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Everything deadeye does, is already done in the most basic ship modules in game without needing to be affected by a gimmick.
Oh, and I'm a battlecruiser (battleship,) main, fyi. I even purposefully play powercreep only by choice.
However,
For example :
Aiming Systems 1 modification which can be fit on every ship except the US ships from T5 and up gives a flat +7% increase to dispersion without you needing to build a specific captain build to run it.
In other words, you can build a ship outfitted for secondary, and run an aiming mod on the ship (which will lower your total secondary range by only 1 kilometer,) and get "deadeye" and a secondary build together. But, the main difference is you will have increased accuracy all the time at all ranges, but especially in close range where it matters the most. Thusly, giving you a vastly superior ship.
What people forget the most about deadeye, is that you can still angle, anticipate, and dodge shells fired at you. It doesn't give you a win button.
US ships (in general) already have extremely high dispersion, and sigma, and therefore ironically don't benefit from deadeye in the way people think they are benefiting from it. The ships with lower sigma are the ones that do.
(Which ironically, deadeye success is just placebo since it only works against potatoes who aren't paying attention and who would have been slapped regardless.)
US ships T9 and up have access to the plotting room ship module upgrade which give a flat +12% increase to their already extremely accurate guns. Essentially nullifying the reason to even get deadeye for even them!
The difference between a 21 point deadeye build, and a 21 point hybrid spec is vast. And, if the hybrid is running aiming module on top of it, there is simply no comparison.
https://www.youtube.com/watch?v=vtulnSh29GQ
Never, ever run deadeye. It literally doesn't benefit you. Because dispersion (vertical and horizontal,) works in a cone. And, at the range you need to be to use deadeye to work (15k and beyond,) you're basically getting nothing for nothing.
And 10% more of nothing isn't something. It's still nothing.
*Please check the pinned comment
The effect isn't small either. From the testing that's been done, it appears to lower both vertical and horizontal dispersion by 10% a piece, so you're actually getting a dispersion area that's 81% the size of your dispersion without it. The further you are from the enemy, the more total square meters that's going to be counting for.
Also, it should be noted that USN BBs have standard dispersion values, along with German and British vessels. IJN vessels are more accurate. Soviet vessels are more accurate at ranges closer than 14 km (horizontally speaking, not sure how things pan out when vertical dispersion is taken into account since we don't have those numbers). Italian and French vessels have poorer dispersion. None of this is taking into account sigma, which is the value that makes shells trend toward the center of your dispersion, rather than having an even distribution.
USN vessels also notably suffer from low shell velocity, which makes them easier to actively dodge at long ranges.
The idea with Dead Eye, when used well, is that you're more accurate when you're stuck in longer range engagements, and when it's no longer active, it's because an enemy is close enough for you to punish them hard for getting within your spotting range (ideally speaking - in reality, there's a fair chance you don't have a clear shot on them because of islands if they've pushed up that far). The issue this thread is bringing up is people using it extremely poorly, and throwing out good positioning just to have the skill active.
As far as value as a skill, the question is if it's worth spending 4 points on, which is certainly up for debate.
You do have to admit, regardless of the skill's value, you do groan when the first thing you see happen in a battle is your allied BB(s) go into full reverse. Don't think I saw that ever happen before the skill rework. They would hang back, sure, but watching a BB go into full reverse as soon as we spawn in has been a new experience for me. Fortunately, a rare experience.
Here I will agree with roughrider--in one of the last games I played before deciding to quit and take a break for a while we had 3 BBs and a DD on our flank. One of our BB moved towards central position to create a cross-fire opportunity while myself and (I thought) our other BB (a Nagato) moved towards the flank to engage and fix the position of the enemy BBs. Unfortunately our DD died but managed to get off a nice torpedo spread that took out one enemy BB. However the enemy DD was now free to maneuver into us and my BB died from fighting 2 enemy BBs (iirc a KGV and Strasbourg spamming HE and starting fires left and right) and dodging torpedoes. The central BB was now outnumbered and also died after trading for an enemy BB. I look at minimap only to see our Nagato sitting full health in the corner doing essentially nothing but firing 20 km volleys into an angled opponent that do no damage (because deadeye, hur hur). Flank collapses and by the time the Nagato gets off his bum to engage the steamroll is already underway. If only the other BB was with us to help spot the DD and engage the enemy BB's at a range where he could actually deal damage maybe we could have killed the DD and used our crossfire positions to hold the flank. Needless to say this was frustrating in the very least.
Last I checked, 15k away from a cap circle no matter what, is not good positioning, ever.
Deadeye and AMS, especially on the ships that can take them, are not mutually exclusive.
What is mutually exclusive is that, you either play the game as your ship and role is supposed to. Or, you sit at the back and get run over by everyone for a smattering of good accuracy that in most cases as you even say, can be anticipated, dodged, and angled.
But, if you have AMS then you can support your team, make pushes, and even continue to stay accurate even outside your detection range.
IE: There is no reason to ever take deadeye on any ship.
Strange.
Back to OP - both teams will have the same potential issue. Adapt etc.
*Was amused by the mods you are using btw. There is quite a lively debate about the one that shows speed and heading of your target. inb4 "you can see this info from smokestack" etc - only sometimes. Completely legal of course - not suggesting hax.
Edit: And double lol at being reported for "insinuating hacks" and for being off topic when questioning why the video was posted above. Reading skills are over rated.
Edit 2: At least report with your main account btw rather than hiding behind an alt.
The other key problem with deadeye is its deactivated with visible ships
You could close in on a cap but the moment a DD or CL is spotted within 15km, the BB loses deadeye even if undetected
Its partially bad game design when your skills can be activated or deactivated by someone you cant interact with - but at the same time, losing deadeye because an unspotted DD is stalking you would annoy any backline BB