Melee Gun Thrashing
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Revision as of 2 September 2012 at 20:29.
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The highlighted comment was created in this revision.
I've observed a few times Neuromancer's gun thrashing pretty badly - sometimes doing a full circle before firing. I'm currently trying to avoid this by accounting for an extra of max(time-till-gun-turns-to-angle,time-till-gunheat-is-0) in my PIF time, but I wonder if anybody else has come up with some way to avoid this problem?
So is your firing condition just that the previous tick's aiming completed? And if it didn't, you re-aim? That's all I do and I haven't noticed thrashing, but I don't watch as many Melee battles as I probably should. Projecting extra ticks in the PIF seems like a good idea. Maybe also try adding a factor into the kernel density evaluation that penalizes angles that will make you fire late?