Melee Scoring and Aggressive Movement

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Revision as of 29 June 2013 at 22:34.
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Melee Scoring and Aggressive Movement

I was thinking, in melee it is impossible to 'starve' your enemies of points by being a perfect dodger, because they can just shoot other people. The scoring isn't done on how much bullet damage they get against *you*, but against everybody, cumulatively. So getting a good dodging movement doesn't help as much in melee as it would in 1v1.

In fact, in melee the only way to improve your score is to boost your own bullet damage and survival. And what better way to do this than to move aggressively, with some sort of wavesurfing-derived movement? That way you get the dodging at close distances so you live long enough to survive, while feeding off of bots which aren't capable of dodging at close distances because they just want to run away. So you get high hitrates, which boosts your bullet damage and you get energy bonuses which keep you alive. By making sure that you are scanning them when their gunheat is cool you know that you can catch all of their waves, and when their gunheat is high you can scan around to make sure nobody is sneaking up behind you.

Thoughts?

    Skilgannon (talk)19:56, 27 June 2013

    Makes sense. It is a very simple case (the only one I have looked at ...) but it is instructive how well DoctorBob scores in the nano melee. The best defensive bots do a little better, but its aggressive strategy has held a strong third for many years.

      Nz.jdc (talk)02:31, 28 June 2013

      Yep, this is a very valid strategy, at least until there are 4 bots left. In the beginning of a round a lot of bots behave like panic, don't know where to go, don't know where to shoot. That is the time to be aggressive and score your bullet damage and up your energy level. But when you're down to 4 (or 5) bots it is time to hold your horses and change the strategy. Although cornering an opponent is a good idea, the journey to the corner will probably be fatal to you. Even in higher weightclasses DoctorBob plays a good game, with a relatively high bullet damage. Its survival is also ok, but he hardly ever reaches the last 3 because his strategy fails at that point (but what do you expect from a nano).
      I would like to see a 'micro-DoctorBob' with a secundary strategy for the endgame, although its gun would probably not be very effective at larger distances.

      As a side-note: To some extend Gruwel is using such a strategy. Although not as agressive as DoctorBob, it certainly does not flee and (tries to) take out everybody near it. In the endgame it starts shooting peas (distance-dependent) to try to boost survival.

        GrubbmGait (talk)08:24, 28 June 2013

        I think the kind of strategy you are describing has already been used very effectively by Wallaby.

        Do you have any idea why DoctorBob is so successful while other aggressive nano melee bots aren't?

          Sheldor (talk)23:34, 29 June 2013
           
           

          Many melee bots use convenience targeting (aim at the closest opponent). Because of that, the dominant strategy for over a decade has been to stay away from everyone to avoid being targeted. If no one is shooting at you, you effectively have 100% dodging and perfect survival. And survival score counts a lot in melee (each bot you outlast means extra 50 points).

          Which is the highest ranked melee bot which doesn't use either Minimum risk or Anti-Gravity Movement?

          But in teamrumble, then it is a completely different story. There are 2 aggressive movement teams in the top 5. If there is a single melee bot ramming against you, shoot power 3 bullets and it is toast. If there are 3 team bots ramming against you, you're toast.

            MN (talk)15:49, 29 June 2013