History Main / ComputersAreFast

2nd Dec '16 4:10:44 AM Sleeping_Beauty
Is there an issue? Send a Message


** The AI in the Wii U/3DS version possesses a one frame reaction time, meaning if they can dodge or shield an attack, they ''will'' do it, barring rare instances of ArtificialStupidity. It gets worse when fighting characters with counters, who can and will abuse them to the fullest to get easy KOs on anyone tries to hit them with powerful attacks while they aren't open. Neither are exclusive to the level 9 AI, as even a lowly level 1 AI will occasionally dodge/shield/counter something no human would have any business avoiding.

to:

** The AI in the Wii U/3DS version possesses a one frame reaction time, meaning if they can dodge or shield an attack, they ''will'' do it, barring rare instances of ArtificialStupidity. It gets worse when fighting characters with counters, who can and will abuse them to the fullest to get easy KOs KO's on anyone tries to hit them with powerful attacks while they aren't open. Neither are exclusive to the level 9 AI, as even a lowly level 1 AI will occasionally dodge/shield/counter something no human would have any business avoiding.
12th Aug '16 5:23:55 PM Ninetails2000
Is there an issue? Send a Message

Added DiffLines:

** To give you an example of this, in the third installment, Jade has a special move that makes her immune to projectiles, but it's a rather obtuse combo of inputs that means that a human play wouldn't be able to pull it off unless they consciously thought of it and even then, it'd be pretty hairy to try and put it in in the window of time before a projectile would hit. The computer, meanwhile, is able to execute the move INSTANTLY. [[TheComputerIsACheatingBastard While dashing at you to punish the cooldown from the projectile you're still in the process of throwing.]]
17th Jan '16 4:36:36 AM Rakurai
Is there an issue? Send a Message


** The AI in the Wii U/3DS possesses a one frame reaction time, meaning if they can dodge or shield an attack, they ''will'' do it, barring rare instances of ArtificialStupidity. It gets worse when fighting characters with counters, who can and will abuse them to the fullest to get easy KOs on anyone tries to hit them with powerful attacks while they aren't open. Neither are exclusive to the level 9 AI, as even a lowly level 1 AI will occasionally dodge/shield/counter something no human would have any business avoiding.

to:

** The AI in the Wii U/3DS version possesses a one frame reaction time, meaning if they can dodge or shield an attack, they ''will'' do it, barring rare instances of ArtificialStupidity. It gets worse when fighting characters with counters, who can and will abuse them to the fullest to get easy KOs on anyone tries to hit them with powerful attacks while they aren't open. Neither are exclusive to the level 9 AI, as even a lowly level 1 AI will occasionally dodge/shield/counter something no human would have any business avoiding.
17th Jan '16 4:35:54 AM Rakurai
Is there an issue? Send a Message


** High-level AI opponents with a counter move in the latest installment can and will spam it with flawless timing against anything short of a grab. This even extends to collision damage - sometimes, when a fighter is hit hard enough, they'll deal minor knockback to any other fighters they fly into. Computer opponents can ''counter you being flung into them''.

to:

** High-level The AI opponents with a counter move in the latest installment Wii U/3DS possesses a one frame reaction time, meaning if they can dodge or shield an attack, they ''will'' do it, barring rare instances of ArtificialStupidity. It gets worse when fighting characters with counters, who can and will spam it abuse them to the fullest to get easy KOs on anyone tries to hit them with flawless timing against anything short of a grab. This powerful attacks while they aren't open. Neither are exclusive to the level 9 AI, as even extends to collision damage - sometimes, when a fighter is hit hard enough, they'll deal minor knockback to lowly level 1 AI will occasionally dodge/shield/counter something no human would have any other fighters they fly into. Computer opponents can ''counter you being flung into them''.business avoiding.
30th Oct '15 6:57:39 PM FordPrefect
Is there an issue? Send a Message


* In ''VideoGame/SuperSmashBros'', especially the original and ''Melee'', high-level [=AIs=] basically make anything that can be escaped from with button mashing almost completely useless. For instance, while you can pummel a grabbed character to inflict some extra damage before you throw them, the AI can potentially escape before you can even hit them once at low damage percentages (Where it would be the most useful). By the time you're even able to pummel them for any decent amount of time, they're generally already at a percentage where they can easily be KO'd.

