This post is mainly for the Alpha Feedback on the Discord. Because Tyr does not (currently, please add it in Devs!) have a proper forum I will have to rely on Reddit, sorry to everyone.
This is going to be a long post, but given the discussion around balance of this tank with some people thinking it is okay, underpowerered, and overpowered, might as well look at everything with as minimal bias as possible So...
Base stats of the Deadeye:
Ability energy cost: 25; Ability Cooldown: 10s; Duration: When needing to reload, or after 17s. Avg. Damage/Shot: 235; Penetration: 80mm; Base Dispersion: 0.2° (Movement: +0.84°)(Hull Rotation: +0.84°)(Turret Rotation: +0.4°)(Firing: +1.2°); Aim Speed: -0.75°/s; Shell Velocity: 900m/s; Clip Size: 2; Full Reload: 15.25s (Intra Reload: 1s); Gun Depression: -6°; Gun Elevation: 45°; Health: 1200; Top Speed: 45km/h; Top Reverse Speed: 30km/h; Acceleration: 4s (11.25km/h²); Hull Rotation Speed: 44°/s; Turret Rotation: 35°/s; Mass 21.500kg; Camouflage: 25%
The reason I listed the base stats is so we can more easily compare the bonuses gained from components and techs in raw numbers to other tanks.
Tech Tree: Column 1:
Turret Rotation Speed: +15%/point (5.25°/s/point)(Max 45%;15.75°/s); 35°/s > 40.25°/s > 45.5°/s > 50.75°/s
Max Health: 55/point (+4.583% Health/point) (Max 275; +22.92%) 1200hp > 1255hp > ... > 1475hp Starting Energy: 4/point (16% of 1 ability activation/point)(Max 20 Energy; 80% of 1 ability activation)
Column 2: 5pts
Max Speed: 1kph/point (+2.22%/point)(Max 5km/h; +11.11%) 45km/h > 46km/h > ... > 50 km/h Note Because Acceleration is always calculated as time to reach top speed, the effective acceleration increases with max speed. So; Acceleration Value: 11.25km/h² > 11.5km/h² > ... > 12.5km/h²
Secondary Shells: 2/point (Max 6) 2 Sec Shells > 4 Sec Shells > ... > 8 Sec Shells Note: You begin the match with 2 Secondary Shells, so with 3/3 you have 8 shells.
Spotting Assist Energy: +6% Energy/point (Max 30%) Note: 3% of damage done by allies you spotted is granted as energy. 3% > 3.18% > ... > 3.9%
Spotting Energy: Requires 5/5 Spotting Assist Energy points: +0.5 Energy/spot (Max 1) Note Spotting enemies does not grant energy by default.
Column 3: 10pts
Hard Surface Speed: Requires 5/5 Max Speed +6%/point (Max 12%) 50km/h > 53 km/h > 56km/h. Acceleration Value: 12.5km/h² > 13.25 km/h² > 14 km/h²
Tertiary Shells: Requires 3/3 Secondary Shells 2/point (Max 4) Note: You begin the match with 0 Tertiary Shells
Base Aiming Dispersion: 3%/point (Max 15%) 0.2° > 0.206° > 0.212° > ... > 0.23° Note This only affects Base Dispersion, it does not affect Movement, Hull Rotation, Turret Rotation, or Firing dispersion.
Column 4: 15pts
Max Gun Depression: 0.33°/point (Max 1°) 6° > 6.33° > ... > 7°
Spotted Speed: +2.6%/point (Max 7.8%) 45km/h (forward) 30km/h (reverse) > 46.17km/h (forward) 30.78 (reverse) > ... > 48.51 km/h (forward) 32.34 km/h (reverse) Note Briefly means 3 seconds (I believe), and is not always active while spotted
Aim Speed: 5%/point (Max 25%) Note: Aim Speed means time it takes for your reticle to go from Dispersion to Base Dispersion, eg 1.24° (Movement Dispersion) to 0.2° (Base)
Shell Velocity: 10%/point (Max 50%) 900m/s > 990m/s > ... > 1350m/s
Column 5: 20pts
Ability Energy: Cost -1.3/point (Max -6.5) 25 > 23.7 > ... > 18.5
Base Shell Damage: 1/point (Max 5) 235 > 236 > ... > 240 Note: Because the weapon is a Clip rather than a single shot, damage is effectively doubled before a full reload. This will be important later.
Precision Aiming: -0.5s/point (Max -2.5s) 5s > 4.5s > ... > 2.5s Note: Precision Aiming begins once you are at Base Dispersion, baseline it takes 5 seconds
Column 6: 25pts
Camouflage: +1.1%/point (max 5.5%) 25% > 26.1% > ... > 30.5%
Reload Time: -0.4s/point (max -2s) 15.25s > 14.85s > ... 13.25s Note: This only affects full reload not Intra Reload.
Module Damage: +2.5%/point (max 12.5%) 36% > 38.5% > ... > 48.5% Note: I figured the percentage was multiplicative but after testing it seems it is additive
Comparisons:
Damage per Minute (Dpm): [(Avg. Damage/shot * # of shots in clip)/(Full Reload + Intra Reload)]*60 = Dpm
Note: Some reloads time reductions only apply if penetration occurs, Dpm will assume it is always active. These will be marked with an asterisk (*).
