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I don't understand how the ability cards work.  I was thinking of getting another one but i cannot even confirm my first one works. Or I am not using it properly. I have the one for dead eye health regeneration.  Earlier I tested it.  I checked my health which was low but I ate some tobacco which gave me full dead eye.  I utilized dead eye for a good 15 seconds while not being attacked and my health did not change one bit.  Can anyone confirm that this works for them and how they use it?

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  • Banketelli

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1 minute ago, Jjss924 said:

@pete_95973 I picked the paint it black card. It allows you to paint targets using deadeye, and works. It does however work like deadeye in the earlier chapters of story mode. Whatever target you pass over gets painted.

Yeah I wish I did.  I seem stuck with this useless (or bugged?) card.

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53 minutes ago, pete_95973 said:

I don't understand how the ability cards work.  I was thinking of getting another one but i cannot even confirm my first one works. Or I am not using it properly. I have the one for dead eye health regeneration.  Earlier I tested it.  I checked my health which was low but I ate some tobacco which gave me full dead eye.  I utilized dead eye for a good 15 seconds while not being attacked and my health did not change one bit.  Can anyone confirm that this works for them and how they use it?

I bought that one and ultimately ended up replacing it with the dead eye one. I found it did slightly boost health regen while I wasn't taking damage, but not enough to really justify it. 

Edit: you can buy the other cards in that menu, I think they were $50.

Edited by The_Lady_A
1 minute ago, The_Lady_A said:

I bought that one and ultimately ended up replacing it with the dead eye one. I found it did slightly boost health regen while I wasn't taking damage, but not enough to really justify it. 

Edit: you can buy the other cards in that menu, I think they were $50.

How do you replace or change it?  Do I have to pay?  Or can I change my free one?  Is that what you did?

  • Like 1

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26 minutes ago, The_Lady_A said:

Open the weapon wheel and there is a button to go into the Abilities screen. From there you can manage the cards you have active, and buy new ones.

I can unequip my card but can’t equip another without paying. So I guess you’re stuck with what you chose unless you pay. 

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6 hours ago, pete_95973 said:

I can unequip my card but can’t equip another without paying. So I guess you’re stuck with what you chose unless you pay. 

Unfortunately yes. I picked the one that gives a little damage boost to the whole team which is kinda hard to confirm is working properly. 

It's the passive cards where it gets interesting. Waiting for the better cards to be unlocked before I spend too much money on it.

Edited by Banketelli
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18 minutes ago, DavidCore89 said:

I got my 3rd card yesterday.

Deal a little more damage while stamina is at 75% or more.

My stamina is always above that, so I'll keep it and upgrade over time.

I saw that card too, but I do wonder how useful it will be really. Most weapons worth using are either a 2 shot kill to the body, or singularly useful for headshots. 

It would have to be a hell of a damage buff in it's final stage to be worthwhile, maybe making express rifle ammo a one hit kill bodyshot or something of that level. Unfortunately I expect it'll be a while before we get to find out the numbers for it.

  • 4 weeks later...

Of the dead eye cards, I've Paint It Black (paint targets onto enemies), Slow and Steady (take much less damage, headshots don't kill you outright, can't run or sprint) and Slippery Bastard (neither enemies nor you can lock onto each other) fully upgraded, and I switch them to fit the situation I'm in. 

As for the passive ones, I'm running with fully upgraded cards that focus on damage, Necessity Breeds (as you get closer to death, you start to do much more damage) and Winning Streak (each consecutive shot on the same target does much more damage than the last).

Initially bought and upgraded some of the recovery ones that focus on health but in most situations death will come knocking before they take effect. With auto aim it seems way too fast-paced for them to make enough of a difference to justify taking up slots. Maybe they just don't suit my aggressive play style.

Same goes for the cards that focus on restoring/slowing the drain of dead eye. To be fair, I haven't upgraded them to see how efficient they are.

The last one is Never Without One (hat blocks one headshot and falls off. Take less damage with hat on, more with hat off). Great to have in combat, and it has also saved me several times where I've been minding my own business and a random tries to get an easy headshot.

Edited by Banketelli
  • Like 3

Will be using Slow and Steady for Dead Eye when I get around to buying it.

Already have Peak Condition III.

Will add another 2 to focus on doing even more damage.

Not really interested in restoring/slowing health etc, probably be dead long before that becomes useful.

Dead Eye Ability: Slow and Steady III

Passive Ability: Winning Streak III

Eye for an eye III

Never without one III

Honestly, you don't need Never without one 3, 2 is just fine. Same goes for Slow and Steady 3, 2 will do just fine if you want to save $1,000.

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23 hours ago, Manny said:

Dead Eye Ability: Slow and Steady III

Passive Ability: Winning Streak III

Eye for an eye III

Never without one III

Honestly, you don't need Never without one 3, 2 is just fine. Same goes for Slow and Steady 3, 2 will do just fine if you want to save $1,000.

How much dead eye does Eye for an Eye III restore per headshot?

Edited by Banketelli
5 minutes ago, Banketelli said:

Wow, that's a quite a bit more than I expected. Gonna give them a go.

What other cards are you rocking?

still experimenting, but the one passive i always run is eye for an eye, and I rotate around with Never Without One, Unblinking Eye, and Strange Medicine depending on the mode. 

as for my dead eye I run slow and steady (of course), but slippery bastard when I just wanna win 

Edited by Wren

Here's a complete list of the Ability Cards and what they do (all listed at level 1)

Dead Eye Abilities

A Moment to Recuperate: While Dead Eye is active you slowly regenerate health. Taking any damage will cancel Dead Eye

Focus Fire: While Dead Eye is active you and your team members deal a little more damage. If more than one member of your team has this ability active the effects do not stack.

