Comparing Results Between Shielders
The highlighted comment was created in this revision.
So as I was putting together my own bullet-shielding-only robot Spitfire, it occurred to me there are a few instances we need to think about if we want to compare performance between shielders. 1) When opponent is at low energy. 2) When opponent is too close. 3) Any other scenario where the robot developer may be tempted to do something other than shielding for special situations.
For mine, I currently try to shield right up until the opponent runs out of energy. If opponent stops firing before running out of energy, I don't fire either. The one time I do fire first is when the opponent is disabled and there are no more opponent waves in play. I never move, accept for a little step out and back in when firing. If opponent is too close for my shielding, I just get hit.
Shielding Robot | APS | Survival | Pairs Won | Specialization | Notes |
---|---|---|---|---|---|
jk.precise.EnergyDome 1.1 | 56.24 | 63.19 | 58.6% | 20,957 | |
jk.precise.EnergyDome 1.2 | 41.18 | 53.75 | 42.4% | 21,732 | |
rsim.micro.uCatcher 0.1 | 30.65 | 41.41 | 27.8% | 8,620 | |
rsim.mini.BulletCatcher 0.4 | 67.02 | 78.06 | 82.5% | 4,043 | (1) |
xander.cat.Spitfire 1.0 | 32.31 | 43.41 | 33.3% | 18,109 | (2) |
Notes:
- Has light-weight second mode that takes over when shielding fails or when opponent is low energy.
- A bit handicapped by slow firing response. Only fires first when opponent disabled and no active waves in play.
Another note: If shielding is integrated into another robot, the best system isn't necessarily the one that would produce the best bullet-shielding-only score, but rather the one that, against it's opponents, either works really well or fails miserably. It's problematic if it produces a lot of ~90 scores, as there is no good way to know if this is better than your normal drive and gun.