AI adapting attack distance based on player position!
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Member Posts: 632 ★★★
I can't be the only one who's pissed off by this. It's not new.
I'm talking about the AI extending certain attacks' range to allow itself to reach you.
For example if you dash back half a second before the AI uses a heavy the AI will extend the range of the heavy and literally glide slightly forward to get within range.
Also with specials if you dash back a half second early the special will reach you even though it's a short range special!
And of course dash response is not fast enough to double evade in time!!!
The vets of us probably remember the dash back used to be way longer in the past and took you practically all the way to the end of the screen but they changed that a long time ago to this short range dash back and we get this as a result.
Why is this a thing that nobody talks about or am I just making a big deal of it and everyone is happy with it?
I'm talking about the AI extending certain attacks' range to allow itself to reach you.
For example if you dash back half a second before the AI uses a heavy the AI will extend the range of the heavy and literally glide slightly forward to get within range.
Also with specials if you dash back a half second early the special will reach you even though it's a short range special!
And of course dash response is not fast enough to double evade in time!!!
The vets of us probably remember the dash back used to be way longer in the past and took you practically all the way to the end of the screen but they changed that a long time ago to this short range dash back and we get this as a result.
Why is this a thing that nobody talks about or am I just making a big deal of it and everyone is happy with it?
6
Comments
Knowing full well what is coming, I still get caught by punisher 99's slide/heavy/stun at least once per month in AQ:)
It is by design.
Best example I can think of is ANTMAN SP1. His attack is running towards you in his miniature state, and his ending position (when he would become big again and hit you) is determined sometime “during” his running towards you. The distance is based on where you are away from him, instead of being a fixed distance every single time (like most other champ's SP's are).
So (1) if you stayed far away from Antman before his SP1, he will run all the way up to you.
(2) if you remained fairly close to him, his running is obviously much shorter since you are closer.
But since his ending point has already been calculated BEFORE he actually reaches you, you can evade back fairly soon before he would stop running, and he will grow big and hit into thin air at a position “where you used to be”, even though you have moved further back in the meantime.
By design.
(I think the “Slide” motion of the updated Colossus is variable too, based on how far away you initially are, but you could always evade further back “during” his SP too).
AI is definitely different in AQ also, map 3 just feels horrible, defenders just walking up to you and light attacking, parrying is just guess work most of the time tbh.
I agree with the guy making the post and you guys saying it’s always been a mechanic of the game. The issue is the AI never acted this way until around the introduction of Nick Fury (that month not due to the character). Kabam always avoid it, even after countless of examples showing this being the case. Unfortunately this doesn’t gain enough traction to change, very frustrating