Paint It Black: While Dead Eye is active you can paint target onto enemies. Fire your weapon to shoot all marked targets. Each shot drains a small abount of Dead Eye.

Slow and Steady: While Dead Eye is active you take a little less damage and headshots do not kill you outright. You cannot run or sprint.

Quite an Inspiration: While Dead Eye is active you and your allies slowly regenerate health. If more than one member of your team has this ability active the effect do not stack.

Slippery Bastard: While Dead Eye is active enemy players cannot lock onto you, and you cannot lock onto them. Other enemies are a little less accurate when shooting at you. The rate at which your Dead Eye drains is dramatically increased.

Combat Abilities 

Horseman: You deal a little more damage while on horseback.

Necessity Breeds:As you get closer to death you start to do a little more damage

Landon's Patience: Waiting for up to 15 seconds between shots slightly increases your damage.

The Short Game: You deal a little more damage to targets closer to you but less to target farther away.

Hangman: Your lasso chokes your enemies, dealing a little more damage to them for every second they are lassoed.

Winning Streak: Each consecutive shot on the same target does a little more damage than the last.

Recovery Abilities

Come Back Stronger: Your health begins regenerating a little sooner after you take damage.

Peak Condition: You inflict a little more damage if your stamina bar is at least 75% full.

Eye for and Eye: Headshots restore a little Dead Eye.

The Gift of Focus: Items and abilities which restore Dead Eye have their effects slightly improved. You deal a little less damage.

Strange Medicine: You regain a little health whenever you inflict damage. You health otherwise regenerates at half the normal rate.

Cold Blooded: After killing an enemy you will regain a little health over the next 5 seconds.

Defensive Abilities

Hunker Down: You take a little less damage while in cover.

To Fight Another Day: You take less damage from bullets while sprinting.

The Unblinking Eye: Your Dead Eye and Eagle Eye drain a little slower.

Take the Pain Away: Whenever you revive someone you both take a little less damage for the next 8 seconds.

Of Single Purpose: You take a little less damage from bullets while unarmed or using a melee weapon.

Never Without One: Your hat will block one headshot and then fall off. While not wearing a hat you take more damage.


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The funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.

:default_sign0081:

I think the slow and steady card may ruin PvP in this game.  I finally upgraded mine fully out of necessity but I wish it did not exist.  To be honest I think the whole ability card idea is stupid.

If you are fighting someone who has it and they are good and know what they are doing they are almost unbeatable.  It is way beyond the power of the BPH in GTAO.  And at least BPH's are real things in real life.  But ability cards that make you magically immune from multiple headshots?  Stupid.  Maybe there is a counter measure to this?

I can see this being an issue in our crew playlists when they exist or when we do head to heads.  The people who have it and use it properly and the people who don't may be on different playing fields and it may kill some of the fun.

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I'm curious if strategically using them for an H2H is possible. Some benefit the team, so say having more of the run and gun types using shit to block head shots, while snipers and campers work on team health and other stuff rather than blocking head shots? 

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The funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.

:default_sign0081:

37 minutes ago, pete_95973 said:

I can see this being an issue in our crew playlists when they exist or when we do head to heads.  The people who have it and use it properly and the people who don't may be on different playing fields and it may kill some of the fun.

I've been thinking about that as well. For our own playlists, I'd say that the hosts would be well in their right to say that everyone removes the cards before PL start. It's a little trickier with H2Hs as the trust isn't the same, and when the PL begins there's no way of checking if someone has gone and equipped them again, and with the exception of the hat card it's not like they stand out like a BPH. If there's some suspicious going on, blame can always be put on lag.

And yeah, the west would be better off without those cards. But I'm sure we'll figure things out before playlists actually arrive.

Edited by Banketelli
  • Like 1
  • 2 weeks later...

                                           Dead Eye

Slow and Steady            Tier 3                    While dead eye is active you take much less damage and head shots don't kill you outright. You cannot run or Sprint.

                                           Passives

Eye for an Eye                 Tier 3                   Head shot restores a lot of Dead Eye. 

The Unblinking Eye        Tier 3                   Dead Eye & Eagle Eye drains much slower.

Never without One          Tier 3                  Your hat will block one head shot, and then fall off. When not wearing one you take more damage.

If your hat comes off for whatever reason be sure to try & change the  "Never without One" card as it automatically becomes useless, with a next card that you prepared for that scenario. Mines is Cold Blooded.

I sometimes interchange this with, The Unblinking Eye  for PVP with the card ability below.

Strange Medicine           Tier 3                   You regain a lot of health whenever you inflict damage. Your health otherwise regenerates at half the normal rate. 

 

Pros: I can survive possibly 2 head shots, when I give head shots it refills my dead eye, slower dead eye drain so I maintain my accuracy, taking body shots from the enemy is significantly reduced & I cant run so it basically force me to have better aim.

 

Cons: There are no health benefits, & this does not exclude you from a 1 shot kill from a enemy, with any shot guns as with all builds.

 

Note. Carry dead eye & health Tonics to maximize the use of this build & use them before going into battle, also this build is best used in a stealthy approach.   

I am pretty sure we can create a Team Ability Build for the crew for future Head to Head assuming we tier 3 them.

Edited by Smurf
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