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I guess whomever ran the AI High Difficulty Experiment TURNED IT BACK ON.

I guess whomever ran the AI High Difficulty Experiment TURNED IT BACK ON.

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Nov 28, 2021, 03:4211/28/21
11/24/21
31

I guess whomever ran the AI High Difficulty Experiment TURNED IT BACK ON.

AI is playing way better than any human ever could as of 8pm EST (GMT-5) Saturday.

AI's weak star weapons are 50% stronger, and AI still gangs up on one human operated mech.

Nothing was done to "undo" the high difficuilty.


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Comments
Nov 28, 2021, 04:2411/28/21
11/09/21
88

Not to forget p2w opponents dominating tournament matches with godly mechs and weapons plus afk players that always appear in our games and feed.

Nov 28, 2021, 04:4311/28/21
10/01/21
49

It's about time 'tier' ranking comes into play. The more you spend, the higher paying tier you get put in. This would balance p2w very easily.

Nov 28, 2021, 17:3611/28/21
11/14/21
30

That sounds fair to a reasonable player... I doubt Plarium will take any steps to change what spending money does to a player's matchmaking though.  As it is now, spending money ( especially early on ) gives you excellent matchmaking.  If you have above average skill... you can easily run 80% plus winrate with no need for playing in a team.  If they remove that... players stop spending.  The game is simply rigged for p2w players to benefit if they have some skill to back up the spending.



Nov 28, 2021, 22:1311/28/21
11/24/21
31

@Aimbot, I pay for stuff in the game sometimes and no this issue has to do with the AI players. It's insane what the AI is doing, it is in no way comparable to a human player, even a really good one. It is just is very good. 

For example, if any AI is armed with the Thermal Lance, you'll notice immediately that as soon as it has eyeline on you it will shoot, it won't expand the full weapons load but take like 1000 hp of your bot, so when you try and attack another bot they just straight up win, since that minor fraction is all that mattered. Basically all the AI robots, and I'm starting to catalog their "fake names" work in a co-ordinated way, like a single person controling 5 robots in a strategy. 

Recently I've noticed that Killshot from the enemy AI will do the following; 

1. Never get frozen by Cheetas forcefield 

2. Drive perfectly around it

3. Will bust through it if it knows it can kill you - and not be frozen from doing so

4. Killshot vs. Killshot - Your user operated killshot has 80% chance of missing theirs, their Killshot only need to dash "near" you visibly in order for your Robot to explode and take critical damage.

In game design there is a concept called a "hitbox" I think human hitboxes were increased in numerical area while AI hitboxes on the enemy team have shrunk. 

Also I've not played a single battle since the update, where my "teammates" perfectly block the line of fire of RPGs, MissleRacks, LongArms or such that at least two or three shots do not reach the enemy, no idea why they behave this way, it's very easy to program out. In deathmatch battles it could mean the difference between 10/11 loss or 11/10 win. 

Also the "your teams AI" - and you can observe this in CPC (Control Point Clash) - if all your mechs are dead as you watch the rest of your team, it will like go next to a control point, then do a 180 degree without capturing it, or attempting to, because of threat or needing to hide or engage an enemy, so I think in general AI prioritizes line of sight enemy mechs over capturing the control point, and as the seconds run and time accumulates, Boom "you've lost" - which means a lot more in CPC then in just "Kill Count" in a deathmatch or HEATS.

I highly suspect since most AI vs. AI kills and damage happen "off camera" or outside your view when playing they are not necessarily actually played, but rather calculated out as the game is set up from a single persons POV.

Also Enemy AI knows without seeing your Mech if you're reloaded and if you can or cannot use your ability. This is not something a human player can see unless they're looking at the mech, and the ability is something not known to the human player at all.

SUMMARY: I highly highly recommend that ALL AI players be labeled transparently in the game, instead of trying to blend them with human players in an opaque way.




AlinaCommunity Manager
Dec 1, 2021, 15:5712/01/21
05/21/19
3510
DDKMech

@Aimbot, I pay for stuff in the game sometimes and no this issue has to do with the AI players. It's insane what the AI is doing, it is in no way comparable to a human player, even a really good one. It is just is very good. 

For example, if any AI is armed with the Thermal Lance, you'll notice immediately that as soon as it has eyeline on you it will shoot, it won't expand the full weapons load but take like 1000 hp of your bot, so when you try and attack another bot they just straight up win, since that minor fraction is all that mattered. Basically all the AI robots, and I'm starting to catalog their "fake names" work in a co-ordinated way, like a single person controling 5 robots in a strategy. 

