Melee Scoring and Aggressive Movement

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Revision as of 28 June 2013 at 01:31.
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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)20:56, 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)03:31, 28 June 2013