History Main / AIBreaker

14th Jun '16 4:24:10 PM TheOneWhoTropes
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* In ''DefenseGrid'', on some maps, towers can be used to force the flow of enemies along a particular path. You still must provide a path for them to get through, otherwise they just run through your towers. However, if you constantly change the path, by purchasing and destroying towers, you can keep the flow of enemies in a single area, thus giving your towers plenty of time to kill them off. It does make some of the most interesting and rewarding maps dull and boring, however.

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* In ''DefenseGrid'', ''VideoGame/DefenseGridTheAwakening'', on some maps, towers can be used to force the flow of enemies along a particular path. You still must provide a path for them to get through, otherwise they just run through your towers. However, if you constantly change the path, by purchasing and destroying towers, you can keep the flow of enemies in a single area, thus giving your towers plenty of time to kill them off. It does make some of the most interesting and rewarding maps dull and boring, however.
13th Jun '16 4:31:32 AM VampireBuddha
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* In ''VideoGame/{{Unreal}}'', one of the components of the enemies' ArtificialBrilliance is that they dodge projectile attacks... except that only applies to non-HitScan weapons that invoke NoArcInArchery (basically, projectiles that travel in a straight line). This makes [[SecondaryFire flak cannon shell bombs, Eightball Gun grenades]] and the otherwise AwesomeButImpractical Bio Rifle ''very'' useful to take out even the higher-tier [[DemonicSpiders Skaarj]].

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* In ''VideoGame/{{Unreal}}'', one of the components of the enemies' ArtificialBrilliance is that they dodge projectile attacks... except that only applies to non-HitScan non-{{hitscan}} weapons that invoke NoArcInArchery (basically, projectiles that travel in a straight line). This makes [[SecondaryFire flak cannon shell bombs, Eightball Gun grenades]] and the otherwise AwesomeButImpractical Bio Rifle ''very'' useful to take out even the higher-tier [[DemonicSpiders Skaarj]].



* In ''[[Videogame/BattleZone1998 BattleZone II]]'', the International Space Defense Force is totally incapable of handling a player whose tank is equipped with the Sonic Wave cannon, a weapon which will [[AttackReflector make any projectile-based weapon harmlessly reflect away]] from your tank; the ISDF uses projectile-based weapons by default on almost ''every'' combat unit save for the Atilla LM (a very late-game unit) and the Thunderbolt scout, rendering basically every unit belonging to the ISDF AI completely pointless. The weapon is less of an AI breaker for the Scions, who have HitScan weapons on their defense towers, and upgrade their primary tanks to fire hitscan [[LightningGun lightning bolts]]. Thankfully, it's impossible to used massed Sonic Wave equipped ships, because the [[ArtificialSTupidity tank AI is incapable of using the weapon properly]].

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* In ''[[Videogame/BattleZone1998 BattleZone II]]'', the International Space Defense Force is totally incapable of handling a player whose tank is equipped with the Sonic Wave cannon, a weapon which will [[AttackReflector make any projectile-based weapon harmlessly reflect away]] from your tank; the ISDF uses projectile-based weapons by default on almost ''every'' combat unit save for the Atilla LM (a very late-game unit) and the Thunderbolt scout, rendering basically every unit belonging to the ISDF AI completely pointless. The weapon is less of an AI breaker for the Scions, who have HitScan {{hitscan}} weapons on their defense towers, and upgrade their primary tanks to fire hitscan [[LightningGun lightning bolts]]. Thankfully, it's impossible to used massed Sonic Wave equipped ships, because the [[ArtificialSTupidity tank AI is incapable of using the weapon properly]].
11th Jun '16 5:44:54 PM erforce
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* In ''VideoGame/TheElderScrollsIIDaggerfall'', if you stand a certain distance from some enemies, they neither come closer to engage in melee nor draw their bow and snipe at you from that distance. They stand perfectly still and do nothing.

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* ''Franchise/TheElderScrolls''
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In ''VideoGame/TheElderScrollsIIDaggerfall'', if you stand a certain distance from some enemies, they neither come closer to engage in melee nor draw their bow and snipe at you from that distance. They stand perfectly still and do nothing.



* In ''{{Avernum}} 2'', controlling where you take on your enemies can make all the difference between a decisive win and a total party kill. Enemy casters' aggro radius is one square larger than their spell-casting radius, and while there is a "run up and melee" move in the AI's library, "run forward a couple squares, then stop and use a ranged attack" is not. Thus, if you place a character JUST inside the aggro radius, the caster will waste their entire turn running up towards them, so your melee fighter(s) don't have to spend precious turns under fire getting across a room to them.

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* In ''{{Avernum}} 2'', ''VideoGame/{{Avernum 2}}'', controlling where you take on your enemies can make all the difference between a decisive win and a total party kill. Enemy casters' aggro radius is one square larger than their spell-casting radius, and while there is a "run up and melee" move in the AI's library, "run forward a couple squares, then stop and use a ranged attack" is not. Thus, if you place a character JUST inside the aggro radius, the caster will waste their entire turn running up towards them, so your melee fighter(s) don't have to spend precious turns under fire getting across a room to them.
11th Jun '16 5:33:19 PM Doug86
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* In several of the ''Franchise/FireEmblem'' games, the enemy AI will always target an unarmed unit, even if the attack is guaranteed to miss or deal zero damage. This can easily be used to bait enemies into wasting their powerful weapons on an unarmed general over a healer that could easily be killed in two attacks.

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* In several of the ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' games, the enemy AI will always target an unarmed unit, even if the attack is guaranteed to miss or deal zero damage. This can easily be used to bait enemies into wasting their powerful weapons on an unarmed general over a healer that could easily be killed in two attacks.
6th Jun '16 3:18:13 PM realshini
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* In the original ''VideoGame/BaldursGate'', rods of summoning didn't have a cap, and enemy AI don't have target preferences, so one tactic used is to summon hordes of weak dogs or other low-level enemies to cause spellcasters to waste spells, keep them from attacking your own squishy mages, and wear the enemies down by attrition. The second game and remake put a hard cap on summons to prevent this kind of exploit.
25th May '16 2:38:43 AM erforce
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* In ''{{Burnout}} Paradise,'' driving the [[BribingYourWayToVictory Hunter Toy Citizen]] in a Marked Man event makes it incredibly easy to win as the pursuing Civilians just drive right past you.

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* In ''{{Burnout}} Paradise,'' ''VideoGame/BurnoutParadise,'' driving the [[BribingYourWayToVictory Hunter Toy Citizen]] in a Marked Man event makes it incredibly easy to win as the pursuing Civilians just drive right past you.
22nd May '16 4:06:46 PM AndyLA
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** The 15-Minute Melee can be mostly beaten with just Donkey Kong's hand slap, made especially easy as the Wireframes hardly ever use items to slow you down (plus they have [[ArtificalStupidity an alarming tendency of placing mines on the platform on which they're standing]], if they pick them up). The developers were probably aware of this; surviving for all 15 minutes unlocks the [=N64=] Donkey Kong stage.

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** The 15-Minute Melee can be mostly beaten with just Donkey Kong's hand slap, made especially easy as the Wireframes hardly ever use items to slow you down (plus they have [[ArtificalStupidity [[ArtificialStupidity an alarming tendency of placing mines on the platform on which they're standing]], if they pick them up). The developers were probably aware of this; surviving for all 15 minutes unlocks the [=N64=] Donkey Kong stage.
22nd May '16 4:06:21 PM AndyLA
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** The 15-Minute Melee can be mostly beaten with just Donkey Kong's hand slap. The developers were probably aware of this; surviving for all 15 minutes unlocks the [=N64=] Donkey Kong stage.

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** The 15-Minute Melee can be mostly beaten with just Donkey Kong's hand slap.slap, made especially easy as the Wireframes hardly ever use items to slow you down (plus they have [[ArtificalStupidity an alarming tendency of placing mines on the platform on which they're standing]], if they pick them up). The developers were probably aware of this; surviving for all 15 minutes unlocks the [=N64=] Donkey Kong stage.
22nd May '16 3:39:35 PM AndyLA
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* There's a rather awful Xmen based fighting game for the Game Boy Color - it is only known because the AI will simply not block crouching kicks, nor try countering in any way.

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* There's a rather awful Xmen based fighting game for the The Game Boy Color - it version of ''X-Men: Mutant Academy'' is only known because the AI will simply not block crouching kicks, nor try countering in any way.
17th Apr '16 10:58:08 AM Saber15
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* In the free-release version of ''Videogame/MechWarrior 4: Mercenaries'', the newly added Inferno Rockets completely destroy the AIs (but then again, [[GameBreaker they also break player-versus-player combat]]). Inferno rockets are dumbfired, unguided rockets which do very little damage, but have a massive area-of-effect heat explosion, which adds 3000 kelvin onto any mech within its radius. [[OverHeating A mech overheats and shuts down at 10000 kelvin]]. These might have been balanced if it were not for the fact that they can refire almost instantly, resulting in a weapon that [[CycleOfHurting almost instantly shuts down an enemy, and keeps them shut down]] until the aggressor runs out of ammo or gets bored. Players can mash the Override Auto Shutdown button, which will delay the shutdown, allowing them to fight back (until their [[GoingCritical reactor explodes]] [[HeroicRROD from overheating]]). The AI is not programmed to override a shutdown ([[ArtificialStupidity probably for good reason]]), which completely negates them as a threat against a mech loaded with inferno rockets.

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* In the free-release version free re-relase of ''Videogame/MechWarrior ''[[Videogame/MechWarrior MechWarrior 4: Mercenaries'', Mercenaries]]'', the newly added dumbfire Inferno Rockets can completely destroy the AIs (but then again, [[GameBreaker they also break player-versus-player combat]]). Inferno rockets are dumbfired, unguided rockets which do very little damage, but have the AI. Infernos cause a massive area-of-effect heat explosion, which adds 3000 kelvin onto any mech within its radius. [[OverHeating A mech overheats amount of OverHeating, and shuts down at 10000 kelvin]]. These might have been balanced if it were not for the fact that they can refire almost instantly, resulting in a weapon that their rate of fire is [[CycleOfHurting almost instantly shuts down enough to keep an enemy, and keeps them enemy completely shut down]] until the aggressor runs out of ammo or gets bored. from overheating. Players can mash override the Override Auto Shutdown button, which will delay the shutdown, allowing them automatic shutdown to fight back (until their [[GoingCritical reactor explodes]] [[HeroicRROD from overheating]]). The AI is not programmed to override a shutdown ([[ArtificialStupidity probably for good reason]]), which completely negates them as a threat against a mech loaded albeit with inferno rockets.some catastrophic engine damage, but the AI cannot and aren't even designed to fire weapons if they can't handle the heat output without overriding in the first place.
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