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[0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 1:42 am
by Goose

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 1:45 am
by nevniv
Did you want the projectiles to home in on you?

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 6:33 am
by Koub
That's working as intended. Try doing this with a real nest inhabited by a horde of biters for more fun :)

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 1:15 pm
by SirSmuggler
The real challenge is to move in a way that makes the worms take out the nests for you ;)

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 1:24 pm
by dood
Too bad turrets and power poles can't do this.

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 1:26 pm
by sarcolopter
0.17.5

player has finite acceleration

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 4:02 pm
by Matthias_Wlkp
This would work to kill a base consisting only of worms (we get those too now, which is great!). Would it make sense for the biters to randomly switch between aiming and non-aiming behavior?

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 4:05 pm
by Ranakastrasz
Matthias_Wlkp wrote:
Mon Mar 04, 2019 4:02 pm
This would work to kill a base consisting only of worms (we get those too now, which is great!). Would it make sense for the biters to randomly switch between aiming and non-aiming behavior?
We already had bases made purely of worms.

And yes, varying between aim and non-aim, or having some randomization might be reasonable.

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 7:27 pm
by DaveMcW
Walk without rhythm, and you won't attract the worm.

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 8:22 pm
by Koub
DaveMcW wrote:
Mon Mar 04, 2019 7:27 pm
Walk without rhythm, and you won't attract the worm.
Paul Muad'dib

Re: [0.17.x]New worm exploit/strategy

Posted: Mon Mar 04, 2019 11:20 pm
by Ace_W
Muad'dib! Muad'dib!

Re: [0.17.x]New worm exploit/strategy

Posted: Tue Mar 05, 2019 2:26 pm
by BlakeMW
Koub wrote:
Mon Mar 04, 2019 6:33 am
That's working as intended. Try doing this with a real nest inhabited by a horde of biters for more fun :)
You can do it easily against end-game bases (at least late Big Biter era). The thing is that it doesn't matter if it's 1 worm or 100 worms spitting at you, you can make ALL the shots miss with the appropriate micro: for example hold down A and W then tap D, this results in running north but with the worms spitting to the left and right, you can simply run straight through the nest burning it down with the flamethrower and personal laser defense with 90% of the damage you're taking being from your own fire patches. Then run to the side, and hold down A and S and tap D, this results in running south through the nest, rinse and repeat until the nest is gone.

Re: [0.17.x]New worm exploit/strategy

Posted: Thu Mar 07, 2019 6:24 am
by ColonelSandersLite
nevniv wrote:
Mon Mar 04, 2019 1:45 am
Did you want the projectiles to home in on you?
You know what would probably work pretty well?

Let's say you keep track of the player's average speed and direction over the course of 6 different lengths of time.

Something like -
0.1 seconds
0.2 seconds
0.3 seconds
0.4 seconds
0.5 seconds
0.6 seconds

As each worm/spitter fires, it picks a random number between 0 and 5 and aims according to the corresponding speed vector.

This way, if you're moving in a straight and predictable fashion and a battery of worms fires a volley at you, they all go splat all over your face.

If you're moving unpredictably, the volley would have varying points of aim.

It would also stop the described player behaviour cold.

Re: [0.17.x]New worm exploit/strategy

Posted: Thu Mar 07, 2019 7:50 am
by DaveMcW
ColonelSandersLite wrote:
Thu Mar 07, 2019 6:24 am
You know what would probably work pretty well?

Let's say you keep track of the player's average speed and direction over the course of 6 different lengths of time.
It works just as well with 1 set length, because the changing angles will provide variation. You do need an array to store the player position from the last 60 ticks or so.