More fun & interactive AI … how is this possible?
ADDIS0N
Member Posts: 1,018 ★★★★
I dex the first medium, Kingpin takes a few steps forward, I prepare to dex again and then, BAM!
He throws a second surprise medium 2?
How is that possible?
I tried and tried and tried and tried and I am unable to do this.
Can anyone else do this?
Post edited by Kabam Zibiit on
23
Comments
You are saying that his Medium 2 (cane swing with longer reach) should have been a Medium 1 (uppercut), because of the interval walking.
Definitely AI-only behavior. Good catch.
Nevertheless: shall the AI be capable of skills, we as players are not capable of?
Remove it again Mike, go ahead.
To replicate this you'd need the ai to avoid you hit and then stay back without retaliating so as to give you an opening
None of the stuff said is breaking any rules to be deleted so keep posting fellas.
The AI and inputs are broken and it needs to be top priority.
I've brought it to the engineers to see if they can sort out what's happening here!
Thanks for bringing it to our attention.
I was doing last month's SQ and I normally start fights by parrying and then comboing. But the Tigra just ignored my block input and hit me as soon as the fight started! (It was Threat Level 5. No it wasn't a hidden node.) Is it an unspoken defender ability that allows the game to bypass 50% of the player inputs?
this!!!
As I said, to replicate this you need to get it in such a way that the ai avoids your first medium, gives you space to walk and then do a second medium. This is very hard to get i think since if an ai evades they usually retaliates or at least does not give you an easy in
Buckle up, it's about to get detailed. Here is what we know:
This is a bug, but not with AI behaviour!
The attack chain reset timer is based on attacks, it doesn't reset on run in (or even block, block react), and this is where the problem lies. Occasionally you'll get a medium 2 "out of nowhere." Usually summoners experience this as a whiff because only the first medium has a dash built in.
Summoners are able to accomplish this as well, it just requires the opponent to Dex/Evade and a very precise, nearly frame-perfect, medium attack. Our team was able to reproduce this as an attacker.
Some deeper analysis from the game team: "Although the defender did choose the 'wrong' attack animation in this case, the player would've been hit regardless. It might even be a disadvantage to the defender as they were subject to the post M2 cooldown and couldn't follow it up with a combo."
So, as a result, the bug is summarized as: "Attack chain index isn't resetting to zero for certain non attack states"
Because it came up during the investigation: what was the perceived disadvantage as an attacker in this situation? That the attack shouldn't have hit at all? Or that "the AI shouldn't have any tools that the Summoner doesn't?"
“It might even be a disadvantage to the defender as they were subject to the post M2 cooldown and couldn't follow it up with a combo.”
I’d love to hear more about this M2 cooldown, because to me, it seems like defenders are incredibly quick to “recover,” much quicker than we are as attackers… I’ve even had defenders throw a full combo into my block and still have time to dash back and then hold block or shallow intercept me. Obviously that’s something impossible to do as an attacker.