to:

* In ''VideoGame/SuperSmashBros'', especially the original and ''Melee'', high-level [=AIs=] basically make anything that can be escaped from with button mashing almost completely useless. For instance, while you can pummel a grabbed character to inflict some extra damage before you throw them, the AI can potentially escape before you can even hit them once at low damage percentages (Where (where it would be the most useful). By the time you're even able to pummel them for any decent amount of time, they're generally already at a percentage where they can easily be KO'd.
29th Aug '15 6:25:31 AM ElodieHiras
Is there an issue? Send a Message



to:

* InUniverse example in ''VideoGame/MassEffect2''. [[spoiler: Legion, the Geth (robot) party member turns out to be quite the gamer, as evidenced by the dossier the Shadow Broker has on him, and thanks to him having 1183 programs running at the same time, can do such things as "Commanding 23 pets without using macros" or having a "Reaction time significantly better than possible for organics", which got him flagged for "Suspected use of VI Assistance" (basically using the space opera version of an aimbot) twice. Somehow, he overturned these flags without showing he was a Geth, in a universe where robots like him are shot on sight by most people.]]
21st Aug '15 2:58:25 AM Cryoclaste
Is there an issue? Send a Message


* In ''SuperSmashBros.'', especially the original and ''Melee'', high-level [=AIs=] basically make anything that can be escaped from with button mashing almost completely useless. For instance, while you can pummel a grabbed character to inflict some extra damage before you throw them, the AI can potentially escape before you can even hit them once at low damage percentages (Where it would be the most useful). By the time you're even able to pummel them for any decent amount of time, they're generally already at a percentage where they can easily be KO'd.

to:

* In ''SuperSmashBros.'', ''VideoGame/SuperSmashBros'', especially the original and ''Melee'', high-level [=AIs=] basically make anything that can be escaped from with button mashing almost completely useless. For instance, while you can pummel a grabbed character to inflict some extra damage before you throw them, the AI can potentially escape before you can even hit them once at low damage percentages (Where it would be the most useful). By the time you're even able to pummel them for any decent amount of time, they're generally already at a percentage where they can easily be KO'd.



* The ''MortalKombat'' games have computers instantly pulling off all sorts of moves that require frame-exact timing or pushing a bunch of buttons in quick succession, causing many players to discard the stylish strategies they would use against other humans and simply repeat an AIBreaker over and over again. In particular is the simple uppercut, which the computer can pull off with a precision even the fastest gamer could not duplicate reliably.
* ''FinalFantasyTactics'' has the [[GameBreaker Calculator job.]] Basically, the Calculator would cast a spell on every single unit who met certain criteria. You could spend time looking up everyone's stats, grabbing their weaknesses and optimizing for damage. Or you could give the AI control of the Calculator, and watch them cast the best spell in an instant!

to:

* The ''MortalKombat'' ''Franchise/MortalKombat'' games have computers instantly pulling off all sorts of moves that require frame-exact timing or pushing a bunch of buttons in quick succession, causing many players to discard the stylish strategies they would use against other humans and simply repeat an AIBreaker over and over again. In particular is the simple uppercut, which the computer can pull off with a precision even the fastest gamer could not duplicate reliably.
* ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' has the [[GameBreaker Calculator job.]] Basically, the Calculator would cast a spell on every single unit who met certain criteria. You could spend time looking up everyone's stats, grabbing their weaknesses and optimizing for damage. Or you could give the AI control of the Calculator, and watch them cast the best spell in an instant!



* In ''LeagueOfLegends'', the bots are able to pull off combos (Especially Annie, Renekton, and Ryze) with superhuman reflexes. This is what makes them dangerous, and while the bots aren't generally known for their tactical genius, the burst-oriented bots are as good as more skilled human players in this one aspect.

to:

* In ''LeagueOfLegends'', ''VideoGame/LeagueOfLegends'', the bots are able to pull off combos (Especially Annie, Renekton, and Ryze) with superhuman reflexes. This is what makes them dangerous, and while the bots aren't generally known for their tactical genius, the burst-oriented bots are as good as more skilled human players in this one aspect.



