Tweaking some more...
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I (and I believe Voidious) had extremely good experiences with incorporating some sort of way that weights closer points to the enemy as more dangerous. I multiply by botwidth, which effectively divides by distance. I then divide by the min(distance_to_wave_centre,distance_to_enemy)
from the test point. I also then weight by how long it will take the bullet to arrive at that point.
Hey, thanks for the advice. I added a really tiny bias to avoid being to close to the minimum of those two things and it is looking really good so far. I hope it can keep this ranking with full pairings.
Just a quick note: you score awful against the (rsim) bulletcatchers, while RaikoMX does score good. You have a few tenth's of points to gain in that area. And congrats for entering the top-10 (and pushing me down).
Apparently Raiko and RaikoMX do not entirely share a gun. Raiko does poorly against them, and it is Raiko's gun it uses. So I don't think it is a movement issue exactly. I know RaikoMX's page says it shares the gun, but there might still be some slight differences between them.
Sorry for pushing you down further, but if I can do it I am pretty sure you can do it to. After all you have been doing it longer.
Anyway I want to get to 8th before I start on a gun. Broken record I know, I want to get to 20th... to 15th... to 10th... I'll write a gun eventually!
Speaking of this however. I have been reading over Nene's code and honestly... it is really confusing. I am not entirely sure why I did some of the things I did. I can only hope, that there was a good reason for doing them at the time. Considering the rank, there `probably` was a good reason for most of it. I just don't happen to remember the reason.
This of course makes refactoring difficult. Maybe I will just rewrite the movement once I get into writing a gun (I have sorta started).