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WG is dead eye working even if you have a visible ship within detection range?

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I go to coop to test things.

Took Ohio with dead eye over 100k with cits.  And yes I had ships within my detection range.

Took Ohio without dead eye and 58k

Thats a big difference.  You can say its my aiming but his is not the first test.

Has anyone else seen this?

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Like Dazzle, DE is a tough skill to tell if it is working or is it just RNG. Your example is concerning but the sample size is way too small.

Does DE work in training room?

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Supertest Coordinator
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I mean, 100K with cits is like... 12 or 13 hits, isn't it? How many misses? How many ricochets? Accuracy is a calculation of Number of Hits/Number of Attempts at a base level, so citadels or not, a hit is a hit. Deadeye guarantees improved accuracy, not citadels.

Edited by Compassghost

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17 hours ago, Compassghost said:

I mean, 100K with cits is like... 12 or 13 hits, isn't it? How many misses? How many ricochets? Accuracy is a calculation of Number of Hits/Number of Attempts at a base level, so citadels or not, a hit is a hit. Deadeye guarantees improved accuracy, not citadels.

I totally agree.  I bring it up because it happened to me a lot.

I am hoping its somthing WG can look into.

If a potato like me can get 50k more because of 1 skill perhaps thats to much power.

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You'd have to go into the test room, and then fire 100s of salvos from JUST outside and JUST inside the range (as small a range difference as you can manage) that Deadeye would activate at per the description, and record the results of each salvo in detail.  

 

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17 hours ago, Compassghost said:

Deadeye guarantees improved accuracy, not citadels.

To be fair, it doesn't even do that, it provides improved precision. (semantics I know, but the accuracy is on you and how good your aim is)

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4 hours ago, Efros said:

Dead Eye indicator mod would be a nice little addition.

All of the "conditional activation" skills should get an indicator -- there should be a little bar above the ammo and consumables, maybe. 

Or those skills could just be modified to remove the silly conditional activation setup, and provide a static bonus instead... that would be better. 

 

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