* Some ''StreetFighter'' games have AI with tournament-level combo skill on even the easier difficulty settings.

to:

* Some ''StreetFighter'' ''Franchise/StreetFighter'' games have AI with tournament-level combo skill on even the easier difficulty settings.



* In ''GuildWars'', there are customizable ''allied'' [=NPCs=] called heroes, and this is often taken advantage when choosing skills for them. Heroes are often able to use "interrupt" skills on spells that only take a quarter of a second to cast, for example. Unfortunately, they are terrible at deciding ''which'' spells are worth interrupting...

to:

* In ''GuildWars'', ''VideoGame/GuildWars'', there are customizable ''allied'' [=NPCs=] called heroes, and this is often taken advantage when choosing skills for them. Heroes are often able to use "interrupt" skills on spells that only take a quarter of a second to cast, for example. Unfortunately, they are terrible at deciding ''which'' spells are worth interrupting...



* Every ''MarioParty'' has a few minigames requiring players to do something really fast on the controller, and computers on the highest difficulty are nearly impossible to beat in many of them. The first game had a couple of stick spinning games that were incredibly hard to beat except with unorthodox methods such as using the palm of your hand to spin the stick, forcing Nintendo to give away gloves so players wouldn't get a rash playing the game. Even so, the analog sticks get worn down so fast that they can no longer register full ranges of motion.

to:

* Every ''MarioParty'' ''VideoGame/MarioParty'' has a few minigames requiring players to do something really fast on the controller, and computers on the highest difficulty are nearly impossible to beat in many of them. The first game had a couple of stick spinning games that were incredibly hard to beat except with unorthodox methods such as using the palm of your hand to spin the stick, forcing Nintendo to give away gloves so players wouldn't get a rash playing the game. Even so, the analog sticks get worn down so fast that they can no longer register full ranges of motion.



* VideoGame/{{Pickory}} had a major problem with this in the Space Duel fight, since the [[http://www.youtube.com/watch?v=Cb44P7hgh1I AI can calculate the future trajectories of bullets and dodge near perfectly]]. In the most recent version, it was changed to only start dodging once it is reduced to 1HP, giving the player a large enough health advantage to finish it off.

to:

* VideoGame/{{Pickory}} ''VideoGame/{{Pickory}}'' had a major problem with this in the Space Duel fight, since the [[http://www.youtube.com/watch?v=Cb44P7hgh1I AI can calculate the future trajectories of bullets and dodge near perfectly]]. In the most recent version, it was changed to only start dodging once it is reduced to 1HP, giving the player a large enough health advantage to finish it off.



* In ''[[http://www.pineight.com/croom/ Concentration Room]]'', a card-matching game for NintendoEntertainmentSystem, the player turns two cards face-up and keeps them if their emblems match. Otherwise they turn back face-down. The computer opponent can remember the emblems on all cards that have been turned over and in theory play perfectly. But it intentionally forgets a percentage of emblems based on the difficulty level in order to model human-like memory.

to:

* In ''[[http://www.pineight.com/croom/ Concentration Room]]'', a card-matching game for NintendoEntertainmentSystem, UsefulNotes/NintendoEntertainmentSystem, the player turns two cards face-up and keeps them if their emblems match. Otherwise they turn back face-down. The computer opponent can remember the emblems on all cards that have been turned over and in theory play perfectly. But it intentionally forgets a percentage of emblems based on the difficulty level in order to model human-like memory.



