Multiple bullets per gun

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Revision as of 3 October 2011 at 17:43.
The highlighted comment was created in this revision.

Multiple bullets per gun

I take it as a given that we all choose the wrong gun pretty frequently. I use precise intersection and normalize hits by distance and MEA. So a hit percentage of 12% from distance 400 is rated the same as 6% from distance 800, for instance. I think this is all pretty optimal, but we still just don't have much data. There's the option of firing a virtual bullet every tick, but this seems inaccurate.

I got the idea to not just fire a virtual bullet for the best angle produced by each gun, but also for 2nd best, 3rd best, etc, with progressively lower weights into the VG stats. I felt this had a lot of promise and I spent a few days tweaking various configurations, disappointed to find no improvement in my test bed. But I liked the idea enough that I figured I'd give it one shot in the rumble before moving on. I'm not convinced this isn't random fluctuation or a side-effect of the Anti-Surfer gun changes, but 0.1 APS improvement: [1]. Anyway, just thought I'd share. Maybe I'll revert the VG changes in .14 for a direct comparison.

    Voidious17:10, 3 October 2011

    In my humble opinion the best virtual gun array is no virtual gun array. It add's a great deal of complexity for marginal benefit in most cases. Just try to make the best gun better.

      Chase-san18:17, 3 October 2011
       

      In order to hit both DrussGT and RandomMovementBot12345, you're going to make a trade-off somewhere, whether it's by adding a VG or by sacrificing performance against one to hit the other when tuning a single algorithm. I don't consider it that complex. Improving my Anti-Surfer gun is what got me beating Shadow, which is reason enough for me to have one, and more than a "marginal benefit" in my eyes.

        Voidious18:43, 3 October 2011