Melee Gun Thrashing
Fragment of a discussion from Talk:Neuromancer
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Sorry, I guess maybe that was clear already. The reason the zero check thrashes less is that it only requires that the last gun turn was <= 20 degrees, while "re-aim and check within threshold" requires that the firing angle somewhat lines up two ticks in a row. (Though 40 / distance is a pretty big threshold, too - I always used 18 / distance.) And while the zero check is more precise, it's also in a sense projecting one tick further in to the future, since the other one is effectively aiming one tick later (by vetoing if the current gun heading isn't close to how we'd aim this tick).