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Fragment of a discussion from Talk:Dookious/DookiCape
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Reviewing the code... The only thought I have is if you did something to screw up detection of the enemy firing bullets, their shots fired would be lower and their hit percentage would be higher.

But I also think the normalized hit rate may be functioning correctly and the result is just not what you expect. :-) It takes distance and max escape angle into account, so theoretically it's immune to things like different distances and bullet powers, but guns and movements still have strengths and weaknesses. To get within a percent or two, I'd probably want to run about 10-20 matches if I saw variance like that, if it is actually just variance.

Voidious (talk)06:28, 3 December 2013

I have run over 10 matches now and enemy bot hitrate is listed as raw 20+%, in the past (month) this never happened. In addition, I actually am getting hit much more: I am losing the battles very severely to bots with advanced guns. (Now you can say " Make your own movement system instead of complaining about mine!")

Straw (talk)06:34, 3 December 2013

Oh, I see. I thought those were the normalized hit rates and you thought they were calculated incorrectly. But those are the real hit rates, and you believe it's because the flattener isn't being enabled, because the normalized hit rates are behaving differently? The first thing I'd look for is a change in distancing. At close ranges, normalized hit rates may be low but you're still getting hit a lot.

And no, I don't mind at all, I like hearing about people using my stuff. :-)

Voidious (talk)06:45, 3 December 2013

My hitrates are not correspondingly increasing as if the bots were closer, my hitrate was stuck at ~10%. (The same as it was previously before the sudden change in enemy hitrates)

Straw (talk)05:08, 4 December 2013
 

use DiamondWhoosh instead

Tmservo (talk)13:31, 3 December 2013