3,847 [SGSS] jags_domain Members 6,915 posts Report post #1 Posted February 23, 2021 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? Share this post Link to post Share on other sites
2,582 [CVA16] Sabot_100 Members 9,687 posts 29,157 battles Report post #2 Posted February 23, 2021 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? Share this post Link to post Share on other sites
3,543 [WDS] clammboy Members 5,761 posts 16,722 battles Report post #3 Posted February 23, 2021 Share this post Link to post Share on other sites
3,407 Compassghost Supertest Coordinator 7,223 posts 14,470 battles Report post #4 Posted February 23, 2021 (edited) 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 February 23, 2021 by Compassghost Share this post Link to post Share on other sites
3,847 [SGSS] jags_domain Members 6,915 posts Report post #5 Posted February 24, 2021 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. Share this post Link to post Share on other sites
9,764 [CMFRT] KilljoyCutter Banned 16,985 posts Report post #6 Posted February 24, 2021 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. Share this post Link to post Share on other sites
7,039 Skpstr Members 34,409 posts 10,768 battles Report post #7 Posted February 24, 2021 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) Share this post Link to post Share on other sites
1,989 [CO-OP] Efros Members 4,047 posts 41,159 battles Report post #8 Posted February 24, 2021 Dead Eye indicator mod would be a nice little addition. Share this post Link to post Share on other sites
9,764 [CMFRT] KilljoyCutter Banned 16,985 posts Report post #9 Posted February 24, 2021 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. Share this post Link to post Share on other sites