Anti-Bullet Shadows
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Interesting concept! My suspicion is this ultimately can only provide a very small effect though.
The problem I see, is that the times when the bullet shadows affect movement most noticably (when they are "in a dangerous position for no apparent reason"), are also the times when actual bullet collisions are most likely, and in those situations it doesn't help to know where their bullet is anyway.
(I don't think the term "anti-bullet shadows" is ideal, since it's just taking advantage of leaked information. "anti-foo" makes me think of something directly countering "foo", when this just takes advantage of it rather than countering)
So I was curious what this new segment in 2.4.6 might be and I diffed DrussGT 2.4.5 vs 2.4.6 and noticed you decided to keep all this anti-Bullet Shadow stuff in there? I have to wonder if something you did here is what yielded that 0.25 APS gain, since I was a bit shocked that tuning your anti-surfer gun vs Diamond and Tomcat could do that. =)
I was still testing against 2.4.5 and was up to ~50%, but 2.4.6 looks a lot worse. Now I'm curious if that's the gun tuning or the ABS...
I really doubt the ABS was what did that. The ABS only actually comes into effect when the flattener is on, which even against Diamond is only reliably from round 15 onwards. I think adding rolling to my AS gun could actually make the difference you're seeing. Of course the ABS may have altered my flattener profile enough that any bot particularly tuned to the old one might now have trouble...