Recently I've noticed that Killshot from the enemy AI will do the following; 

1. Never get frozen by Cheetas forcefield 

2. Drive perfectly around it

3. Will bust through it if it knows it can kill you - and not be frozen from doing so

4. Killshot vs. Killshot - Your user operated killshot has 80% chance of missing theirs, their Killshot only need to dash "near" you visibly in order for your Robot to explode and take critical damage.

In game design there is a concept called a "hitbox" I think human hitboxes were increased in numerical area while AI hitboxes on the enemy team have shrunk. 

Also I've not played a single battle since the update, where my "teammates" perfectly block the line of fire of RPGs, MissleRacks, LongArms or such that at least two or three shots do not reach the enemy, no idea why they behave this way, it's very easy to program out. In deathmatch battles it could mean the difference between 10/11 loss or 11/10 win. 

Also the "your teams AI" - and you can observe this in CPC (Control Point Clash) - if all your mechs are dead as you watch the rest of your team, it will like go next to a control point, then do a 180 degree without capturing it, or attempting to, because of threat or needing to hide or engage an enemy, so I think in general AI prioritizes line of sight enemy mechs over capturing the control point, and as the seconds run and time accumulates, Boom "you've lost" - which means a lot more in CPC then in just "Kill Count" in a deathmatch or HEATS.

I highly suspect since most AI vs. AI kills and damage happen "off camera" or outside your view when playing they are not necessarily actually played, but rather calculated out as the game is set up from a single persons POV.

Also Enemy AI knows without seeing your Mech if you're reloaded and if you can or cannot use your ability. This is not something a human player can see unless they're looking at the mech, and the ability is something not known to the human player at all.

SUMMARY: I highly highly recommend that ALL AI players be labeled transparently in the game, instead of trying to blend them with human players in an opaque way.




Hey! Did you notice all of this before November 24th or after? 🤔

Dec 3, 2021, 10:3012/03/21
Dec 3, 2021, 10:31(edited)
11/24/21
31

@Alina - after the server reboot announced the other day on discord I'm finally seeing less of this, however the AI players still have some mind-reading magic skills. (e.g.)

A. I rush with Killshot over to hit Guardian with the dash ability, that Guardian is 100% synthetic since it's able to use it's ability in what is approximately 50-100ms - When I get rushed by a Killshot mech, I barely see it, and I'm on very fast hardware at 60 fps sometimes.

B. I'm also noticing that AI knows whe you're ability is 1 second or less from being recharged and this is when they deliver the final blow.

C. Enemy killshot and shadow and lance are able to completley avoid being hit but LongArms at close range and Missile Racks of any flavor at any distance, now the amount of movement needed for that player is very hard to reproduce (I've tired) on the phone using Lancer/Shadow on my team, they do not move this well and I've tried on 3 phones.

D. I don't recall mechs displaying anything but HP over them to tell you which ones are weaker, or easy kills, AI players start taking cover 0.5 seconds before a reload of ammo is complete. 

E. Also my teams AI is absorbing 30% of the gun fire aimed at the enemy - any way to prevent them from walking directly into the line of my fire, I don't do this as a player, If I have 10 to 20 degrees off-angle and can still shoot, why would I go in front of someone - I'd double up on the damage.

F. Mechs barely clinging onto life, I'll empty a Missle Rack 12 and a Missle Rack 8 mag completely at one oponent during HEAT and they'll still have like I don't know 50 HP left - so they don't go boom, something else will hit them - it won't count as a kill but rather an 'assist' - this used to never happen, especially not with dual missle rack 8 - so missle rack 12 + 8 - it's crazy to think that they magically retained that one little percent of HP (Health Power) that even a Autocanon 2 round can remove.

ALSO ALSO:

During control point clash, if all my mechs are dead, I see say two or three of my teams AI mechs respawn at the furthest location and just walk around in cirlces, saw two Juggernaut mechs do this, instead of doing the critical work of keeping 2 of the 3 control points captured to accrue "Influence" - I shoudl just enable some type of screen recording and etc.

ALSO ALSO:

Maybe it's specific to iPhone and users on Android don't go through that much pain. 


Dec 3, 2021, 12:4412/03/21
11/14/21
30

Extend queue time to 60s max... if it gets rid of 2 or 4 AI it would be a very positive improvement for the game.   The AI is problematic and it also drains dev resources from giving players what they really want... content. 

Dec 4, 2021, 02:3112/04/21
Dec 15, 2021, 14:39(edited)
03/18/19
36

I've been complaining about the aimbotting cheating piece of crap AI long before release.  They haven't fixed anything.

There is something new I've noticed.  If I dash another killshot while he dashes me, I've noticed that the AI killshot will take no damage.  What's wrong here?

But more importantly, the big problem still exists.... AI ZEPHYRS IS SO BAD!!!  

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