Open mizzao opened 4 years ago
Try adding laser dodging code when there is one enemy and it's out of charge range.
b74e063388c58c26d17b40ed61cae135ef83227e
Perhaps limit how far out bots will chase enemies. This will not only make it harder to get mined but also protect against lure attacks.
By running all the way back when this happens, we also avoid getting shot by artillery micro.
Copied from #52:
We can also make the area clearing less stringent. Too stringent and we risk getting lured and the CPU killed. We can probably clear if either condition is satisfied:
Also, bots should not follow enemies more than halfway across the map (just delete enemy target location). This will both cause them to be less sensitive to mines, and get back to the CPU faster in case of lures. Because it will return and not just sit at the edge, it won't be vulnerable to artillery micro.
Another idea: if the enemy is more than X distance away don't chase, just return to CPU.
Idea: "recycle" units with lower health toward the back, with higher evade threshold if they get damaged.
Phase 1: dedicated reflect 3 / thrusters 3 miners lured out the tanks.
Phase 2: 2 of the same, plus 2 reflect 3 / melee 2 teleporters. Once rangers engaged the miners were pretty useless.
Phase 3: laser 3 / reflect 3. These guys were dumb and shot chips, but most of the damage was self-inflicted via reflect.
Ideas: