Talk:Neuromancer/Version History
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| Thread title | Replies | Last modified |
|---|---|---|
| 3.4 - congrats | 3 | 08:13, 11 October 2012 |
| 2.8 - nice work! | 1 | 17:44, 25 September 2012 |
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Congrats, looks like you've really raised the bar in Melee!
Thanks! And there's still so much to do! Heh... melee seems to me like it has more space to optimise than 1v1, because you get to choose who you want to fight =)
Well, it could also seem that way because you (and some other folks) have already optimized the living crap out of 1v1. =)
Wow, nice job! Usually I wouldn't think it's a big enough margin for the MeleeRumble, but our battle counts are off the charts these days, so it's probably accurate. =) I was wondering if I could make it through all of September only running my RoboRumble 1v1 clients - maybe I'll just stop when I get to a million for September. ;)
Thanks! And wow - that had more of an effect than I thought it would.
Considering the number of stupid bugs I suspect are still hiding, I think melee surfing still has huge potential to go further. There are still a lot of improvements in the surfing that could happen as well, which will make the whole thing much more accurate. Using overlapping firing/hit windows to figure out when fire and hit actually happened more accurately, using post-interpolated snapshots of the field for accurate firing data, all sorts of things which would potentially bring it up to 1v1 standards. Oh, and my surfing attributes are pretty terrible at the moment as well, as is reflected in my PL score =)
I think it just took a bit of initiative to push it further by taking into account every data and modelling it as accurately as possible. Others have done basic fire-at-me melee surfing, and I'm not sure why they didn't try a fire-at-everybody approach. Then again, I'm not sure if it is my fire-at-everybody approach which is giving me my success (although I'd like to think it is =) ).
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