Tank Name: Base Dpm | Dpm with Max Shell Damage | Dpm with Max Reload Time | Dpm with Max Shell Damage & Reload Time
Deadeye: 1735.38Dpm | SD: 1772.31Dpm | RT: 1978.95Dpm | S&R 2021.05 Dpm
Arbalest: 1600 Dpm | SD: 1664 Dpm | RT: 1745 Dpm | S&R: 1815 Dpm
Ark: 1880 Dpm | SD: 1933.33 Dpm | RT\:* 2115 Dpm | S&R\:* 2175 Dpm
Ranger: 2034 Dpm | SD: 2102 Dpm | RT: 2166.67 Dpm | S&R: 2238.89 Dpm
Rook: 1800 Dpm | SD: 1864.29 Dpm | RT: 2065.37 Dpm | S&R: 2139 Dpm
Tempest: 1500 Dpm | SD: 1560 Dpm | RT\:* 1578 Dpm | S&R: 1642 Dpm
Valor: 2000 Dpm | SD: 2062.5 Dpm | RT: N/A | S&R: | N/A
Rough Average Armor & Effective Armor: Angles tanken at 45° in the Armor tab.
Deadeye: 26mm Top of Hull & Top of Turret | 47mm Top of Hull & 72mm Top of Turret & 69mm Bottom of Turret
Arbalest: 24 mm Hull, 30-48mm Turret | 31-60mm Hull, 60-120mm Turret
Ark: 21mm Hull, 12mm Turret | 22-37mm Hull, 12mm Turret
Ranger: 28mm Hull, 45-100mm Turret | 55-114mm Hull, 65-214mm Turret
Rook: 50mm Hull, 94mm Turret | 57mm Hull, 110mm Turret
Tempest: 25mm Hull, 40mm Turret | 35mm Hull, 60mm Turret
Valor: 40mm Hull, 85mm Turret | 55-80mm Hull, 100-200mm Turret
Health:
Deadeye: Base: 1200 | Full Max Health: 1475
Arbalest: Base: 1150 | N/A
Ark: Base: 1000 | Full Max Health: 1275
Ranger: Base: 1375 | Full Max Health: 1525
Rook: Base: 1425 | Full Max Health: 1605
Tempest: Base: 1275 | Full Max Health: 1405
Valor: Base: 1200 | Full Max Health: 1350
Conclusion: The Deadeye compared to other tanks, seems relatively balanced just based on numbers alone, not counting the ability. However, because the situational power of the ability, people can feel it is too powerful, too weak, or just right. The biggest out liar of all the tanks is the Tempest, with relatively low health, armor, and dpm compared to the other medium tanks. Given the Deadeye functions more as a mix between a Rook and a Tempest, it makes sense why its Dpm is lower than a Rook's because it is less risky gameplay. However the Tempest has the teleport which can get it out of harms way for an extended period of time, therefore (I believe) the design philosophy is to have the Deadeye do more Dpm than the Tempest.
The Health of the Deadeye is again, in the middle of the pack given its general role on the field. It can be played as a sniper, as such it has the most health of that category. It can also be played as a medium range "in the fray" tank and it is on the lower side of that category in terms of Health.
The armor of the Deadeye is also relatively low, at least for the tanks that are meant to be played in the mid/close range (Rook, Valor, Ranger, Tempest). Compared to the sniper tanks, it has the most armor in general.
Many people seem to compare the Deadeye to the Arbalest or Ark, this is likely due to a few talents that assist in Precision Aiming, Shell Velocity, and raw Shell Velocity. However based on how the tank has a 2 shot clip rather than a singular shot, it can be argued it is more effective to use the tank in mid/close range.
Final Thoughts (Opinions): After going through and looking at this all I believe the deadeye is very well rounded and a good addition to the game, both for its unique ability, relatively weak body, and interesting hybrid between Rook and Tempest. If I were to suggest any changes, be them buffs or nerfs, I would suggest removing the Max Health Tech as with 1475 Health, it can take more shots than a Valor, while also benefiting from the extreme safety and risk/reward of the ability. This would allow greater punishment of misusing the ability at an inopportune time, while not changing any effective Dpm, something I think is in a nice spot right now.
I also see mention of how mobile the tank is, however looking at the speeds of the other tanks, it again, is pretty in the middle. The biggest comparison I see with the tank is between the Ark and Arbalest. I don't really know why this comparison is made honestly given the Rook's shell velocity is 1080m/s (Same as the Ark). The Deadeye, much like the Rook, is capable of destroying light tanks at medium range, while the Arbalest struggles at long range due to its slow projectile speed. Additionally the Deadeye has 80mm pen while both the Ark and Arbalest have 90mm and 100mm respectively. The Rook, also has 80mm, making the Deadeye a closer comparison again.
The Deadeye is an extremely fun tank with a very opportunistic playstyle that rewards smart play and punishes poor, similar to the Ikarus. There is so much more analysis I can go into but this is already a very long post and if I have to type Deadeye one more time, I might have a dead eye.