Follow TV Tropes

Following

History Main / AIBreaker

Go To

OR

Is there an issue? Send a MessageReason:
Misuse of the page/link


*** The end boss, Link's Shadow, is among the [[NintendoHard hardest]] bosses in the NES era... unless you stand on the far left, duck, and just sit there stabbing over and over. The boss's A.I. will make it repeatedly walk right into your sword, leading to an easy victory. Most ROM hacks add lava or some other deadly hazard on the leftmost tile to disallow this. [[DifficultyByRegion Incidentally, the original FDS version did not have this]]; it was caused by an RNG bug common in FDS to NES ports.

to:

*** The end boss, Link's Shadow, is among the [[NintendoHard hardest]] hardest bosses in the NES era... unless you stand on the far left, duck, and just sit there stabbing over and over. The boss's A.I. will make it repeatedly walk right into your sword, leading to an easy victory. Most ROM hacks add lava or some other deadly hazard on the leftmost tile to disallow this. [[DifficultyByRegion Incidentally, the original FDS version did not have this]]; it was caused by an RNG bug common in FDS to NES ports.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


* The Changeling faction of ''VideoGame/TotalWarWarhammerIII''' functions [[MechanicallyUnusualClass completely differently from how others play]], by not having conventional settlements on the campaign map and instead having hidden cults under other factions' cities, as well as having his armies hidden if they're in a region with a cult. Not having conventional cities to capture or raze means that the AI ''has absolutely no idea'' how to destroy these cults, requiring a special building to even rhave a chance of detecting them (and the Changeling has several buildings that ''reduce'' said chance, so even these buildings aren't a surefire way to detect cults). All in all, his campaign mechanics seem to have been made with the idea that the player would have to try quite hard if they wanted to lose.

to:

* The Changeling faction of ''VideoGame/TotalWarWarhammerIII''' ''VideoGame/TotalWarWarhammerIII'' functions [[MechanicallyUnusualClass completely differently from how others play]], by not having conventional settlements on the campaign map and instead having hidden cults under other factions' cities, as well as having his armies hidden if they're in a region with a cult. Not having conventional cities to capture or raze means that the AI ''has absolutely no idea'' how to destroy these cults, requiring a special building to even rhave have a chance of detecting them (and the Changeling has several buildings that ''reduce'' said chance, so even these buildings aren't a surefire way to detect cults).cults for the AI). All in all, his campaign mechanics seem to have been made with the idea that the player would have to try quite hard if they wanted to lose.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Changeling faction of ''VideoGame/TotalWarWarhammerIII''' functions [[MechanicallyUnusualClass completely differently from how others play]], by not having conventional settlements on the campaign map and instead having hidden cults under other factions' cities, as well as having his armies hidden if they're in a region with a cult. Not having conventional cities to capture or raze means that the AI ''has absolutely no idea'' how to destroy these cults, requiring a special building to even rhave a chance of detecting them (and the Changeling has several buildings that ''reduce'' said chance, so even these buildings aren't a surefire way to detect cults). All in all, his campaign mechanics seem to have been made with the idea that the player would have to try quite hard if they wanted to lose.
Is there an issue? Send a MessageReason:
Trope name is Sci Fi Writers Have No Sense Of Scale, not any of its subpages. Discussion here.


** The Singularity Engine Time Accelerator speeds up the [[TimeDilation flow of time (up to 10x)]] in the game to make travel bearable when [[SciFiWritersHave/NoSenseOfVelocity most ships get outran by modern-day cars]]. However, SETA also hogs more CPU time. On a weaker computer, this causes the game to divert CPU processing power from other tasks to keeping the game running at an acceptable speed, and the A.I. routines are one of the things to go. Engage SETA 10x in an AsteroidThicket and watch in amazement as [[ArtificialStupidity freighters plow head-on into asteroids and then keep ramming themselves to death]]. Engage SETA in a huge fight and watch as every ship comes to a complete stop in order to prevent your computer from melting.

to:

** The Singularity Engine Time Accelerator speeds up the [[TimeDilation flow of time (up to 10x)]] in the game to make travel bearable when [[SciFiWritersHave/NoSenseOfVelocity [[SciFiWritersHaveNoSenseOfScale most ships get outran by modern-day cars]]. However, SETA also hogs more CPU time. On a weaker computer, this causes the game to divert CPU processing power from other tasks to keeping the game running at an acceptable speed, and the A.I. routines are one of the things to go. Engage SETA 10x in an AsteroidThicket and watch in amazement as [[ArtificialStupidity freighters plow head-on into asteroids and then keep ramming themselves to death]]. Engage SETA in a huge fight and watch as every ship comes to a complete stop in order to prevent your computer from melting.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/Disgaea5'' can repeat the above strategy with Item Symbols, which are normally destroyed by the player to charge the Bonus Gauge. Through careful lifting and throwing, you can trap pirates and even ''Proto Darkdeath'' away from the party. (Proto Darkdeath is smart enough to use his ranged attacks and can destroy some of the symbols if you're close enough; ironically this makes his Giant variant somewhat easier to deal with, as despite its stats and Evilities it's in a permanent Giant status, locking off his usual moves in favor of Giant Press, an AoE skill that hits for only two squares around him.)

