Head on gun in melee
← Thread:User talk:Beaming/Head on gun in melee/reply (7)
I am shocked. Am I right to observe that there is no bullet/wave dodging in melee code? I.e., the bullet avoidance is all in the randomized motion.
Does it mean that I over think the problem, and should stop wasting CPU on bullet tracks predictors? This is somewhat depressing, but I've seen HawkOnFire as surviver of a melee, so it should not be such a surprise.
Both Neuromancer and DemonicRage use some kind of bullet prediction - Neuromancer full waves, while I believe DemonicRage just predicts a few simple kinds of targeting. Diamond is the outlier among the top 3 for using a simple minimum risk movement that does not use waves.
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Return to Thread:User talk:Beaming/Head on gun in melee/reply (11).
I know that it is proven by a lot of bots, that GF guns and statistical guns are way superior, but my intuition rebels. There must be a way to predict a bot path, at least for a short amount of time.
If you play my bot against yours you would see that it often beats you in first round. This is the time when the circular gun is the most efficient. Than you learn to surf it.
In melee a bot does not live that long to collect a real hit stats, so I would think it should dodge the simple physical targeting gun like the circular or even linear. But once distance and, thus, time of flight increases, then the circular should be less of the issue, since there are plenty of disturbances to change the path.
I am currently dodging in melee the HOT and circular guns, but the issue is in the uncertainty of the fire time. Looks like I need to implement gun heat tracking. I am also dodging back part of an uncertain wave. I think I should try to dodge the front one, or may be all in between.