

Beerstein #8 Posted Apr 17 2012 - 15:05

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Negative, I'm also landing more and haven't spent on the perk. They messed with how armor works again last patch.

RobertK #9 Posted Apr 17 2012 - 15:05

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I think HE has become more useful again with the last patch (armor effectiveness against HE was reduced by 20%). So, people are using HE more often. It has a higher likelihood of doing module damage. Thus modules are getting damaged more often these days.

Bob

Viggen #10 Posted Apr 17 2012 - 15:27

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I recall reading in another thread, a while ago, that auto-aim along with HE will often knock out the gun, due to the centre of mass aim point.

SHISHKABOB #11 Posted Apr 17 2012 - 15:33

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View PostPeejzero, on Apr 17 2012 - 14:34, said:

If it's from Deadeye, wouldn't there be a 3% increase in the amount of module damage? That doesn't feel like it matches the amount module damage myself and others have been noticing. Instead it feels like that the new skills raise our module durability to what we would have considered "normal" before the patch. For example, if you don't have Safe Stowage then your ammo racks are 12.5% weaker than before the patch. Then if an ammo rack is hit by a Deadeye shell that makes it 15.5% weaker than what we're used to. This would apply to all the modules that have skills and perks attached to them, and I think these numbers would be noticeable. Not just the 3% from Deadeye alone.

3% increase for each player, I think it adds up over time, the more players that have it

Vorpal #12 Posted Apr 17 2012 - 15:51

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If your old chance for a crit hit was 3%, and you add 3% on top of that, your new chance for a crit is double the old chance.

It all depends what the old numbers were and how the 3% is factored.

Craig234 #13 Posted Apr 17 2012 - 15:59

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It's not the 3% from the skill - that's 1 in 30 times. A more likely explanation to any changes you see like this involves increasing game frustration over things that money-making features can help with - for example, feel like your gun is not penetrating more often and it's really annoying? Hey, gold ammo has the fix for you. That's that tension in 'F2P' games, get players hooked then have pressure to spend money.

As for the new skills - wouldn't you really like to have them? Not just the 3% above, but say the 5% from Brothers in Arms?

All you need to to is make a lot more experience... hey, there's a way to do that! Buy premium... I've spent hundreds on Premium - the game was a lot less fun without it for me.

RobertK #14 Posted Apr 17 2012 - 16:00

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According to the Wiki, the chance for module damage depends on the module that was hit...

  • Engine: 45%
  • Ammo rack: 27%
  • Fuel tank: 45%
  • Optics: 45%
  • Radio: 45%
  • Gun: 33%
  • Turret ring: 45%
  • Crew: 33%

I expect Deadeye simple increases those chances by 3%. If you're shooting at an ammo rack, going from 27% chance to 30% is nice. It isn't a game changer, but it does have some effect.

Bob

Slaphammer #15 Posted Apr 17 2012 - 18:20

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I don't really recall my IS-3 getting ammo racked before 7.2, but now it seems to get racked almost every game; it suffers more from ammo racking than any other tank in my garage (including the T-44, which apparently used to be terrible about that but has since been fixed).  At first I thought Deadeye was the explanation, but if it's only 3% then I don't think that covers the increase in ammo rack frequency I'm seeing.

MaxMike #16 Posted Apr 17 2012 - 18:53

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Deadeye and/or the small HE buff cannot fully explain the huge increase in critical hits, multiple critical hits, crew injury and death and their constant nature now. A perk with a minuscule increase in the chance of causing a critical hit is not doing this.

SHISHKABOB #17 Posted Apr 17 2012 - 18:53

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View PostMaxMike, on Apr 17 2012 - 18:53, said:

Deadeye and/or the small HE buff cannot fully explain the huge increase in critical hits, multiple critical hits, crew injury and death and their constant nature now. A perk with a minuscule increase in the chance of cause a critical hit is not doing this.

then what is? A "ninja nerf"?

Lord_Invader #18 Posted Apr 17 2012 - 21:50

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I suffered 3 turret ring hits in my T44 the other night in the same game, kind of thinking I might give that skill a spin soon. Darn frustrating!

Zulu__Dawn #19 Posted Apr 18 2012 - 00:20

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I was in a battle yesterday in my T110 and every hit during that battle did some type of critical damage.

I mean every single hit.   1st I was tracked by an E100...traded a shot with him and did damage.  Fixed the track (with Repair Kit) and back around a corner to reload.  Came around the corner and he was there and trade shots again...POW gun out.  Then an E-75 came by to help...I backed away and let the gun fix itself...reloaded and came around the corner and pow E-75 tracked me before I could line up the E-100.  For some reason E-100 didn't advance to hit me...tracked repaired naturally and I backed away.

Traded shots 1 more time and pow Commander dead.

At this time I decided that I was out matched and drove away to go fight in a different location that had a ton of little red dots on the mini map.  Came up over a hill to engage and pow...tracked.  I was like WTF...At this point I went into instant rage mode.  I was thinking that it was impossible for guys to be getting that lucky.  Fixed track and went hull down creeping up a small hill...

The E75 and E-100 that I left killed their opponents and were coming up behind me now because I could see there little red dots...so I though...Accelerate!!!  Get over the hill and help my team fight the guys in front of me...so we can clear them out 1st...so I hit the GAS and POW shot in the ass and Engine goes down...no fire.  But I am slow as molasses now due to 1 damaged tack and a damaged engine...

then Pow Pow...Dead.

I was like you got to be (expletive) kidding me!!!  Every shot some type of module or crew damage.


Zulu

sephrus #20 Posted Apr 19 2012 - 15:55

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I just have this to say... If you love doing 0 dmg shots go with dead eye. I took it on my obj 704... huge mistake. Seems like 1/2 my shots are 0 dmg now. Shot a batchat twice as he rushed me the other day. 2 0 dmg hits. He flanked me and  wiped me in 6 shots. Asked him post game in pm what I hit. 1st shot took his radio. 2nd shot his radio operator. He went on to kill 4 other guys Inc our arty and basicly won the game for his team even with his broke radio and dead operator. If anything dead eye should guarantee regular dmg and cause higher chance for crits.  As it stands now it's only really useful for fast fire low dmg support tanks like the easy 8 and the jousting pole panther.