to:

** ''VideoGame/Disgaea5'' can repeat the above strategy with Item Symbols, which are normally destroyed by the player to charge the Bonus Gauge. Through careful lifting and throwing, you can trap pirates and even ''Proto Darkdeath'' away from the party. (Proto Darkdeath is smart enough to use his ranged attacks and can destroy some of the symbols if you're close enough; ironically this makes his Giant variant somewhat easier to deal with, as despite its stats and Evilities it's in a permanent Giant status, locking off his usual moves in favor of Giant Press, an AoE [=AoE=] skill that hits for only two squares around him.)
Is there an issue? Send a MessageReason:
None


** Perhaps best example for Melee mobs in the classic version of the game has to be fences. Caster Players like mage, hunter or warlocks can jump over a fence, and the mob will just try to run around it. You can jump again when they are about to reach you and they'll run around it all over again. Rinse and repeat, and you can even defeat a group of mobs at once this way without ever getting hit. Melee mobs in areas with farms or graveyards like Westfall and Duskwood are suceptible to this tactic.

to:

** Perhaps best example for Melee mobs in the classic version of the game has to be fences. Caster Players like mage, hunter or warlocks can jump over a fence, and the mob will just try to run around it. You can jump again when they are about to reach you and they'll run around it all over again. Rinse and repeat, and you can even defeat a group of mobs at once this way without ever getting hit. Melee mobs in areas with farms or graveyards like Westfall and Duskwood are suceptible to this tactic. Later expansions changed this so the mobs will just pass over or through the fence to reach the player.
Is there an issue? Send a MessageReason:
None


** Jousting can be frustrating because the A.I. is always faster than you and has a shorter cooldown than you on all the moves. However, after a set period of time they will always, ''always'' turn and ride away, giving you ample opportunities to hit them in the back and charge them down.
** Also, you can spam the thrust attack to get a melee hit while charging. Best tactic is to hold on strong with thrust spamming, wait until he turns and runs, charge and thrust. While your charge takes you past him and winds down, turn around and spam the spear throw to get in that attack as well and get in close to repeat the cycle. The idea to charging first instead of throwing and then charging is that the latter often gives the A.I. time to charge before you, while the former denies this. Every cycle, your opponent can lose up to two shield charges, costing you a single one at most you can recover immediately.
** Even easier, you can beat every A.I. jouster while taking nothing but thrust attacks by abusing their minimum range. Run past them and jump while mouse turning so you're going backwards while facing them, and you can use shield breaker or charge instantly as soon as the abilities light up. The A.I. will attempt to close to melee and will never use their ranged abilities unless you run too far.

to:

** *** Jousting can be frustrating because the A.I. is always faster than you and has a shorter cooldown than you on all the moves. However, after a set period of time they will always, ''always'' turn and ride away, giving you ample opportunities to hit them in the back and charge them down.
** *** Also, you can spam the thrust attack to get a melee hit while charging. Best tactic is to hold on strong with thrust spamming, wait until he turns and runs, charge and thrust. While your charge takes you past him and winds down, turn around and spam the spear throw to get in that attack as well and get in close to repeat the cycle. The idea to charging first instead of throwing and then charging is that the latter often gives the A.I. time to charge before you, while the former denies this. Every cycle, your opponent can lose up to two shield charges, costing you a single one at most you can recover immediately.
** *** Even easier, you can beat every A.I. jouster while taking nothing but thrust attacks by abusing their minimum range. Run past them and jump while mouse turning so you're going backwards while facing them, and you can use shield breaker or charge instantly as soon as the abilities light up. The A.I. will attempt to close to melee and will never use their ranged abilities unless you run too far.

