- Version History
|Movement||Minimum Risk |
- What's special about it?
Well, it is right now the only team that can handle the LunarTwins and every other close combat team very well. It is not quite good against the more advanced teams but it has a good base.
It's heavily based on team spirit - share, defend and sacrifice.
- How competitive is it?
Right now only against close combat teams.
TwinDuelRumble ‒ Survival: 61.18% (7th), PL: 13-9 (8th), APS: 59.64%
- How does it move?
It moves exactly like Wallaby, just a little bit tweaked to the smaller battlefield. So Minimum Risk Movement combined with Anti-Gravity Movement and Oscillator Movement. The team member have a team force to avoid collisions or standing in fire direction. The team has an antigravity team bullet dodge system. Both can call for help if attacked at close range and the minion can sacrifice himself.
- How does it fire?
Again, heavily based on Wallaby. Precise circular gun with wall backtracking and some other little goodies.
- How does the strategy differ in 2v2, 2v1, 1v2, and/or 1v1?
- radar - leader lock scan the closest, minion the other - they change the targets if the leader gets closer to the other target
- target - depends on the enemy team
- close combat team - both target the nearest weakest bot
- mid range team - slightly preference to target the weakest bot
- long range - both target her closest target
- movement - depends on the enemy team
- close combat team - both leader and minion can call (cry) for help if attacked at close range, the team mate goes to the protect point a little ahead of the target, while the leader still try to escape, if the escape worked the minion goes back to normal combat distance if possible
- mid range team - just move around with minimum risk, antigravity, oscillation and sometime if the target gets to close call the team mate for help
- long range team - just normal movement
- radar - both lock the target
- target - well hmm - guess?
- movement - the minion goes close combat to maximize the hit rate and bring the enemy survivor to fall. (this works not as good as i was hopping for), the leader hold his normal combat distance
- radar - lock the target
- target - the wall? .. well, really the TassieDevil is such a weakling if it comes to 1vs1 that it really looks like he is targeting the wall.
- movement - normal combat movement
- radar - gun lock spinning radar
- target - rated by energy and distance, mostly the closest
- movement - normal combat movement
- How does it select a target to attack/avoid?
Because every team member scans his own target and gives the information to the opposite member every TassieDevil can shoot blind at every target. If one member gets attacked at close range he can call the team mate to help him out, by pointing the mate a little ahead of the target. The target is rated by distance and energy, with always shooting at the weakest if close and shooting at the closest if far away. Every team member stops shooting if the mate is between him and the guessed target position.
- What does it save between rounds and matches?
matches - nothing
rounds - only static variables just to save code size everything gets a reset on battle start.
- Where did you get the name?
Well, obviously from the Tasmanian Devils. There are not many around anymore and they are quite cute animals - so why not? :).
- Can I use your code?
Sure, it's open source RWPCL.
- What's next for your robot?
- find something that can handle the wave, jiggle, oscillator and stop&Go teams
- I guess I could just go close combat with the those teams because they have very bad scores against those teams. But I don't really like this. It would be cooler to beat them with team spirit I guess.
- my first close combat try showed this isn't working with the TassieDevils, I have to find something else
- enhancement of the team functions
- they are a little better now but still room for improvements
- The gun ... buahhhh
- the gun is made for melee and has some major flaws with 1vs1
- The radar works very well but is horribly coded
- I fixed this a little
- Most of its current state reminds more on a rule base than a good program ... this should be fixed soon
- better after the first refactoring
- Little tweaks to the movement could also not hurt
- still working on this
- Does it have any White Whales?
Well yes, the team that bugs me most is bvh.two.Valkiries 0.44tmk3b and I have no clue what it makes so strong against the TassieDevils. I think they have the right movement against my lousy gun.
I hope it is clear that I don't like the bot but always like the Robocoder behind it.
- What other robot(s) is it based on?
Most of its stuff is taken from Wallaby.