** This AI also applies to the AI seen in {{Daytona USA}} 2, but instead of a virtual keyboard and mouse, it is a virtual steering wheel and pedals.
* AI players in VideoGame/BlackAndWhite physically move over the map at a limited, moderately fast pace, and must (slowly) draw a spiral in the air to use the Gesture system and trigger their spells. You, on the other hand, have a variety of shortcuts and snaps to move around the map much quicker, and can Gesture much faster than them with some skill and experience. The one advantage they do have is in the "reach outside your influence" mechanic. A human player may be able to reach a decent distance. The AI can reach all the way into yours to grab trees, when its influence is on the other side of the map.

to:

** This AI also applies to the AI seen in {{Daytona USA}} 2, ''VideoGame/DaytonaUSA 2'', but instead of a virtual keyboard and mouse, it is a virtual steering wheel and pedals.
* AI players in VideoGame/BlackAndWhite ''VideoGame/BlackAndWhite'' physically move over the map at a limited, moderately fast pace, and must (slowly) draw a spiral in the air to use the Gesture system and trigger their spells. You, on the other hand, have a variety of shortcuts and snaps to move around the map much quicker, and can Gesture much faster than them with some skill and experience. The one advantage they do have is in the "reach outside your influence" mechanic. A human player may be able to reach a decent distance. The AI can reach all the way into yours to grab trees, when its influence is on the other side of the map.
30th Jun '15 5:35:15 PM Exxolon
Is there an issue? Send a Message



to:

* In the eight bit versions of ''Videogame/WarInMiddleEarth'' the tactical battle sequences are extremely unfair - the computer can command every onscreen unit to attack simultaneously whereas you have to individually click on each unit and order it to the location you want.
8th May '15 4:13:59 AM Hylarn
Is there an issue? Send a Message


* ''VideoGame/{{Touhou}}'' games have their BulletHell directed by mathematical formulas. In the ''Phantasmagoria'' installments, this translates to the AI opponent being able to pull off ridiculous dodges due to knowing exactly where every bullet is in relation to its own hit box. In essence, they are "pushed" away by bullets. {{AI Breaker}}s aside, the computer is invincible until it decides (via RNG) [[TacticalSuicideBoss to commit suicide.]]
** Interestingly, these are the specific (non-fighting) games in which there's enough randomness to ''produce'' an AIBreaker: chance can produce completely inescapable bullet patterns that the computer can't see ''develop'' in time to not be in the area. (In contrast, a computer could probably play any of the "normal" Touhou games perfectly.) It's the reason the extra stages give each opponent a period of actual invincibility.

to:

* In the ''VideoGame/{{Touhou}}'' games have their BulletHell directed by mathematical formulas. In the ''Phantasmagoria'' installments, this translates to game ''Phantasmagoria of Flower View'' the AI opponent being able keeps track of all bullets near it and can dodge them perfectly unless the RNG decides it's time to pull off ridiculous dodges due to knowing suicide. This has some interesting consequences-- The AI is much better with fast characters than slow ones, exactly where every unlike most humans, and it doesn't get walled by anything that has gaps, like Mystia's bullet is in relation chains, but it's vulnerable to its own hit box. In essence, they are "pushed" away by bullets. {{AI Breaker}}s aside, the computer is invincible until things it decides (via RNG) [[TacticalSuicideBoss to commit suicide.]]
** Interestingly, these are the specific (non-fighting) games in which there's enough randomness to ''produce'' an AIBreaker: chance can produce completely inescapable bullet patterns that the computer
can't see ''develop'' in time to not be in "see" develop, like Aya's EX attack (a very fast, moderately large aimed bullet from the area. (In contrast, a computer could probably play any top of the "normal" Touhou games perfectly.) It's the reason the extra stages give each opponent screen, which is balanced when used against humans by a period of actual invincibility.long start time) or Yuuka's flowers forming a wall.
5th May '15 1:04:49 AM SeptimusHeap
Is there an issue? Send a Message


* {{Pickory}} had a major problem with this in the Space Duel fight, since the [[http://www.youtube.com/watch?v=Cb44P7hgh1I AI can calculate the future trajectories of bullets and dodge near perfectly]]. In the most recent version, it was changed to only start dodging once it is reduced to 1HP, giving the player a large enough health advantage to finish it off.

to:

* {{Pickory}} VideoGame/{{Pickory}} had a major problem with this in the Space Duel fight, since the [[http://www.youtube.com/watch?v=Cb44P7hgh1I AI can calculate the future trajectories of bullets and dodge near perfectly]]. In the most recent version, it was changed to only start dodging once it is reduced to 1HP, giving the player a large enough health advantage to finish it off.
This list shows the last 10 events of 122. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ComputersAreFast