Added: 331

Changed: 577

Is there an issue? Send a MessageReason:
None


** Jousting quests in ''Wrath of the Lich King'' can be frustrating because the A.I. is always faster than you and has a shorter cooldown than you on all the moves. However, after a set period of time they will always, ''always'' turn and ride away, giving you ample opportunities to hit them in the back and charge them down.

to:

** Perhaps best example for Melee mobs in the classic version of the game has to be fences. Caster Players like mage, hunter or warlocks can jump over a fence, and the mob will just try to run around it. You can jump again when they are about to reach you and they'll run around it all over again. Rinse and repeat, and you can even defeat a group of mobs at once this way without ever getting hit. Melee mobs in areas with farms or graveyards like Westfall and Duskwood are suceptible to this tactic.
** Jousting quests in ''Wrath of the Lich King'' King'':
** Jousting
can be frustrating because the A.I. is always faster than you and has a shorter cooldown than you on all the moves. However, after a set period of time they will always, ''always'' turn and ride away, giving you ample opportunities to hit them in the back and charge them down.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* A possibly-apocryphal story details a programming student who won a competition to produce the best poker-playing AI by simply programming the AI to go all-in on every single hand. Against a human player, this strategy would be useless, because a human would recognize that any player who goes all-in on every hand is clearly bluffing. However, the other [=AIs=] were programmed to avoid risk and lacked any "memory" of prior hands, meaning that the moment they saw another player go all-in, they'd fold the hand.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Crashday}}'': "Welcome to the Underground", in the Professionals League, is [[VehicularCombat a Race Point-to-Point race with weapons]] which takes place inside of a series of tunnels, with the occasional outdoors racing. In this race, you can exploit the AI tendency to shoot you if you shoot them to get into the first place to get them to stop, usually with them facing the walls of the tunnels, and then use nitro to get as far as possible. With the right car and the right customisations, you can rack up a lot of money via easy wins, as this race also pays a decent replay amount ($11.500).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The AI has trouble dealing with attacking walled settlements in general - it will secure a gate and pile its entire army through it, never bothering to run some units along the walls to capture the towers along its path to the town plaza and stop them from shooting its army. You can line up the walls along the path to the town plaza with ranged units, which will outright massacre the enemy army from height as it moves forward. Once the AI has climbed the walls and captured a gate, it will - if no enemy units are near it on the walls - go down to the street level and never climb the walls again, no matter how easily it *could* slaughter all the archers currently turning its soldiers into pincushions.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* VideoGame/CommandAndConquer3TiberiumWars:
** The A.I. doesn't consider Tiberium fields to be harmful, so you can bait the A.I. to fight there (if your own units are immune) or go through it, useful for weakening infantries, even outright killing the tier-1 group.
** Support power that harms an A.I. unit is considered an attack against it, which will then attempt to retaliate against the building used to enable the power, even if it means leaving a relatively defended position on the path of deadly turrets.
** Global Conquest mode has several:
*** Tactical battle doesn't consider MCV and other production-building capability to overwhelm the opposition. This means a Tier-3 base that in Real Time will be swarming with defenders before your strike force can even reach it is easily defeated in Tactical A.I.
*** Orca and Vertigo strikes are only used against strike forces inside the AI base area of influence, thus an easy way to avoid it is to stop right outside their border before striking. Other support powers are only used against bases and prioritize those with strategic structures, letting your basic bases and strike forces go around untouched.
*** AI strike force in Real Time has objectives that don't adjust to the varying situation. Enemy tanks and infantries may chill outside your base waiting for you to build a turret or offensive unit (so don't), letting you build your economy in peace. Quickly disabling enemy harvesters (or destroying their building on strategic view) might lead the A.I. stuck waiting for the resource that never comes and not selling/building anything. Destroying walker's husk doesn't stop the engineers sent to recover them from walking to their deaths, or vice versa, leaving the husk to keep the enemy barracks producing engineers that immediately get taken out
*** Pure anti-air units that can't harm anything not flying aren't aware of that fact, and when combined with their high speed, strike force in real-time will just send those starting units to their death without support.
Is there an issue? Send a MessageReason:
None


* When taking over an area in ''VideoGame/GrandTheftAutoSanAndreas'', the defending gangsters will stick to the sidewalks as much as possible, walking entirely in single file at their default jogging speed. For a player with an assault rifle or sniper rifle, simply having a significant lead on the gangsters and going for headshots can turn the situation on its head.
** On a related note, most [=NPCs=] in the series will only aim and attempt to fire at the player after they are well within the player's lock-on distance, making a player with good aim almost impossible to stop.

to:

* ** When taking over an area in ''VideoGame/GrandTheftAutoSanAndreas'', the defending gangsters will stick to the sidewalks as much as possible, walking entirely in single file at their default jogging speed. For a player with an assault rifle or sniper rifle, simply having a significant lead on the gangsters and going for headshots can turn the situation on its head.
** On a related note, most Most [=NPCs=] in the series will only aim and attempt to fire at the player after they are well within the player's lock-on distance, making a player with good aim almost impossible to stop.

Top