I've always thought the explanation of waves was hard to understand. I decided to see if I could make an improvement. In the "How it Works" section, do you think this would be better?
A wave "breaks" or "hits" when the distance the wave has traveled (
wave_velocity * (time_now - time_fired)) is greater than the distance from the wave source to the enemy. You can imagine the wave as a circle that radiates out from the point from which it was fired (which is where the name came from). It's like a bullet with extra data on it, because it moves at the same speed. using Once the wave breaks, moving past the targeted robot, the firing angle - the offset relative to head-on targeting - that would have hit the enemy can easily be deduced. If you fired a bit to the right of where you should have, when the wave hits you will know what portion of the wave hit the enemy. You would then increase the Visit Count Stats of that area on the wave. The gun would then shoot there more often, correcting itself, usually making it more accurate.
I don't mind if you say no, so don't be afraid to. What do you think?
--Awesomeness 17:21, 9 May 2009 (UTC)
I've some new manual-create-by-mspaint waves graphic, although it's very awful :-)
Please not use it any where, I just show how can mspaint create such this awful graphics ;)
--Nat 15:13, 4 January 2009 (UTC)