]]>2017-06-21T21:01:48+02:002017-06-21T21:01:48+02:00/viewtopic.php?t=13823&p=151122#p151122Statistics: Posted by JoonasTo — 21 Jun 2017, 21:01
]]>2017-01-13T11:00:55+02:002017-01-13T11:00:55+02:00/viewtopic.php?t=13823&p=141994#p141994
JoonasTo wrote: Another nice improvement would be to only count the time a player is alive to their average. Currently it counts the time the player was dead too.
yep, that breaks average APM for that player, and that is 1rst thing that people look on when use parser.
]]>2017-01-13T07:15:34+02:002017-01-13T07:15:34+02:00/viewtopic.php?t=13823&p=141985#p141985 It's also not just walls. The same thing bothers Pgens, templates, Hazard PD, Hazard AA, etc. I think it has to do with how the game handles draw commands as shift queues. Would be nice if it could somehow be made to detect that but unless the game timestamps all commands, this is a bit hard due to 500ms update cycle. You can easily have multiple commands in that time even without drag.
Another nice improvement would be to only count the time a player is alive to their average. Currently it counts the time the player was dead too.
Statistics: Posted by JoonasTo — 13 Jan 2017, 07:15
It's stretching the graph unnecessarily + makes he apm counter more accurate.
Obviously it would be better to change it to 1 click 1 action instead of what it is now, but my making the walls disappear the biggest part of the problem will be fixed.
Statistics: Posted by Farmsletje — 13 Jan 2017, 05:29