Melee Gun Thrashing
Fragment of a discussion from Talk:Neuromancer
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Hopefully I won't confuse this further, but I think the two options are:
- Style 1:
- if (gunTurnRemaining() == 0) then fire()
- re-aim (won't effect angle used in fire())
- Style 2:
- re-aim
- if (gunTurnRemaining() < 40 / distance) then fire()
So the first option just sees if your aim from last tick has completed, fires, and then continues re-aiming for next tick (which won't affect this tick's firing angle). The second option requires that the firing angle remains somewhat stable from last tick to this tick. It's also sort of the case that the first option is aiming 1 tick further into the future, since the second option will hold off firing if the aimed firing angle doesn't line up with the next tick's firing angle. FWIW I used to do Style 2 (Dookious, early Diamond, but with 18 / distance) and now use Style 1 in Diamond.
Style 1 makes it a lot easier to deal with firing pitfall.
MN