What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Targeting Modes

theunleet

New Member
Joined
Aug 16, 2013
Messages
16
Reaction score
1
I guess this seems like a pretty good place to ask this question. Can someone(Preferably someone who works on the application) give us details on what the different targeting modes mean, and what exactly each one does? I cannot find this information and would love to know if certain ones are better than others(Health, Tier, Distance, etc)
 
There's two "complex" ones, Artillery and Default targeting, and the rest are "simple" targeting providers.

What this basically means is that the complex ones actually have a formula which determines which target the bot will be going for, for Artillery, that's:
100 + (1000 - (s.Speed * 10)) + (s.Tier * 10) + s.Distance

And for the default targeting it's
5000 - (10 * s.Distance) - (10 * (100 - s.HealthPercentage)) - (s.Tier * 50) + (s.CanHit ? 1000 : 5)

Though I should probably revise the last one a little, it's a bit wonky especially with the CanHit part; we don't even consider targets which we can't hit.

Anyway, the other ones (Distance, Execute, Health, and Tier) are simple ones; they only take one thing into account when determining their targets. Distance targets the closest one, Health the lowest actual HP one, Execute the lowest % health, and Tier the lowest tier. You can probably see where that leads; when there's two tier 6 tanks for example available, they're both equally valuable to the bot, and the bot won't have a definitive target.

Technically spoken, the default one is the best. It takes everything the others take into account and weighs every vehicle individually depending on Health Percentage, Distance etc.

How the actual targeting works is it applies those formulas and then selects the target which has the most "weight" left, which is generally the best target for us.
 
Interesting. Left the bot on for 15 hours, grinding 3Mill credits, and 90K exp. But I had it on distance targeting by accident... looked at stats and it was terrible lol.
 
Interesting. Left the bot on for 15 hours, grinding 3Mill credits, and 90K exp. But I had it on distance targeting by accident... looked at stats and it was terrible lol.

Distance is alright in general, the bot won't do amazing stats - especially for XVM standards, in order to get decent efficiency and stats on your vehicles you need to actually do really well in games, and this is a bot playing.
 
I am sure you've seen the indecision chaos that is arty targeting when you play it. If we used the canhit variable with arty that would eliminate it choosing or locking on targets behind things as it tends to do passing over open targets because it likes the health or tier etc stats for that tank. Also as an avid arty guy shooting at anything moving at all is usually a wasted shot so eliminating anything moving shouls narrow it down aswell. How about for an idea something l

(s.Speed * 0)) + s.Distance+ (s.CanHit ? 1000 : 5)

I know thats not as it should be but it's a general idea, As an arty guy all I want is the closest target thats a threat thats not moving that is in the open. I dont care about the tier or the health I want to engage the biggest threat to myself and my base and all I require is he in the open (can hit) and not moving.

So how should that line look for what I want? (Since I know where to paste it) :)
 
You could make Speed weigh in real bad, something like

1000 - (Speed * 1000)

That way the guy with the highest "weight" is the guy who's actually moving slowest.
 
Back
Top