Melee Gun Thrashing
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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?
Yeah, that's it. I'm hoping that the extra PIF ticks will cause more spread in the enemy movement, correctly accounting for the increased uncertainty, but I think with the sample sizes we are looking at that isn't really good enough. Perhaps there are points hiding in not going for angles which will take a 180 degree gun rotation, although I really doubt it...