Difference between revisions of "Talk:Challenge 2K9"

From Robowiki
Jump to navigation Jump to search
(I'd prefer a discussion)
(then let start discussion here)
Line 5: Line 5:
 
&raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 13:18, 14 March 2009 (UTC)
 
&raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 13:18, 14 March 2009 (UTC)
  
 +
== TC Fire Power Discussion ==
 
I didn't find (maybe I didn't search enough) any discussion about the fire power in the targeting challenge, but I think that making the bots fire a fixed bullet power is buggy, I'm sure many guns perform better with some powers (I know YersiniaPestis gun do) and I'm not talking just about gain/energy or damage/energy, but my hit rate can drop over 50% using 2.5 bullet powers instead of 1.9. Those values I tested, but I'm sure there are many more differences with other powers, and I think similar effects can happen to many guns. And besides that, the energy management may be part of how good a gun is, I use low powered bullets when my hit rate is low or have too few factors recorded so it can learn faster. And probably there are guns that increase fire power according to their hit rate. --[[User:Zyx|zyx]] 01:30, 24 March 2009 (UTC)
 
I didn't find (maybe I didn't search enough) any discussion about the fire power in the targeting challenge, but I think that making the bots fire a fixed bullet power is buggy, I'm sure many guns perform better with some powers (I know YersiniaPestis gun do) and I'm not talking just about gain/energy or damage/energy, but my hit rate can drop over 50% using 2.5 bullet powers instead of 1.9. Those values I tested, but I'm sure there are many more differences with other powers, and I think similar effects can happen to many guns. And besides that, the energy management may be part of how good a gun is, I use low powered bullets when my hit rate is low or have too few factors recorded so it can learn faster. And probably there are guns that increase fire power according to their hit rate. --[[User:Zyx|zyx]] 01:30, 24 March 2009 (UTC)
  
Line 10: Line 11:
  
 
* I meant challenger. Mostly I wanted to know if there was a discussion about it, I personally would prefer to let the challenger use it's own, but in general I'd like it to be discussed before it is ruled. If most people agree it should be a fixed value then majority rules :-). But I strongly believe that the fire power is part of the gun, I usually run several targeting challenge seasons only testing fire power because different values give me very very different hit rates. --[[User:Zyx|zyx]] 02:50, 24 March 2009 (UTC)
 
* I meant challenger. Mostly I wanted to know if there was a discussion about it, I personally would prefer to let the challenger use it's own, but in general I'd like it to be discussed before it is ruled. If most people agree it should be a fixed value then majority rules :-). But I strongly believe that the fire power is part of the gun, I usually run several targeting challenge seasons only testing fire power because different values give me very very different hit rates. --[[User:Zyx|zyx]] 02:50, 24 March 2009 (UTC)
 +
 +
* Then let start discussion here. Every old TC use fixed power of 3. I know really that it reduce hit rate. For now, I vote for between 1.5 and 2.5. Lower than 1.5 is too low. &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 03:24, 24 March 2009 (UTC)

Revision as of 04:24, 24 March 2009

Note for the reference gun/movement:

  • The RaikoGun is almost as same as MC2K7, but under difference package and have small tweak.
  • The KomariousFlatSurfing is Komarious-based wave surfing that surf like flattener always on and have better distance controller. (Dookious is suppose here)

» Nat | Talk » 13:18, 14 March 2009 (UTC)

TC Fire Power Discussion

I didn't find (maybe I didn't search enough) any discussion about the fire power in the targeting challenge, but I think that making the bots fire a fixed bullet power is buggy, I'm sure many guns perform better with some powers (I know YersiniaPestis gun do) and I'm not talking just about gain/energy or damage/energy, but my hit rate can drop over 50% using 2.5 bullet powers instead of 1.9. Those values I tested, but I'm sure there are many more differences with other powers, and I think similar effects can happen to many guns. And besides that, the energy management may be part of how good a gun is, I use low powered bullets when my hit rate is low or have too few factors recorded so it can learn faster. And probably there are guns that increase fire power according to their hit rate. --zyx 01:30, 24 March 2009 (UTC)

Fire power of ??? Reference or Challenger? For reference, I'll leave it alone (not to touch it.) like MC. But for challenger, I know that almost all robot fire at 1.9. There no discussion on this. I just decide to use 2. There are nearly no difference between 1.9 and 2. Actually, I want 2.5 but nearly every robots fire at 1.9 so... If I let user choose fire power, it is not challenge anymore. » Nat | Talk » 02:37, 24 March 2009 (UTC)

  • I meant challenger. Mostly I wanted to know if there was a discussion about it, I personally would prefer to let the challenger use it's own, but in general I'd like it to be discussed before it is ruled. If most people agree it should be a fixed value then majority rules :-). But I strongly believe that the fire power is part of the gun, I usually run several targeting challenge seasons only testing fire power because different values give me very very different hit rates. --zyx 02:50, 24 March 2009 (UTC)
  • Then let start discussion here. Every old TC use fixed power of 3. I know really that it reduce hit rate. For now, I vote for between 1.5 and 2.5. Lower than 1.5 is too low. » Nat | Talk » 03:24, 24 March 2009 (UTC)