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A Bots position, path & speed relative to his enemy needs consideration as well as a bots ability to aim. This issue addresses the Bots positioning such that it can become the most difficult target to hit. This is an attempt to define a specific Bot attack mode. I'm certain over time, many more will be introduced and used in different scenarios.
With a perfect hit rate, in a 1v1, the bots best advantage against a human is at the greatest "in-range" distance which includes calculated lead time on closing targets. Additionally, the greatest disadvantage to the human comes from them having to deflect the mouse / joystick to the maximum degree to maintain target acquisition. Putting these two together means that the Bot is better suited maintaining maximum distance from the human while also maintaining a flight path that is not a straight line and changes based upon the distance so that when distance is decreased, deflection of humans mouse will increase. Attached is a drawing depicting this behavior which (after testing to determine circumference to enemy distance ratio), will provide the most difficult target to hit.
The text was updated successfully, but these errors were encountered:
A Bots position, path & speed relative to his enemy needs consideration as well as a bots ability to aim. This issue addresses the Bots positioning such that it can become the most difficult target to hit. This is an attempt to define a specific Bot attack mode. I'm certain over time, many more will be introduced and used in different scenarios.
With a perfect hit rate, in a 1v1, the bots best advantage against a human is at the greatest "in-range" distance which includes calculated lead time on closing targets. Additionally, the greatest disadvantage to the human comes from them having to deflect the mouse / joystick to the maximum degree to maintain target acquisition. Putting these two together means that the Bot is better suited maintaining maximum distance from the human while also maintaining a flight path that is not a straight line and changes based upon the distance so that when distance is decreased, deflection of humans mouse will increase. Attached is a drawing depicting this behavior which (after testing to determine circumference to enemy distance ratio), will provide the most difficult target to hit.
The text was updated successfully, but these errors were encountered: