The Computer Is a Cheating Bastard - TV Tropes

The Computer Is a Cheating Bastard

"As much as possible A. I.- Disabled persons. If you want to reduce the delay, you must occasionally cheat on it. Do not fall into a peten teacher. Nothing destroys illusions.

-The Johnny Ebert, about the main designer of Dawn of War II, video game A. I.

Computer players will be fraudulent if they have different "rules" between their opponents, controlled by themselves. This is a quick and dirty way to compete with experienced human opponents (especially hardware and AI's abilities, and tend to have artificial foolishness. In the game, it may be a computers, but if a computer can be accessed, it may create a fake difficulty in a human player (in the same context), and there is no way to move it.

In ZX SPECTRUM forums such as comp. Sys. Sinclair, this phenomenon is known as "wrongdoing".

Some games even use that AI is not a fraudulent jaguar note like a shop. Conversely, the arcade version of the game ("Quarter Mands") is chewed better than a home game console version.

This technique is usually impossible (no matter how well the player plays, no matter how much unlocked at this point of the game, the computer has extra resources and skills, so the player cannot literally be able to do it. It is applied to), but it can also be applied to more general villains. This is not impossible if the game looks at your character's composition and receives a specially designed AI strategy and skills to compete with your character (perfectly confronting your team). There is a good chance to meet a player with a team). < SPAN> "As much as possible A. I.-Person with disabilities. If you want to reduce the delay, you have to cheat occasionally. Do not fall into a peten teacher. Nothing destroys A. I.'s illusion.

-The Johnny Ebert, about the main designer of Dawn of War II, video game A. I.

Super-Trope to:

  • Computer players will be fraudulent if they have different "rules" between their opponents, controlled by themselves. This is a quick and dirty way to compete with experienced human opponents (especially hardware and AI's abilities, and tend to have artificial foolishness. In the game, it may be a computers, but if a computer can be accessed, it may create a fake difficulty in a human player (in the same context), and there is no way to move it.
  • In ZX SPECTRUM forums such as comp. Sys. Sinclair, this phenomenon is known as "wrongdoing".
  • Some games even use that AI is not a fraudulent jaguar note like a shop. Conversely, the arcade version of the game ("Quarter Mands") is chewed better than a home game console version.
  • This technique is usually impossible (no matter how well the player plays, no matter how much unlocked at this point of the game, the computer has extra resources and skills, so the player cannot literally be able to do it. It is applied to), but it can also be applied to more general villains. This is not impossible if the game looks at your character's composition and receives a specially designed AI strategy and skills to compete with your character (perfectly confronting your team). There is a good chance to meet a player with a team). "As much as possible A. I.- Disabled persons. If you want to reduce the delay, you must occasionally cheat on it. Do not fall into a peten teacher. Nothing destroys illusions.
  • -The Johnny Ebert, about the main designer of Dawn of War II, video game A. I.
  • Computer players will be fraudulent if they have different "rules" between their opponents, controlled by themselves. This is a quick and dirty way to compete with experienced human opponents (especially hardware and AI's abilities, and tend to have artificial foolishness. In games, it may be a computers, but if a computer is accessible, it may create a fake difficulty in a human player (in the same context), and there is no way to move.

In ZX SPECTRUM forums such as comp. Sys. Sinclair, this phenomenon is known as "injustice" (whether it is an imaginable).

Some games even use that AI is not a fraudulent jaguar note like a shop. Conversely, the arcade version of the game ("Quarter Mands") is chewed better than a home game console version.

This technique is usually impossible (No matter how well the player plays, no matter how much unlocked at this point of the game, the computer has extra resources and skills, so the player cannot literally be able to. It is applied to), but it can also be applied to more general villains. This is not impossible if the game looks at your character's composition and receives a specially designed AI strategy and skills to compete with your character (perfectly confronting your team). There is a good chance to meet a player with a team).

Works with their own pages:

Examples:

It may be justified by holiday rules. Computers are not closed by players because of the fact that when the enemy arrives, or because the computer does not have the ability to overcome this task at a decisive moment. Often you can't get any chance to apply. The only way to fill this gap and do not stick a challenge is to slick. Fate is dramatic, so players often think that AI is doing squid, such as when you are actually lucky from the absolutely fair RNG, and at the same time the computer is actually squid. Sometimes you don't notice the delicate background method. In addition, some games have adjusted RNG intentionally so that it is not considered to be squid.

If the AI, an AI computer that looks all, has information that the player does not always understand or does not understand at a certain level. The boss's contract immunity 1 hits and the experience of psychic power that causes powerful losses will be useless for Big Boss. In a game where players can get exemptions against such an attack, this is clearly not considered fraudulent.
  • My rules are not your rules (My Criteria Are Not Your Rules) AI does not meet the clearly defined game standard.
  • In unfair resource play strategic games, games make up the player's intelligence by giving opponents to gain and gather resources.
    • A. I.'s secret character (usually a fighting game) makes some reckless movements that players cannot control during the game with a computer.
    • The boss of the SNK boss fighting game does not actively satisfy the se t-up standards and mechanisms to make it difficult. Familiar side effects: controller abandonment, bubbles from the mouth, F-bomb, worst case: Comments on guards, shatter their fresh TV.
    • This type does not include the "fair challenge" of the game (a wide arena, strong / high enemy, etc.). Literally, for example, a computer should show a powerful side (such as the reflexes of lightning stone fire, the whol e-capacity of the game rules, etc.), or simply not do so should not be accused of being wrong. However, organizational failures may be that computers are doing squid using RNG. On the other hand, there are cheats, such as AI rubber bands and general cheat codes, which are likely to work on players.
      • Note: In the case of adding an example here, everything you are trying to assert is actually true, that is, it is not a vague feeling that you are always confused and hurt yourself, but AI is never damaged, but deception. Make sure you have a reliable evidence. The phenomenon that makes me think like this is almost certainly a "confirmation bias", as anyone who has done a field test using hundreds of data points.
      • Here, computers actually do complicated operations that enemies have skills they don't have, they are unlucky and make mistakes, this boss is difficult, or that they can't do it. It is not a place to complain. This applies only to scenarios where players and AI need to be equal. For example, in strategy game campaigns, it is normal for computers to be inferior or have more resources than you, which is part of the difficulty of the campaign. However, in free combat and skeleton mode, the computer usually plays with more resources than you, because we expect to be able to fight equally with a computer (we cannot identify where everyone starts from. as long as).
      Note: Since this word is very common, only explicit examples should be included here. Otherwise, this post will occupy the whole wiki. Antonnection and derivative words should probably not be included because this (preferably) defaults.
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      • Action adventure
        • In Anno: Mutationem, arcade min i-game Pong gives the enemy AI a faster paddle, gives enough speed to push back the ball while your paddle moves slowly, and before AI reaches the goal. There is no way to speed up.
        • The Legend of Zelda
        • Ocarina of Time: In the room of the forest temple where the link got a fairy bow, Stalphos, who first fought, walked in the air, crossing the pitfalls in the center of the room as if it were a hard ground. You can. If the link has hover boots, the theory can be the same, but the power of hover boots lasts only for a moment. If you defeat the first Starfoss, the pitfall will be closed and you will be able to fight the remaining two Stalphos as usual.
        • Skyward Sword If you want to shoot Lizalfos with a long-range weapon, they will block it every time, even if you didn't have to foresee his approach. This only applies to attacks from the front, not all of them, and does not miss attacks from the back.
          • Breath of the Wild
          • Broken weapons are a staple of the game, but they only wear out while you are using them. Enemy (or NPC) weapons and shields cannot be destroyed. However, this is not just a contender, as stealing weapons and shields from enemies is considered the main way to purchase them. As a result, treasure chests and a small number of "decoration" items are considered the only source of "items" in settlements.
          Bows can be used as long as Link has a supply of arrows, and arrows are used when hitting enemies, but if they miss, they are likely to be simply lost. Arrows can be replenished, but Link has a limited number of arrows he can carry, and it is not easy to collect the right number of exceptional elemental arrows or bow arrows. However, opponents have a different advantage over Link. They all have bottomless magazines, meaning they can keep shooting infinitely and never run out of arrows. Generally, this can be exploited. The player has the option to shoot at the opponent with the D-pad and select the arrows that miss, or simply catch them with a wooden shield and silently use the opponent's long supply of arrows for themselves.
          • Card Game
          • In this Digimon digital card battle game, this technique is taken to an extreme. The arch villain essentially hacks his card deck, which is filled with game breakers, so that everyone can get the same cards! This means that if you have the ironically named "hack" card mentioned above, you can replace the HP of both Digimon and counter him as long as your own level is low.
            • In the online game Magic: Conference "Magic Duel", read as "Duel against randomized AI-soperniki", is an AI mode. However, "randomized AI-span" is a script that analyzes the back of your deck cards and then builds a deck from the entire set of game cards specifically to face your deck. Moreover, the AI ​​knows which cards are in your hand at any given moment. Moreover, the complexity levels "Light/Medium/Heavy" are basically nothing, except for determining the number of coins: 5, 10, and 15, respectively. However, it should be noted that the AI ​​sometimes manages itself and sometimes puts out cards that have no tactical meaning.
            • One of the opponents in the Origins campaign uses a Mindshrieker with the skill to grind the top card of the player's deck and gain power and health depending on the mana cost of the card that was ground. Somehow, when an opponent uses this ability, they know which player's cards to grind on, and they always grind on cards with the desired cost to get lethal damage or survive a combat, and rarely grind on cards on the ground.
            • In Tag Force 3, the monster "F. G. D.", known as "Five-Head Dragon" in the English TCG, is not shown on the map and has two abilities that can only be used under computer control, it is possible. All other monster-type Dragons deal piercing damage to the side of its controller's field, Note: If a monster is destroyed in a position of protection, the controller normally does not take damage; piercing damage still takes damage. Spells and trap cards cannot be activated during an attack unless attacking a Thor monster. This may be a strange bug because the effect is special, but it can still be used to the computer's advantage.
              • This trend continues in Duel Transer. Even with the change to the banned list in September 2010, the game is always March 2010. Follow the ban list of the month. Sure, you can use Dark Hole or Monster Reborn when your opponent doesn't, but you get Heavy Storm, Brain Control, Rescue Cat, and Subloading instead. But did I forget to mention the post-game content? In this game, you can't even hide the fact that you're cheating. There are Zeal, Grace, Harpy Feather Dust, and a number of Cauldrons of Raigeki.
              • 7 Trita to Glory was relatively good against the ban list. You had to follow the ban list, and the same cards never appeared in the computer deck.
              • However, when it gets to this time, you start to notice a pattern. If "hand destruction" doesn't go into the unprofitable list (it works so that all hand cards are cut and chopped), in about half of the cases, it's noticed by the opponent's hand in the first three moves. It's inconceivable that the AI ​​would ever understand that the protection of your monsters is the same as the one that gets flipped, but everything else is very fair. The only space where cheating is really where it should be is when meeting anime characters, for example.
              • Another place where cheating (or enough elements, rather not a bad plan) can be seen is Joya's duel for restrictions. In this duel, damp cards are banned, and almost all the monsters in the deck don't have at least ATK1900. So he calls Yamakame, who doesn't attack one monster with ATK1900 or more. Two moves later, there is only one summoned monster, and that monster has ATK 1900 or less. This doesn't count, and he never uses this card in another duel.
              • Combat - Game
              • In this IRGE JoJo's Bizarre Adventure: Eyes of Heaven, AI opponents are not affected by booth abilities that affect their aim, such as bad weather. It is unclear whether this is the creator's intention.
              • The Street Fighter series has a method known as a "charge move" that strongly demands that the joystick be operated in a specific orientation in the short direction. However, the computer does not have to create this and has the ability to perform a charge move in the middle of a movement, often in the opposite direction, for example, to use a "charge-release" form of attack when moving forward. This also applies to "rotation" moves (moves that require the joystick to be moved 180 degrees, 360 degrees or more). It would be an undeniable pain to see a 3000-series Zangif hit you with a rotation swipe that has absolute power (the air version caused by at least one joystick joy is about 3/4 damage from the ground version).
              • In later Capcom releases such as Hunter of the Vampire Savior, this was fixed. But remembering Street Fighter 2's misguided AI, it's likely that Bonnie has some sort of psychic ability that allows her to land her own attack smile in a short amount of time at high levels.
              • In the game "Street Fighter: The Movie" (games about games), at the end of the battle with Bison, if the player wins, whether the Bison will not be damaged from the player's attack, or the player will be weak. Otherwise, it was quite probability that the player would be damaged from his attack.
              • Street Fighter II is unfortunately famous. Opponents with artificial intelligence can hit the lightnin g-like attacks in squats one after another. Fortunately for the player, AI usually only hit one shot, and then the player's fighter flew from the enemy. He can also press the button faster than humans. E. When Honda does 90 % damage through high reception in the hyper battle, he screams with anger.
              • His script includes a team that is invincible in the X frame. With his help, it has become possible to discipline the left, which is usually too late, with a hig h-damage combo.
              • Hyperfighting also made a new cheat also appeared. Computers can delete the skill start frame. This allows you to answer your circular hit with a faster circular hit. In their opinion, HF has no sticks, so you don't notice it. In some cases, these modified techniques were virtually invalid. This is because if you are no longer in a blocking grack, you will be hit before switching and you will not be able to enter the block before the attack enters the range of action.
              • Super Turbo, especially Capcom USA, has discovered that AI has become too simple for many years and has decided to increase the difficulty at a level of 2-3 levels compared to the original Japanese release. This is the cheapest SFII processor in the US version. In this game, all of the above techniques are significantly improved, and more fatal old cheats are used, and it is physically impossible to repeat to people, even if it contains an automatic person/ turbo. One of the unavoidable throws that are executed at such no n-human speeds, can kill you completely or kill it completely, and 95 % of your life bar in a single engagement. Enable. Otherwise, you will see E. Honda's shrinking, and that the head is beaten by Balrog and the skull is a bloody mass.
                • In the game, the first few times cannot be thrown unless you confuse or move your computer. Instead, he leaves you every time. In the injured version of the game, he was stuck at this time and threw you. I had a chance to keep a microcessor with ice support, but when I tried to throw it, I was thrown back and still frozen. If you are surprised at the team's "Good guy!", The enemy will throw you back, and you will lose without a life for that. Unless you encounter such eyes, it's certainly fun.
                • Every time you make a scorpion teleport, the computer looks back and flies the shell in your direction. For example, humans have no chance, and you have to wait for you to turn around. However, as a result of being pushed into the corner of the screen, if the teleport does not work, it will be exactly the same and will be fired in another direction! Unless the bullet is restored to a very fast character, he had a chance from Darobaya at the Harpoon Competition. For example, fraud.
                • Because she relys on God, her legs move away from the ground. Do you want to jump forward? It is beaten down from the air by one jump. Want to jump behind? Get ready to eat bullets. (However, those who know the attack using warp, such as Smok or Scorpio, have the opportunity to bounce, cancel the warp, or consume meaningless blow when a fireball falls on a computer. Ta)
                • In Mortal Kombat 3, Kano and Ryukan had the opportunity to make their special moves almost quickly and sometimes on e-o n-one. Ryu Kang has the opportunity to make a certain amount of cycling attacks and stabs from the combo. Kano had the opportunity to perform his rotating attack twice, while sometimes did it on the spot.
                • One of the textbooks of this path, which is a tragedy for most players, is a UMK3 Jade, which activates his invincible technique while throwing a throwing object. When this technique is activated, you can't do anything, you can rush into it without any warning, break it with your own Uber Component without resisting it, preparing for a perfect cycle.
                • If you fight Lian Khan in a trilogy, you'll see that he actually reacts to all the scales thrown in a burning ball.
                • In the same game, about spi n-off myth: Subzero, AI ignored your upper cot, crouched, gave you an upper cot for you.
                • You will be thrown by the eye in the middle of a combo and you will be finished before that. Of course, in principle, this is not possible. Another case is if you get them with a Scorpio or smoke spear/hook and then you want to jump through, they will attack you, but you will have to be stumped. Eventually, depending on the AI ​​settings, you will be kicked or have your attack blocked with stamina. On top of that, they will be asked to defeat, and if you find 2 wrestlers on the screen, you will create this.
                • Shao Kahn, the last chief of the trilogy, often includes the ability to apply a personal hammer to your opposite side until you are defeated in the Nintendo 64 analogue.
                • Mortal Kombat 9 (2011) is not inferior to its predecessors in its deceptive juggernaut. The enemies have every chance to parry your moves to anything you throw at them, and it seems they have every chance to block anything you throw, but this is not the most frightening. The worst is the boss cooking. When the boss gives you an attack, you are made to not receive stamina. Did he hit Kintaro in the face with a jump while they were both in the air? It's a shame that he actually started a personal zero gravity lab, but for example, he'll be slammed to the ground. In the Challenge Tower level, where random prizes fall, it's possible to declare with a guarantee that he will actually hit the back of the microprocessor, especially if the microprocessor is close to the progress.
                • Not to mention the fifth-point unconditional sprinter that Shao Kahn is considered. Most of his attacks are inseparable, but he has the ability to block the player's attacks without blocking them with his hands. He can impose attacks that destroy unavoidable, inexplicable and inconsistent dispatches, and his X-ray-attacks have the ability to wipe out half the player's well. All of this is comforted by the fact that he is unimaginably hilarious, usually (but not always) immune to convulsions, and is actually prepared like a boss that you have a chance to wipe out within a few seconds!
                • In fact, it was noted that the spikes that fly in with unimaginably high percentage damage will slow down the meteor.
                  • The range of a computer enemy's attacks is much more than that of a human player, as well, but that doesn't mean we, for example, are not-beerved, as it seemed to us: that was still noticeable here.
                  • The computer also understands what effect random objects have. If you're on a timer and you don't actually see what the computer is shooting, when it sees it, it will slow you down. The same goes for Pokeballs and trophies.
                  • Items, especially the Dragoon parts in Brawl, tend to slow people down when attacking, but the computer has the ability to tear them off without any further attacks. When you drop your personal radial blade, don't be surprised that Ai grabs it and doesn't let go.
                  • In Brawl's finishing stroke, not only will you be a prime target every time the AI ​​uses Sonica or Pikachu, but you can also perfectly control your abilities, for example, that only one thing goes wrong in life (it's not easy for a person to slip through the background of the battle).
                  • Throughout the series, the changes in the meaning of the microprocessor's difficulty change three parameters: how aggressive, how likely, in fact, he will dodge your attack, and his reaction time. In this IRGE for 3DS / Wii U, the ninth value of the microprocessor's reaction time is the frame time, that is, the moment you enter the button combination for a certain attack, it will already depart from the hit and pass through the air, away. Now, of course, they are free to try and throw more at you. The players of this IRGE reflexes are not bad, for example, as if they timely reject the daily shells with the support of substitute shields.
                  • After picking up the hammer, the player can wander and jump for a while, but he will give a strong loss to close up the opponent, from the direction to pump it back and forth quickly. If you do not press the capture / toss button at the time of the fall and do not believe in the best one, the effect will die if you do not leak properly agile to resume your power. But the microprocessor will always throw itself if it turns out to be in a position to drop dead, if you comply. Apart from this, the head of the hammer breaks off with a random but small probability, leaving it vulnerable to attack until it flies away. But the AI ​​has the ability to throw the hammer under this situation.
                  • The final game of Brawl Master Hand is a free battle in the style of Battle Royale. CPU-characters focus on killing one player, not each other, and sometimes there are computer players waiting for team fights in friendly fights. This becomes even more obvious when the computer gets all the parts, chasing Dragoons and hitting them. They almost always target you. In fact, it seems that way even in the usual match "free for all". No matter how you try to distance yourself, at least one will chase you, and when that happens, you attract the attention of other AI players, and before you know it, you're in a "fight". There have even been cases where such an AI made fun of Manman when another processor knocked him out in a free fight.
                  • Despite these problems, although they have become less frequent with the development of the series, these computers also make silly, easy-to-handle mistakes, for example when fighting on certain stages. This is described in detail in the Smash Wiki.
                  • Another deception is the ki teleport. Basically, this is a counter that issues a bar of energy that teleports you from behind your attacker and hits you in the nose. First, this hit can be canceled with any combo, but in that case, where a human would have to put in protection first and then a combo, the AI ​​does it instantly. Second, if you do a ki teleport, the AI ​​will immediately do another one, and another, and so on, until it comes out on top. It can't be helped that sometimes the AI ​​cheats by using less energy for the teleport to ensure it has the last laugh.
                  • In Dragon Ball Z Supersonic Warriors 2, at the end of Mania mode. For 20 matches, the player automatically loses the animation for the Beam-o'-War special move. But for the last 10 matches, the computer adds two or three of the following tricks: Three of the final six games pit the player's team against a single enemy (Cell, Broly, and in the final game, SS Goku) who has access to semi-dry dedicated AI skills, such as:
                  • A shield that blocks everything the AI ​​can act as much as it wants. It can't do anything while it's active, but since it doesn't need to defend or gather energy and it has other offensive attacks (see below), this is just a way for the player to placate and force the computer to attack whenever it wants.
                  • Special techniques can be used without consuming energy. Moreover, these special moves can be repeated, interfere with each other, and may be taken out without delay. For example, Browley's Otama is the most powerful bullet in this game, and has the ability to arrange the Wombo combo, including another Browley, if fired.
                  • Ultimate turns into an evil overkill when killed.
                  • At the same time as this attack, immediately teleport right behind the attacking field. Without this, there is a possibility that you can move faster than any character in this game.
                  • Improved basic skills such as Wayne Speed, Counter Ray, and Triple Reach. In the duel with Goku, these improvements and all hit boxes are multiplied again. As a result, the usual Kamehame wave occupies most of the screen and kills most characters. These characters can now be used using hacking devices, so you can let the villains try their own medicine!
                    • The "boss" version of the normal character does more damage compared to the i n-game character, in addition to the unfair attributes of the normal SNK boss, and takes less damage. They also freely give up the absurd techniques in the middle of the combo, and get an absolute tension bar with one thought. -When the difficulty level is reasonably high or all the AI ​​characters that are close to the last game in the arcade mode, you have the ability to psychologically repeat the input of the controller. Almost every character wants a good game in the mix, plans to apply pressure to make a mistake in overlap, and then take action. This works well for humans unless the attacker is very easy to predict. However, unlike the center microcessor, the interchange is literally worthless. This is because all attacks are more or less subtle requests for computers, at least to take into account the probability of the future attack. It is usually rejected. < SPAN> Special techniques can be used without consuming energy. Moreover, these special moves can be repeated, interfere with each other, and may be taken out without delay. For example, Browley's Otama is the most powerful bullet in this game, and has the ability to arrange the Wombo combo, including another Browley, if fired.
                    • Ultimate turns into an evil overkill when killed.
                    • At the same time as this attack, immediately teleport right behind the attacking field. Without this, there is a possibility that you can move faster than any character in this game.
                    • Improved basic skills such as Wayne Speed, Counter Ray, and Triple Reach. In the duel with Goku, these improvements and all hit boxes are multiplied again. As a result, the usual Kamehame wave occupies most of the screen and kills most characters. These characters can now be used using hacking devices, so you can let the villains try their own medicine!
                    • The "boss" version of the normal character does more damage compared to the i n-game character, in addition to the unfair attributes of the normal SNK boss, and takes less damage. They also freely give up the absurd techniques in the middle of the combo, and get an absolute tension bar with one thought. -When the difficulty level is reasonably high or all the AI ​​characters that are close to the last game in the arcade mode, you have the ability to psychologically repeat the input of the controller. Almost every character wants a good game in the mix, plans to apply pressure to make a mistake in overlap, and then take action. This works well for humans unless the attacker is very easy to predict. However, unlike the center microcessor, the interchange is literally worthless. This is because all attacks are more or less subtle requests for computers, at least to take into account the probability of the future attack. It is usually rejected. Special techniques can be used without consuming energy. Moreover, these special moves can be repeated, interfere with each other, and may be taken out without delay. For example, Browley's Otama is the most powerful bullet in this game, and has the ability to arrange the Wombo combo, including another Browley, if fired.
                    • Ultimate turns into an evil overkill when killed.
                    • At the same time as this attack, immediately teleport right behind the attacking field. Without this, there is a possibility that you can move faster than any character in this game.
                    • Improved basic skills such as Wayne Speed, Counter Ray, and Triple Reach. In the duel with Goku, these improvements and all hit boxes are multiplied again. As a result, the usual Kamehame wave occupies most of the screen and kills most characters. These characters can now be used using hacking devices, so you can let the villains try their own medicine!
                    • The "boss" version of the normal character does more damage compared to the i n-game character, in addition to the unfair attributes of the normal SNK boss, and takes less damage. They also freely give up the absurd techniques in the middle of the combo, and get an absolute tension bar with one thought. -When the difficulty level is reasonably high or all the AI ​​characters that are close to the last game in the arcade mode, you have the ability to psychologically repeat the input of the controller. Almost every character wants a good game in the mix, plans to apply pressure to make a mistake in overlap, and then take action. This works well for humans unless the attacker is very easy to predict. However, unlike the center microcessor, the interchange is literally worthless. This is because all attacks are more or less subtle requests for computers, at least to take into account the probability of the future attack. It is usually rejected.
                    • For example, there is an I-NO leader of Guilty Gear X X-she is a boss under the title of a megalomania that throws a hear t-shaped shell (he hasn't been added to the player's movement, but long ago It is not a boss game, which is cheaper, and if you touch it, but once, the whole horde will cover you. One time is enough, and it is similar to the waves and you have to pass through once, and once you fill the entire screen before that, you have three spectrums. The attack jumps properly and arranges the warning field, so you can see which version is approaching. The endless conclusion of the last attack is the option of blocking, jumping and passing through, or turning behind. If you block, you will spend at best a lot of the perfect protection you have replenished. If the stability is poor, one chip will be damaged per heart (and quite a lot). Being behind her is overwhelmed, including hits. There is a way to dodge the third attack. Double jump from the next distance is straight
                    • Especially in TOONAMI's game reviews, they actually confess that the meals are cheap.
                      • Jinpachi is still 85-95 %, and he has a certain number of attacks that have damage, and he literally applies an attack that comes to it, and uses it with teleport when preparing it. Activated at the level, read, and the data from the controller is the highest level of difficulty.
                      • In the game, it literally lacks shells, and Jinpachi has a fireball and teleport. In teleport, it is literally second, so everything is quite bad. But a fireball? God is fair. Not unlikely,-it's not a reduction, obvious. He has the ability to throw the ball without lining without charging. This basically means that your ingenuity is remarkable, and if you want to dodge, you will continue to fire in elements until you get a hit. Of course, it applies to damage within 50 %.
                      • Micro processor opponents have no change in their "skills". The regulation of arcade varies from beginner "Kara" Road of Tekisten "; AI does not try to attack and occasionally block, but AI with a master class has 100 % perfect accuracy and click which button Understand, move at an extraordinary timing, and in 99 % of cases, AI skips you in the air, executes more than 10 combo+finisher, reducing your welfare to 15 to 20 %. It will be will, and if you want to attack, the AI ​​will block, you will be able to block, and the presenter will apply a cheaper method to win a hig h-level AI. Forced to do.
                      • For example, Azazel in Tekken 6 was not bad, but had a rather specific penny cheat. During an attack. As a rule, the character becomes defenseless during the attack, and the enemy has a chance to break it by performing a blow of the form before the first attack. One way is to impress Azazel by taking his back and cracking when he has his back turned and has no chance to defend himself (usually). To put it a little more simply, Azazel is twice as tall as you and hits his legs when you attack. His legs have a chance to block, but the upper body will be stormed. This is all just as not complying with such facts that were universal rules in Tekken before this stage, and this is recklessly sad. (For the article: In most games, Tekken was very much Chef-Chef, which was not very strong by spraying as strongly as they could apply in this irge, and all the main rules, in fact all the other characters were guided by. 5 and 6 were the first games where Chef-Chef was very strong to provide them to the player, and in the latter case, it did not answer any of the main rules of the game).
                      • In Tekken Tag Tournament 2, with the return of Kazama Jun and the unknown player, everything became scary. Kazama Jun does not do anything particularly dangerous if you are careful. But those bad current attacks can be quite nerve-wracking, especially if you take into account that the AI ​​uses current attacks occasionally. But unknown is even more nervous. He knows some means to break your rhythm, such as stuns from Jinpachi, branches, reverse attacks, and critical portal moves. And this does not require high health and frisky regen.
                      • And don't even think about making a winning series. The computer will apply unavoidable/meaningless attacks, use methods from unrealistic positions, move/attack you, quickly apply methods that require the player in difficult team executions, make combos that are unrealistic for the player, recite your controller-team, and quickly spoil you and also excite you, so it will fake inexplicably to punish you.
                      • Tekken 7 Akuma follows the tradition. As the final boss, he can dodge your attacks, teleport to your location very quickly, use a stun attack that is also twice as fast as normal, hit three Shakunetsu Hadokens (which will do a lot of damage or take most of your health if you have time to use Armor Move before it hits you), and use an Armor attack that immediately fills up your entire Super Meter, not to mention that his raging demon is a one-hit kill. Of course, he also does absolutely phenomenal damage.
                      • Parry deserves a separate explanation. Not only is he the only character in the game that can do this, he can do this instantly, and the computer loves this. That means that if you don't deflect any of his attacks, he might as well take no damage and beat you move by move. So, at the highest level of complexity, you get a character that can block everything perfectly and deal ridiculous damage while you're recovering health (he already has a lot of obscene stuff).
                      • Rock received a similar upgrade in Stim. He is a little faster than his console counterpart in SCIV, and has a whole arsenal of shots that can take him into the air or into a lying position, and the AI ​​is very good at chaining them together for maximum letdown.
                      • In the original, Cervantes and Soul Edge have a "Self-Destruct" attack (renamed Geo de Rey in the following parts), sometimes for Cervantes, and almost never for Soul Edge. The advantage of the Soul Edge version is that you can control the start of the fire, and it becomes a nightmare when the spam starts, which happens often, but you can control this, so everything is fine. They (especially the latter) often receive indestructible weapons, suffering just like everyone else you control, so trying to neutralize them doesn't help. Since Soul Calibur, the caliber of the weapon is no longer used in this way, so this is no longer an issue.
                      • Don't forget to hit an unusual lon g-range attack, such as Celvantes shooting. AI becomes a person with a perfect dodge and can attack quickly until you recover from the shot, without risking, defending, or dodging sideways. While AI is so far away, he never wants to move forward, as the script is talking to him as he resists many times and somebody preparing an extraordinary dodge.
                      • DOA dimensional team orders will have to throw New3DS on the wall. Of course, everything comes to collect you with the wrong security, but then. The enemy's AI has literally unprecedented places. With a single shot, you have the ability to erase nearly half of your pit, and if you get along, it will be exactly the same as burying an inflatable hammer on the brick wall. Computers are still controlling your partner and are worse than any new partner you meet on the Internet. Not all, the only purpose is to be a friend who defeats you as if you have the ability to resume properly. However, if the enemy generally has the ability to destroy both you and your partner in the direction of 2 seconds, this cannot be very helpful.
                      In the DOA 5, when you run to the last four difficulties, everything becomes even more scary. AI strikes all strokes in the second shot where AI begins to run a composer that causes loss as a minimum of half. There are ways to avoid this, but when you enter the survival system, you can't see the success in front of you. Since all four distance is urgently needed, one supplies will overcome 100 enemies in order.

                      Similarly, in "NARUTO-Naruto-Bonds of Breaking", the computer can apply rage-mode (not a technique to accelerate the opponent, do not damage the opponent, but also damage the opponent). can.

                      If you solve at least one supervision, it will be elemental. The opponent jumps with you and prevents it from being blocked. If your computer makes a mistake, you've literally need to have a perfect moment, and it's meaningless to go to it at that moment. Needless to say, they actually have time to charge their skills almost every time, and they have the first chance, comprehensive.

                      • In the NARUTO-Ninja Clash Series, there was almost no such thing, and I did not rely on regular computers trends. Later, South American creators began to develop English versions, and now the enemy in story mode has no stunning animation, and there is a perfect play A. I. Also, these must be destroyed to go ahead, not optional checks. There is something similar to the optional check, but thanks to the best AI, it is more complicated.
                      • Grandpa's work in NARUTO-Naruto-Kazuden: Ultimate Ninja Storm 2. Especially in the battle between Chiyo and Jikaiya. Both have a recklessly high attack and defense power, and there is a lot of possibility that poisoning (Chiyo) and physical strength will be restored (jiraiya).
                      • In NARUTO-Naruto-Ultimate Ninja 3], this phenomenon occurs in four situations.
                        • As already mentioned, some battles usually follow the scheme of one (themselves) to two / three. In other words, one has a storm, the other charges the chakra and replaces it. Repeat this until you die.
                        • When you attack your computer, the chakra may flow through your computer, but it doesn't happen. This allows the opponent to prepare (cannot block) attacks.
                        • A continuous recover y-like strategy works twice as much as other things than you.
                        • However, computers no longer respect this rule, as the sequel has changed ammunition and only the request of "mult i-stage" of one degree, 30 degrees, 60 degrees, 90 degrees, and 100 degrees.
                        • This leads to chaos, especially the summoned beast. All other summoned beasts in this game can only be used once in one battle, except for one option based on a specific rule. Also, as you like, you can use it many times, for example, as you like.
                        • In the previous work, this scam is even worse. If the game wants to make the character a SNK boss, we will arrange it like this-the dodge will be immediately, the attack will be immediately (even if you play the same character), and its value is from yourself. Points are higher, etc.
                        • It's a strange story, but in Duodesim, you can eliminate a large amount of cheats by setting the custom match conditions to "official (skill)". It's really sad to see the bad AI when you are forced to fight an open battle.
                        • In Hakumen's story mode of "Calamity Trigger", you can fight Kisaragi Jin. During the battle, Jin always maintains 100 % heat supply. He makes full use of this advantage and drives you every day with his own special moves.
                        • Literally, all fights with Hazama are to fulfill Hazama as Ikasama bastard. The only use of the distortion drive is not to dodge the distortion drive.
                        • The ν-13 is a little walnut and has the ability to launch the summoned throw knife skillfully. Almost all characters, especially Hakumen and Tager, lack the ability to approach ν in the normal state. Judging from the tournament, the probability that they can win against the same players as ν and win is about 20 %. Unlimited Nu is a nu, only summoning twice the blade. That's right. This is hell.
                        • Laguna is not much different from other players. In the Unlimited state, it has twice the life of this game as the largest ice character. In addition, the vampire's ability has also risen, and the unilimited distortion disk can easily reduce the HP to 75 %, recover about 50 %, and erase all the efforts spent during the game.
                        The characters operated by AI are almost really realistic and pretty good. However, except for a special scenario, if you try to manipulate them with the help of Sylph with the help of Sylph, you will run in the opposite direction as soon as you press the D button. Regardless of who fights with anyone or where to take them, they are simply programmed to quickly resist trying to blow them off. Practically, it has the ability to transform Sylph into AI. Crusher; If you use it to throw them, and if they run toward you, they will personally do the weightless jerk and (if you measure the timing correctly), you are looking for the Baden Baden Lily you are looking for. Move directly towards the center of (or clown dura of clown). )
                        • First Person Shooter
                        General precautions: One of the worst "characteristics" of this genre is that human players are much more detailed than AI. The most famous example is the scattering of bullets by a sel f-gun. Human bullet is often the result of the fact that weapons vibrate at the time of launch (although this is generally an essential part of weapons physics, and shaking is simply a visual chrome). Indicates the distributor of the moving line. Hit the target (often called "corn"), which basically means that no matter how well the player keeps the wire cross, many cartridges will fly after the target.
                        • For most AIs, this is not the case. Instead, they have a similar bullet spread, so each cartridge generally hits exactly where the AI ​​is aiming. So it's basically a no-brainer like a suicide gun between a human and an AI, and the AI ​​wins most of the time. Furthermore, the AI ​​has the ability to apply a simple gunfight model with hitscan (i. e. the second hit of the bullet when you press the trigger) rather than the 3D model used by humans (bullet drop and flight time physics), which of course means that if two people shoot at the same time, the AI's bullets will fall on you first.
                        • Before Vegas Rainbow Six, it seemed pretty inappropriate for what was actually a project that the AI ​​had the opportunity to somehow identify you, even if it had no chance to have a sense of where it was. The main contradiction in the first game was that even if the lads didn't warn their friends in case you were ever spotted, it meant that everyone knew where you were. In the unique trilogy for PC II, he also had unimaginable aiming abilities: autonomous kind of body science arrange it from a machine gun pointed in the wrong direction from another end of the map. In Raven Shield, the "elite" environment is cheapened by combining it with the artificial origin of the stupidity of friendly friends to teammates.
                        • In the high levels of bot difficulty in Quake III: Arena, they observe your character through the walls and have every chance to kill you with one shot from the Railgun the moment a pixel of your hitbox is exposed at least once.
                          • In Medal of Honor, especially in PC games. The Nazis shoot self-propelled guns with unimaginable accuracy, while yours suffers from team fire, has every chance to shoot through foliage and other transparent objects that are inaccessible to you, without suffering from vision impairment, and the snipers, especially in Sniper Town, shoot with unimaginable aiming abilities, including the chance to rush and get the perfect shot. All this is in Call of Duty, made by the developers.
                          • Apart from this, the grenade from these IRGE has different timers depending on whether the Nazi has the opportunity to throw back grenades or the opportunity to throw back. If you throw a grenade into an empty room, it will break through in 3 seconds. If the Nazi leans out, select, hold it several times, and then throw a grenade to throw back, the lemon will exceed 6 to 7 seconds due to c o-complexity). This is even worse for the fact that the game does not allow grenades to "cook" to warn this. The Nazis is still very stupid, and it is often equivalent to be sel f-destructed with his own grenades.
                          • In the latter half of the series, the enemy throws grenades and each lands at the player's feet. The same is true when you are in a culmination bunker with a small hole.
                          • Black Ops combat training, you can see Killkam from their perspective and believe in fraud AI for you. Almost gaze spee d-players confirm the zero reaction and the spread of bullets through walls, and lead at a great level of difficulty. AI with AI with an automatic sniper rifle has the opportunity to destroy multiple players on the ground, at least one second, when it enters the visual zone directly. The worst thing is actually the only thing that is about the AI ​​of the enemy tea m-Your AI is often a gun that is actually loaded in his hand and to kill it with a knife. , He will forget that he is a knife, he manages to make all the hardships, and when entering the scope of reinforcements, in general, it is possible to avoid the opponent. Especially those who attack you are elementary schools.
                          • The stealth is actually quite huge with a more advanced call of duty. It is as if you are shooting nuclear missiles and cobblestones, sometimes exhaust and your surprisingly calm revolver betray your place.
                          • Halo 2 and Halo 3 had two pistols, but they were found to be quite wel l-balanced, and were excluded in the games after that. Halo: REACH can also have two pistols, shattering you with a tw o-piece plasma rifle or ruined the shield in the traditional way. < SPAN> Apart from this, grenades from these IRGEs vary depending on whether the Nazi has the opportunity to throw back grenades or the opportunity to throw back. If you throw a grenade into an empty room, it will break through in 3 seconds. If the Nazi leans out, select, hold it several times, and then throw a grenade to throw back, the lemon will exceed 6 to 7 seconds due to c o-complexity). This is even worse for the fact that the game does not allow grenades to "cook" to warn this. The Nazis is still very stupid, and it is often equivalent to be sel f-destructed with his own grenades.
                          • In the latter half of the series, the enemy throws grenades and each lands at the player's feet. The same is true when you are in a culmination bunker with a small hole.
                          • Black Ops combat training, you can see Killkam from their perspective and believe in fraud AI for you. Almost gaze spee d-players confirm the zero reaction and the spread of bullets through walls, and lead at a great level of difficulty. AI with AI with an automatic sniper rifle has the opportunity to destroy multiple players on the ground, at least one second, when it enters the visual zone directly. The worst thing is actually the only thing that is about the AI ​​of the enemy tea m-Your AI is often a gun that is actually loaded in his hand and to kill it with a knife. , He will forget that he is a knife, he manages to make all the hardships, and when entering the scope of reinforcements, in general, it is possible to avoid the opponent. Especially those who attack you are elementary schools.
                          • The stealth is actually quite huge with a more advanced call of duty. It is as if you are shooting nuclear missiles and cobblestones, sometimes exhaust and your surprisingly calm revolver betray your place.
                          • Halo 2 and Halo 3 had two pistols, but they were found to be quite wel l-balanced, and were excluded in the games after that. Halo: REACH can also have two pistols, shattering you with a tw o-piece plasma rifle or ruined the shield in the traditional way. Apart from this, the grenade from these IRGE has different timers depending on whether the Nazi has the opportunity to throw back grenades or the opportunity to throw back. If you throw a grenade into an empty room, it will break through in 3 seconds. If the Nazi leans out, select, hold it several times, and then throw a grenade to throw back, the lemon will exceed 6 to 7 seconds due to c o-complexity). This is even worse for the fact that the game does not allow grenades to "cook" to warn this. The Nazis is still very stupid, and it is often equivalent to be sel f-destructed with his own grenades.
                          • In the latter half of the series, the enemy throws grenades and each lands at the player's feet. The same is true when you are in a culmination bunker with a small hole.
                          • Black Ops combat training, you can see Killkam from their perspective and believe in fraud AI for you. Almost gaze spee d-players confirm the zero reaction and the spread of bullets through walls, and lead at a great level of difficulty. AI with AI with an automatic sniper rifle has the opportunity to destroy multiple players on the ground, at least one second, when it enters the visual zone directly. The worst thing is actually the only thing that is about the AI ​​of the enemy tea m-Your AI is often a gun that is actually loaded in his hand and to kill it with a knife. , He will forget that he is a knife, he manages to make all the hardships, and when entering the scope of reinforcements, in general, it is possible to avoid the opponent. Especially those who attack you are elementary schools.
                          • The stealth is actually quite huge with a more advanced call of duty. It is as if you are shooting nuclear missiles and cobblestones, sometimes exhaust and your surprisingly calm revolver betray your place.
                          • Halo 2 and Halo 3 had two pistols, but they were found to be quite wel l-balanced, and were excluded in the games after that. Halo: REACH can also have two pistols, shattering you with a tw o-piece plasma rifle or ruined the shield in the traditional way.
                          • A player who is accustomed to trying to capture the Rayce tank alone may have known the anger when the enemy Layce could shoot a mortar sideways. On the other hand, the player on the Rayce can only shoot from the front because the gun is only suitable for this direction. Covenant's villain is Bellibo. You can't do anything other than rotating slowly to find them with them. And this is still incredible, despite the fact that the enemy's rat is incredibly long, and the applicants of other illnesses can prove the opposition, often in incorrect shooting (it is a concern for another threat. I don't believe that it is not always easy, it is not always easy, if their plasma does not leave a place where you can do it) and the legendary curved, larg e-scale explosive scale.
                            • Normally, it is rare to beat your face as a spy, and it is a pleasant problem. However, the "Man's Man" Shopio seems to be able to beat the player's face whenever he wants. This makes it more reasonable to take into account how fixed the effect of the effect of the back effect is, taking into account the accurate knowing the beginning and end of these places. Fortunately, this problem has been solved elsewhere. Like Uber Miles, the Uber bomb (and the doctor) has no immunity to Pillo's aerial explosion. It is especially effective if there is a pitfall without a bottom on the map, and even if even a Uberbot cannot protect yourself. The nice bonus is that the bomb is reset and returns to the beginning. Did you think that Pilos would not be available on MVM? Shapio-Robot can also apply reaction to snipers carrying the raser back. In other words, the only purpose of the device is to protect the sniper from the hit of the response.
                            • In the arcade mode of the AI ​​5* original game, the time print turns sem i-auto weapons into a ful l-auto nightmare. If they have a gun x2 and look at you, you will probably die under the infinite dance of bullets. Strangely, using a real automatic rifle will reduce the risk.
                            • Time Splitters Future Perfect bots, especially on map manufacturers, often penetrate continuous walls and decorations without looking at the direction! AI can even break through the ceiling and fall on you! If you turn around, you can catch it on the spot, and it will lead to various kinds of terrible visual habits, as your hands and face appear only from the wall / window / door.
                            • Battlefield 3. At a particularly difficult level. Well, do bullets fly all over? It's food. Is the player shot endlessly with two or three shots? It's food. An enemy who has a chance to shoot you only by sticking out a huge finger from the shelter? food. An enemy with a high probability of shooting pebbles in an impossible environment? This is a bloody negative.
                            • If you have ever played opposite battlefield 1942, you cannot use an airplane, which is very clear as a result of the ability to use ordinary machine guns. To wipe out the scope of your well (due to the actual air weapon) and break you from the sky.
                            • Game Labyrinth < Span> Battlefield 3. At a particularly difficult level. Well, do bullets fly all over? It's food. Is the player shot endlessly with two or three shots? It's food. An enemy who has a chance to shoot you only by sticking out a huge finger from the shelter? food. An enemy with a high probability of shooting pebbles in an impossible environment? This is a bloody negative.
                            • If you have ever played opposite battlefield 1942, you cannot use an airplane, which is very clear as a result of the ability to use ordinary machine guns. To wipe out the scope of your well (due to the actual air weapon) and break you from the sky.
                            • Game Labyrinth Battlefield 3. At a particularly difficult level. Well, do bullets fly all over? It's food. Is the player shot endlessly with two or three shots? It's food. An enemy who has a chance to shoot you only by sticking out a huge finger from the shelter? food. An enemy with a high probability of shooting pebbles in an impossible environment? This is a bloody negative.
                            • If you have ever played opposite battlefield 1942, you cannot use an airplane, which is very clear as a result of the ability to use ordinary machine guns. To wipe out the scope of your well (due to the actual air weapon) and break you from the sky.
                            • Gaming labyrinth
                            • In multiplayer mode MS. Pac-Man: Maze Madness comes to the rules: all players of artificial origin by stick with heart against all human players, if there are such people (and they must be at least two). As a rule, they form teams, but the players do not have the ability to arrange it with other players. In Dot Mania mode, a dead AIS loses only two points, while the player has ten. In this mode (and in Ghost Tag, at the very start), every pursuit of the prize is quite vicious if discovered. Considering that in Dot Mania mode four out of five prizes are fatal for those who have not picked them up (the prize does not destroy anyone, but this will cause the player to lose one point autonomously), this complicates the player by achieving the intended goal. Fortunately, the only prizes that the AI ​​actively ignores are bags of resources (which steal points along with other players) and chocolate cakes (which increase the character's increment and allow it to trample other players), which in this case can only be chosen by chance (although accidents can occur if the AI ​​accidentally picks up a bag of money). On the other hand, these AIs are comically stupid, and when they are not doing anything, they often walk back and forth or foolishly walk into random spaces, introducing warps without any need for them. No doubt this often leads to multiple hilarious dos.
                            • Racing games
                            • In this IRGE, CRUIS'N USA for Nintendo64 was developed by several main machines trying to run ahead of the fake ghosts of rubber stripes. 2 The best cars in each race moved perfectly, jumping over traffic jams that would break if they did not see them, and have successfully avoided crashes to traffic jams. One technique for victory was forced to crash to oncoming vehicles. But even in this case, not everything was a rudimentary, for example, it was a time election (after all, an oncoming vehicle is literally impossible to see a gate and/ or reference), for example. It wasn't enough to get good luck in the II car, and at least 10 seconds I had the opportunity to return to you for accusation. At a larg e-scale level, the difficulty of winning was believed that the car was acquired at the end of the close lane race, and that the actual automatic rushed in.
                            • The Genesis version "Road Rush 3" is quite overworked like this. 1 Rider (Lucky Luke) is every time it turns out of you. As you have, you have the ability to become such a motorcycle, and he all manage you to make your own oil accurately. If you decide to arrest a motorcycle that you will come, or then, if you overtake you if you are more likely or at the end, without tasks, everything will be the same. This IRGE still has some serious AI. Super-second bike develops a speed within 215 miles (if you do not apply nitro). You can get this bike in the first race (with appropriate code) (if you decide the cheat). You can pass all the other racers in a hurry and rent the first space for the first 11 seconds of the race, but you are always (most visible at the end of the race). If you share this, at least 5 other racers can return to the motorcycle, do so to bypass for this, even if you are not back, you are far away. There is.
                            • RC Pro-am:
                            • In some races, the yellowish cars will start driving twice instead of all other cars on highway (including your individual, including your individual). 。 If you listen to frequency-crunching and see the burst in front of you, in front of you, others choose it immediately or on the first space. Leave.
                            • You can also be a cocky bastard. You have a hidden skill from the player, a gun. If the yellowish car absorbs a missile or bomb, including the lone of the super turbo, it will burst and lose the super turbo for a long time. In fact, the yellowish car is full of the fact that you actually explode other cars, for example, the most non-modest has translated the introduction of the gun to the minimum amount, if you are not obliged to resort to other methods, for example, to defend yourself, to defend your own cells. The worst is, as soon as the machine is in front of you, prepare for this, and it is on the highway of this late IRGE. If you do not blow them up from the beginning, you can not win!
                            • In Burnout 3: Takedown, many competitions have a broken one-sided rubber band AI. If you are in the lead, controlling your car well, and speeding up every day, the AI ​​will say "I'm right behind you!" as the yellowish popup says. But someone will beat them. Once you break, they will have a 30 second lead from you, and this advantage will literally be impossible to beat.
                            • In Burnout Paradise, computer racers will always have an advantage in the race, and even if you understand the controls of a personal car, they will still let you go ahead.
                              • On the other hand, the Markman is a bitch at the A-class and elite levels. There are quite a lot of stand-ups and jams, and in this Ilgi, they will throw you cruel cars at you with their autonomous driving. Sometimes you will be lucky enough to drive one mile of the Markman in four miles.
                              • And that's not all. Every chef cook has an unlimited number of weapons to pass through the first box after that. (Or if you "pass" the first box, jump forward and understand the box, everyone will receive the object, including whether to break the box with a weapon). The only advantage is that they only use the image of a gun and shoot themselves in the back. The boss at the finish uses every other chef's gun in the game!
                              • In addition, every rider will fall and stop to recover if there is a missile, bomb, or a box with TNT/nitro. N. Oxide, a certain amount per turn, but otherwise it won't give him almost any gun you throw at him.
                              • In the latest remake of the Crash Team Racing, the Krash Team Racing Nightro-Fueldo, the AI's desire is still alive. Even in the light mode, you can see the computer riding a ring rubber at a constant speed. Even if you shoot with a weapon, for example, a rocket or bomb, you take off and the speed will not drop. In addition, some of these computers have a chance to get a huge prize in the second box, while the eighth box will not be able to move with TNT/ Nitro wooden boxes and drinks. I can't. Furthermore, if you are selected as a computer, a hurry character will significantly increase the speed and get out of advanced racers. At this point, everything depends on whether you can beat your computer.
                              • AI never uses intentionally enhanced N. Troppo Watch and Warp Orp prize. This is revealed when it passes through Nitro-Fueled's network mode. At some point, they are in immutable headaches, like the thorns of Mario Kart Wii.
                              • Ruler Velo, the final boss of Crash Nitro Kart, ends the Oxide fraud. Vero is not enough to be more important than you, giving him a chance to run with two friends who drop extra prizes, dodge him from your throwing and work as a shield. He has the ability to throw a still ball like a crazy, and in the opposite, throws a bomb, so human players cannot use this bomb to run the tricks he uses. Other bosses in this series-their work is to go out and stay before. As long as they are in front of them, there is no possibility of hitting them. But in front of the velo, he not only does strong acceleration, but also shoots homing missiles! Pray to the RNG gods. Otherwise, you won't be able to see him during the race.
                              • G. Sealaw's driver is very similar to Ayrton Senna. But it is possible to beat him. There is a video he has defeated in San Marino and Brazil, but it is quite cunning to avoid his challenge in Brazil. It's quite difficult to avoid his challenge in Brazil. As soon as you overtake it, it will not be Brazil's threat.
                              • In Ridge Racer 64, rival cars are not only controlled by the AI ​​elastic band, but also the body becomes stiff when collided, but rival cars shake slightly, but basically does not move. This phenomenon also occurred when a rival from behind ran right beside your stopped car.
                              • The underground combined with rubber stripes A. I. And, in effect, your enemy had a smaller machine every time. This is, for example, using a helpless engine to make it easier for the end game that worsen personal cars. AI was, for example, all of them could reduce everything, but the race was much slower and thus sparse. The maximum speed during the race has an X MPH, and the rival is displayed as X-N. Including whether the rival has traveled around at this maximum speed. AI intends to change the direction of traffic and intersect with you. The car goes from the intersection with a clear time calculation, as if you crash. If you are leading in the final lap, this will be more potential. The best strategy is to avoid any intersections violently, according to the computer display, so that you are not in the place you need.
                                • In addition, in "Underground 2" and "Most Wonted" (2005), the time to block in the final circle of the race, including if you are lucky enough to make a good and plausible gap without paying attention to rubber A. I. If there was no or a large amount of nitro, there was a ridiculous personality that one of the rivals would make a clear return and detour. Perhaps this was created to make the race more dramatic, but as a result it was only the biggest disappointment.
                                • What was most required
                                • Initially, police cars are suffering from mechanical and visual damage and may be destroyed, while your personal machine gun is not destroyed, so even the damage to the car is reversed. It was. This note is that the de facto precedents that the computer dispatches these machines infinitely. But, in fact, this is astad strip that leads to something that can be immediately encountered if you encounter almost every time, if you are not lucky, you are not enough. It is a replacement of opinions because of the fact that the Achilles tendon has the Achilles tendon. Police vehicles can pass through studless strips without any problems.
                                • You can drag your car in the opposite direction for the fact that it hooked on the rear wheels behind your front, and not only releases yourself, but also makes it. Not only find magic opportunities, but also turn and slide with a radius of zero. Occasionally overtake you.
                                • Agents still pursue computer players occasionally. In one or two cases, as others have the opportunity to come to the cap first, if you drop on your own transactions, you will violate your own transactions. In unpleasant cases, police will generally chase you and avoid everyone else completely.
                                • Most Wanted may even lie aggressively to players. One of the hints on the loading screen is that if you track it properly, you can easily escape the pursuers at once. But this only will soon come to a new police car. If you reduce the speed according to the advice and give the police a chance to overtake everyone, the result may be the opposite of the advice. Even if the car is invincible, you will be in a tracking obstruction device and you will not be able to move, and a new police car will have time to restrain you. Note, however, if you are trying to clear a tracking stage such as a bounty or cos t-t o-state, it may be considered to prevent frustration because it is counted to both even if a police car is destroyed.
                                • Most Wanted police cars can cross the road while controlling (not to force), as if the steering wheel was cut 90 degrees.
                                • Their cars can quickly cross the course into zigzags without slowing down, so they can stop overtaking. Even if you can run zigzag at the same speed as them, you will lose considerable speed and be delayed.
                                • They can make a very tight turn without dropping any speed. Every car is not good at turning, and it must slow down to pass through a 9 0-degree turn without crashing.
                                Keep driving as if nothing had happened. You lose your speed significantly, most of the time, you lose the control of the car and get a delay, but your opponent keeps running as if nothing had happened.
                                • When they run in the dirt, mud, and snow, they do not lose speed or traction. But you are ... that's right.
                                • Even if your car is much faster than your opponent's car (for example, Spector R42 vs. C class). Spector R42 is a C class, its features are similar to the B class, and in a sense it is even larger than them. -The of them will overtake you and overtake it easily. If you are separated for more than 7 seconds, you should restart the race.
                                  • According to the movie, the racing car in Sbable is equipped with a flaming tube, and if you keep riding for a long time, the engine may burn. In order to be fair, it is possible to play as Sebuba. Only AI racers are completely immunity.
                                  • In this game, extreme "rubber" AI appears. Regardless of your experience and the size of the machine, AI always receives strange speed permit, overtakes you, sometimes "teleport", and turns the race into a successful mission. AI rarely breaks or makes mistakes.
                                  • Let's try this (at least in the PC version): Play the test drive 5, use a chit called "Nitro Boost", follow the highway with a large number of direct roads, and like a Sydney expressway. Give the ability to increase the maximum speed and see the driver status at the end of the race. If you get a maximum speed at a speed of 400 miles per hour, II will take a maximum speed of less than 800 miles per hour so that you do not delay you. Of course, first, you misunderstand yourself, but this is all the same as an interesting way to prove the boldness of rubber AI at an increased rate, and he still lies. Provides that it is impossible to hide a deceived competitor.
                                  • In addition, "Test Drive 4" and "Test Drive 5" are considered one of the most difficult games in the series. It is not so that the AI ​​that appears in these games is not useful at all, for example, Ramers and others are more active as players.
                                  • Midnight Club II has two literary examples. One of the career races, the angel assigns a lead to himself. Generally, this is likely to be considered to be one of the unknown enemies of the AI ​​you have faced so far. This happens at the beginning of the game in Los Angeles. Later, in Tokyo, Ricky tricks in two races, and Gina emphasizes it before the race starts.
                                  • Midnight Club 3: The dub version is also released as evil and good at the same time. In the race, unless you have a car, the best machine every time your enem y-value A (the race actually has all the chances of D value, and you The enemy is the value of B as if you have completely updated it), your enemy is more than you have (or in the case of a motorcycle, a certain amount of oxide), And because of the interpretation of Copenhagen, if you manage to be obeyed and go ahead of the car, or if you do not recognize it in a mini cart, it will stretch out right behind you and make you in the second space. You can return it. You, however, you can make a straight line in front of them, they have no opportunity to use the turbo-slipstream, and have no opportunity to apply special opportunities.
                                  • Midnight Club: Los Angeles was criticized in an IGN review for the fact that the rubber technology often makes the game more difficult than it needs to be. Not only do they fly off the highway quickly, but they also have a lot of NOS and often overtake you. Another complaint in the same review concerns the markings in impenetrable places, for example on turns that are often passed by. A patch somewhat mitigated the rubber strip problem in the first third of the game.
                                    • Forza Motorsport 2 has some examples of how it appears (not extreme, but there it is). But the worst crime is when a car that finished second makes a pit maneuver, giving them and six more of their AI buddies the ability to accelerate, forcing them to return to the track while the penalty fines mount. Worst of all, this can all happen with the AI ​​installed on Easy.
                                    • In Forza Motorsport 3, everything is a little different:
                                    • Even at the average level of complexity, they will chase you, the car in front will drive in tandem to prevent you from overtaking, and they will smack you on your way to first place. Combine this with realistic damage modeling and a goodbye loan is not a dream.
                                    • If you hit an opponent, you will spin, but remain unharmed. The opponent will also slow down later and be able to go faster than you.
                                    If you are in the inside lane during a turn and there is an A. I. car next to you on the outside strip, you cannot push it off the track. It will be pushed onto the inside strip instead. However, if you do it with people in a multi-user race, you can easily push it off the highway.
                                    • Car A. I. is also less likely to get bogged down by grass, dirt, sand or gravel in a sci-can or a sharp turn and be unable to turn on the highway.
                                    With AI No. 1 or No. 2 driving, any car in your class can outrun your car. Do you have the fastest car in your class, fully modernized and tuned to literally be one millimeter away from the next class? Too bad. #AI No. 1 will overtake you as soon as you hit the straight line.
                                    • The starting grid is sorted according to the automotive performance index (abbreviated Pi) (at least sorted). A. I. Y. vehicles are always placed according to the corresponding pi, but mostly located behind A. I. Y. If you are several points below you. Especially in the race, the PIs of all cars, including their own cars, are very close, and even if the PI of your car is the best, it will be located at the end of the grill.
                                      • In Forza Horizon 5, and in the previous work, other cars appear mainly around the player during the street race. Rivals in front or back of the player can move freely because they do not appear outside a certain range.
                                      • In Forza Horizon 5, the complexity of AI has a level called "invincible". AI adjusted to this complex level is often invincible, often invincible. You can always update the world record of the circle, and get an advantage that cannot be overcome. Horizon 4 had a similar level of complexity, but at least it was possible to win.
                                      • Gran Turismo 4
                                      • In the rally race, a penalty of 5 seconds when crashed into the wall. A penalty of 5 seconds when you encounter a computer enemy. If the computer rushes into it, 5 second penalty. Of course, the computer can run on the highway without stepping on the brakes, and it goes without saying that (sometimes invisible) is fined.
                                      • Computers also use cars that are particularly forbidden. (For example, Cadillac Sien and VW Naldo W12-Serial cars are limited to racing concept cars).
                                        • In the North American version 1. 0 global vehicle list error, there is a vehicle list in which one of each vehicle list is actually a different race, with all endurance races except one race. Therefore, AI uses a vector M12 LM in a car that has exceeded power restrictions, such as a Tial mountain endurance race (originally it should be on the Special Stage Route 5 / Al l-Knight list, so it will be in the Japanese and European versions. The
                                        • One particular model is the Roman line on historical car racing. 295 horsepower As it turns out, it contains the very maximum allowable capacity of the Ford GT 40, the first of its rivals (except for the stage when you buy the car. The cabin is stipulated and the power is actually 295 horsepower, but in fact it specifies 305 L. S.! But the contradiction is not the power. The Ford GT 40 is the road version of the LE-Man racing car! In fact, it is the road version of the famous car that won, for example, 3 in the Le-Mans order in the 60s before you. Have fun! Want advice on how to win? Buy a Mini. It has 74 horsepower, not 200 horsepower, and it is pretty fast to withstand the GT 40.
                                        • Apart from such a probable example: devastating, it is not easy to achieve the necessary victory of the Tricratops-hut if you apply the "short pass" along the tunnel of the volcanic highway.
                                        • Moreover, in fact, in this IRGE, the energy meter is unlimited, which is the same as in the previous IRGE But it was applied, in fact enemy vehicles have unlimited special receptions. Once they approach Axel or Club Kid, they drop 3 or 4 of their own special receptions with frisky-priority, giving an inevitable loss.
                                        • At the last level, an insidious module is installed, which restores all dead drivers with an absolute put, if you do not lean on the place and destroy a certain number of panels. It is not immediately clear until processing the data whether the driver has been resurrected or the panel is guilty, for example, preparing to spend a certain number of lives for a fruitless battle with an immortal enemy. And by "resurrect all killed drivers" it is obviously meant "resurrect all killed drivers, not the player".
                                        • In normal races (especially in the Crazy Cup), it can be noted that the compartment controlled by the computer almost always (mainly) has an unfair advantage in the race.
                                        • And in chase-style races, the game turns into "Your Rules Are Not My Rules." If the player is driving a Hunter (police car), he must overtake computer cars and slow down to under 110 kph to increase his "danger level." "You must increase the meter (the maximum value of the counter guarantees the player's victory). Of course, it's easy if you can get in front of the car, just park backwards against a wall and perpendicular to the front of the car. But if the player plays as a Hunter, the computer will be controlling not one, not two, but three police cars together, and to put your car in danger, you don't need to slow down, just get in front!
                                        • Real-time strategy
                                        • Anno 1800 has expert-level AI-driven strategy. Sometimes you advance to the second island without having the necessary resources at that stage.
                                        • There's a reason why Mud and Blood 2 games are called "unfair random violence." That's because many games ended because a German tank or a ton of elite infantry appeared on the screen at the wrong time, and random artillery and airstrikes destroyed even the best-equipped defenses.
                                        • With six-man rules, every second has the potential for something bad to happen to any unit with more than six players that isn't hidden by a network of cameras. But blitzkrieg is just a guarantee that they will lose at some point.
                                        • In Commando & Conquer: Generals, the stealth general AI can instantly build a battle cycle armed with suicide bombers just like the destroyer generals. The player's stealth general cannot do this.
                                        • The AI ​​is already terrible, with its ability to see the whole map and ignore resources it needs, but a cannibal mage in its hands is just terrible. The player can cast spells with an ogre mage, sorcerer, paladin, or death knight. But that's not true for the AI. The AI ​​can have any cannibal mage cast Bloodlust on an entire orc army at once.
                                        • AI enemies may still be able to see invisibility! If you send an invisible bi unit to the enemy's base, the Knights of the Death will be a fatal loop as if they were completely visible. In the lead campaign, the enemy does not have the chance to use this probability, but in the user scenario, the caster may be placed in advance to defend penetration.
                                        • If you hide in your base, AI Elemental works on the exterior at the entrance and slowly gathers possibilities. Once you leave to attack the base, his army jumps out of the corner and attacks your base. If you stay at your base, AI will ultimately understand that he has more problems than you. If you use a cheap cheat with this one Ilji, you can clearly track how he will react to your military movements that you have no time to see. And this is similar to the place where the stealth unit is literally targeted in their radar scan, and it is not necessary to adjust the nobles and all kinds of extensions. It is the fact that it understands where it is.
                                        • In clos e-up duel, it is possible to intentionally introduce the complexity of "Ikasama", which gives infinite fields, long resources, or both excellent qualities. Some players ignore these overwhelming qualities, challenge themselves, and defeat these enemies of 1 VERSUES 7, which has the potential for one error to be immediately wrapped in accidents. I like
                                        • One of the worst fraud is in general game mode. AI does not need to set up the unit, and is dropped from the air in the background and begins to approach the enemy base as the waves become stronger. Apart from this, II has a chance to apply a hybrid, depending on the unit prepared by AI (Seran, Grain, Protos), and which builds were installed at the start of the match. The higher the option, the more difficult it is, but this is more scary, and it has the ability to freeze. Apart from this, if there is a disguised unit, including if the enemy is not identified, you can basically wait for AI to add detection to the right wave to overcome it.
                                          • In the VID-LAUNCH mission, if the difficulty level exceeds hard in the last wave, most of the time, the last rescue shuttle from the Dominion Fleet battleship, the mothership that resembles Jackson's revenge, all, all. Levi fan, who can attack the unit at once, will accompany. At the same time, about six such ships appear, but all of them have very high armor and health indicators, and the army whose modernization is inadequate or funds is poor in the final round. It will be destroyed in between. The options left in the lo w-efficiency army are to catch up with the flagship, aim for a lifebling shuttle, and desperately run to the next set. Otherwise, you will probably have to concentrate the whole army on one flagship ship. Even if you use Abatur, you can quickly understand how powerful AI Reviathan is.
                                          • During the mission, the night AI will be able to access special units at night. It is "cavumers" (high website and acid to destroy buildings), "HUNTER" (skip to your supply line, start destroying your base), "Fly, destroy your building You can), "Stokers)" (captures the unit and sucks its physical strength, especially dangerous for heroes). It is necessary to defeat these units, but after all, after destroying, AI generates more units, some appear in pairs and groups, making them more complicated. There is.
                                            • Even if you are right above the enemy, all enemy units in the control point on rock and road overload. It is necessary to capture the points where allies are standing together, so it is unpleasant if the overload is wiped off the siege tank and cannot capture it. There is exactly the same problem in the ascension chain. Even though the number of enemy troops is the same, the enemy troops will return until they destroy that point.
                                            • Greviga and Maltanzal clearly use the same character model borrowed from the campaign of "Gunoju-Yagudra's Heart-", both of which have similar attacks. The melted fat acid has no cracked down, so you can quickly see that you can attack a large number of units without effort.
                                            • In the Roglike < SPAN> VID-LAUNCH mission, if the difficulty level is hard in the last wave, most of the time, most of the time, the last rescue shuttle from the battleship of the Dominion Fleet will cover everything resembling Jackson's revenge. The mothership and Levi fan who can attack all units at once will accompany them. At the same time, about six such ships appear, but all of them have very high armor and health indicators, and the army whose modernization is inadequate or funds is poor in the final round. It will be destroyed in between. The options left in the lo w-efficiency army are to catch up with the flagship, aim for a lifebling shuttle, and desperately run to the next set. Otherwise, you probably have to concentrate all the army on one flagship ship. Even if you use Abatur, you can quickly understand how powerful AI Reviathan is.
                                            • During the mission, the night AI will be able to access special units at night. It is "cavumers" (high website and acid to destroy buildings), "HUNTER" (skip to your supply line, start destroying your base), "Fly, destroy your building You can), "Stokers)" (captures the unit and sucks its physical strength, especially dangerous for heroes). It is necessary to defeat these units, but after all, after destroying, AI generates more units, some appear in pairs and groups, making them more complicated. There is.
                                              • Even if you are right above the enemy, all enemy units in the control point on rock and road overload. It is necessary to capture the points where allies are standing together, so it is unpleasant if the overload is wiped off the siege tank and cannot capture it. There is exactly the same problem in the ascension chain. Even though the number of enemy troops is the same, the enemy troops will return until they destroy the point.
                                              • Greviga and Maltanzal clearly use the same character model borrowed from the campaign of "Gunoju-Yagudra's Heart-", both of which have similar attacks. The melted fat acid has no cracked down, so you can quickly see that you can attack a large number of units without effort.
                                              • In the Roglike Vid-Launch mission, if the difficulty level is hard in the last wave, most of the time, the last rescue shuttle from the Dominion Fleet battleship, a mothership that resembles Jackson's revenge, hides everything. Levi fans who can attack all units at once will accompany them. At the same time, about six such ships appear, but all of them have very high armor and health indicators, and the army whose modernization is inadequate or funds is poor in the final round. It will be destroyed in between. The options left in the lo w-efficiency army are to catch up with the flagship, aim for a lifebling shuttle, and desperately run to the next set. Otherwise, you will probably have to concentrate the whole army on one flagship ship. Even if you use Abatur, you can quickly understand how powerful AI Reviathan is.
                                              • During the mission, the night AI will be able to access special units at night. It is "cavumers" (high website and acid to destroy buildings), "HUNTER" (skip to your supply line, start destroying your base), "Fly, destroy your building You can), "Stokers)" (captures the unit and sucks its physical strength, especially dangerous for heroes). It is necessary to defeat these units, but after all, after destroying, AI generates more units, some appear in pairs and groups, making them more complicated. There is.
                                                • Even if you are right above the enemy, all enemy units in the control point on rock and road overload. It is necessary to capture the points where allies are standing together, so it is unpleasant if the overload is wiped off the siege tank and cannot capture it. There is exactly the same problem in the ascension chain. Even though the number of enemy troops is the same, the enemy troops will return until they destroy the point.
                                                • Greviga and Maltanzal clearly use the same character model borrowed from the campaign of "Gunoju-Yagudra's Heart-", both of which have similar attacks. The melted fat acid has no crown, so you can quickly see that you can attack a large number of units without effort.
                                                • Roglike
                                                • The final boss of "Daisuki na Dungeon" has five dice that roll a 6 every time, and has a huge method that either gives you the biggest loss when you roll a 6, or doesn't activate if you don't roll a 6, but your dice can only be rolled in a straight line.
                                                • Role-playing games
                                                  • The Legend of Heroes: Trails in the Sky
                                                  • Almost every battle with the boss in the sidequest of Trails in the Sky 3rd Door gives the boss unlimited CP, allows you to use crafts multiple times, and sometimes even includes the aftermath of just using an S-craft, which by definition uses all the CP of the character.
                                                  • Path to the Deep Blue: When you play poker in the casino, you can win your hand once per "level" by reducing your loss of a nominal token. Similarly, the computer likes to give you a chance to lose your hand, and then let you win with even worse hands.
                                                  • Cold Steel Trails: You can't beat the monkey in Chapter 2. Even if your party is pretty strong, in New Game Plus mode, to reduce HP to 0, it will cause a one-hit knockout, instantly eliminating your party. If you have an attack cancel/reflection effect that nullifies this, it will use that attack in one hit without your party having a turn until the effect is delayed and you are defeated.
                                                  • Path to Meditation: In the Mecha Duel with Zoa Gilstein, refrain from attacking even in the weak space where you have a high chance of avoiding fainting.
                                                  • Final Fantasy VII
                                                  • A wrestling-themed mini-game in the Golden Saucer. It is designed like rock-paper-scissors, but the AI ​​will attack on the fourth turn. For example, the enemy becomes invincible, and all of their attacks are slowed down by your attacks, making it practically impossible to win on a physical level!
                                                  • Mini game "Race with Chocobo". Occasionally Joe competes with you. His black chocobo and teuk are always high indicators, not to be moved by obstacles and means breaking through their limits. With a weak chocobo, this means losing before the race begins, and fast chocobo cannot be easily dealt with. Fortunately, this example can be minimized thanks to several detours. If the stamina is quite high, it can accelerate without increasing the maximum speed, and Joe remains at the basic speed. Pressing the button on the shoulder will return the acceleration orbital, so if you use it-depending on the chocobo, you can always win a small victory. In addition, Golden Chocobo has no obstacles, so Joe has the best indicators, but players can be much easier to defeat him than other chocobos.
                                                  • Players and computers usually can see each other's hand, so it's very easy to win a card game. However, if your hand is hidden, the computer win rate will be more than 10 times. Because, the computer knows your hand well, and the hand is rather "hidden", "The only remaining computer has three accurate combinations in three specific places needed for victory. Because it looks like it is. If this happens 10 consecutive times, it is especially unpleasant.
                                                    • If the rules are "open", the opponent must choose a card in advance like you. But is it worth playing even if it's not "open"? AI selects a card when playing, and can select anything if you can access it (excluding rare cards). In other words, if there is a possibility that a specific card can be selected, the card will be selected like magic every time necessary without the effect of "open". Fortunately, the default "Open" is at the start region, so don't forget to expand to all regions!
                                                    • Hate random rules. This is a completely random card from your collection for the current match. Most players have a lot of weak cards and strong cards to increase the collection, but it can be expected to have a low level of 2-3 (good luck). 。 It's no wonder that everyone hates this rule. If this rule is allowed to spread, there will be God's salvation.
                                                    • Random really does let the AI ​​randomly choose cards (provided Open also works), but many strong opponents simply don't have the low-level cards programmed in, so Random can't choose them. To be fair, it's worth noting that you can do a card mod that removes all the weak cards and only chooses the strong cards that are advantageous. However, if you play with Random cards and no Open, the AI ​​doesn't just choose what you want, but does it over the course of the game. Tricky Juggernaut
                                                    • Some Super Bossian monsters can ignore abnormal conditions, guaranteeing success in petrification or instant death even on targets that should be immune. Deadly armor won't save you from the superboss Fenrir.
                                                    • The first game, Bravery Standard, had a class called "Dark Knight", which was a hit-count caste that used darkness to launch powerful attacks, and when HP was low, could use "Minus Blow" to deal damage to the missing HP. Like other classes in the game, you must obtain it by defeating a boss that used it. This game is a game of health and damage asymmetry, and since Alternariese is a late-game boss, the minus that is almost immediately taken care of is the limit of damage, and since health and damage are the same, the player cannot damage him even with his help. Also, Alterrise consumes much less HP with other techniques than the player. However, as the main joke of the boss battle, the game realizes how much the substitutes cannot resist if Alterrise, who has fully killed the party, only dares to cast "minus coat" four times, unless the player takes extra steps many times to reduce damage. In other words, the computer is cheating, but it is to pus the battle chip that allows you to get back up even if you fall.
                                                      • In Bravelly Second, the last boss ignores the steps of the battle and uses the active time combat system of Final Fantasy.
                                                      • In Bravelly Default II, there is the Hellblade Task, which is a modification of the Dark Knight, and uses the same form of deception. In addition, some masters use skills that the player seems never to be able to obtain, but can actually be received by fulfilling the Shidoku Vest that increases the level of each task. Brave Bear, a master of his craft, uses this path to benefit his party, using different damage calculation formulas for his attack skills, as unlike the Dark Knight, his attacks will surprise the entire party at once.
                                                      • All sorts of NPCs have stats that are not inherent to their class on a physical level. Some of them are justified in-game. The majority are not.
                                                      • Since Baldur's Gate II, all of the most important enemy wizards (and there are quite a few) receive something called a "power tattoo", which is an action on the enemy's side that builds on existing spell triggers and unexpected events. It was probably made for this purpose to make up for the precedent that NPCs never have the opportunity to "pre-buff" (casting a support spell right before combat so it doesn't cost a turn) like players do.
                                                      • Speaking of teleportation, almost every wizard in Baldur's Gate II has the opportunity to teleport. No one in this universe has a scroll with a dimensional door that you can buy, and there's not even a single comment about it. In fact, this resulted in the creators removing the spell for "potential abuse". Wizard after wizard uses the spell to seemingly teleport around the world, but in reality they're using it to teleport to the nearest shadow, then disappear).
                                                      • John Irenicus somehow memorized an unlimited number of magic missile spells from the end of Baldur's Gate II. Meanwhile, if you deify a pretty powerful archmage, he'll throw magic missiles at you.
                                                      • Some characters (more and more as you go through the game) will automatically use True Sight if an invisible character tries to sneak up on you, even if that character isn't required to have anyone nearby.
                                                      • In Baldur's Gate II: Throne of Bhaal, the further you go through the game, the more enemies you'll encounter with random immunities to vorpal attacks and other instant-death effects.
                                                      • In Mass Effect 3, the unfortunately familiar Banshee magnetized hand appears, but it's been repaired and modified by the Praetorian magnetized claw.
                                                      • Geth missiles and geth fighters with unlimited camouflage. Yes, that's actually what's there, geth defense planes in general.
                                                      • Marauders use the Fayston Assault Rifle, but its destructive power is comparable to that of a level 32 upgraded player version (player level cap is 10). At higher difficulties, this occurs with all enemies, but is more noticeable with those determined to resist the flames, such as Marauders and Collector Captains.
                                                      • This is more necessary for a finish battle, which is considered a way to introduce an enem y-like component in a certain order. If you want to place it autonomously without applying the hostile's own "correct" application method, AI will throw a substance that your order is observed. Players who do not understand a certain amount of strange systems will not be able to obtain a "real ending" of how to pass it, and this will not be explained in the direction of the game.
                                                      • Overall, only some chronocloss chefs were dishonest. Grade boss is a single character of this IRGE, because you get Mastermun, and he immediately uses at least one components that have been pr e-installed, and you are you. Introducing almost all substances you have put. If it is good to attack this in advance, it is possible to return to the main diet immediately, but about this original opportunity owned by this IRGE by a single warning. I will not warn. Which one will be understood, he's actually cooking, gets AI very easily and reborn in a low walk.
                                                      • At the same time, the mechanics of the tournament maintains a small distance before the player uses the power attack, waits for a certain number of seconds during those use, and then executes a slow, thoughtful turn. It suggests that it is required. AI makes a clear turn (on the horse) and performs both attacks at the same time, is outside the attack zone, has the ability to slow down and attack again.
                                                      • In the real attacks of the Argentine Games 'Field Champion', short races/ special NPCs of 6 to 10 usually have a set of PvP-agro rules (with the lowest health/ armor. For you, such as ignoring the risk of concentrating flames, but for yourself, it will be accepted, but to convey the essence, you are usually used in competition with players. Frisky recovery of the spell of the mass control is recovered, but they do not. In many cases, this spell has a chance to be blocked for more than 30 seconds by the enemy's garbage of the same skill, if the task has not yet taken unconditional immunity. Works for 3 seconds.
                                                      • Mob is located to apply a method that players in this class do not have the ability to use at the level. For example, the Naga Wizard in Dark Dipus has a chance to use a Blizzard spell at 23 or 24. Player wizards have been tested for Brizzards only at 52 levels.
                                                      • To be fair, it's worth noting that Magician also acquired this ability at age 23-24. This is simply a matter of agency mechanics and player mechanics not matching up.
                                                      • When attacking with normal weapons, as in lightsaber combat, their skills and sword attacks suddenly have a mega effect and they die within 5 seconds.
                                                      • Also, in an inexcusable way, each lightsaber has an indestructible force-enabled katana. Enemy force users can use both with any saber, but any sword and spear attack with either katana should naturally cut the user off.
                                                      • Enemies don't seem to do this, but some of your allies can split their spear into two sabers. You can't.
                                                      • With one sabre, the three fighting styles follow a different form of balance: fast style is weak, strong style is slow, and balanced style is, well, balanced. High-ranked enemies can use the light-speed strong style and kill you in two hits.
                                                      • Of course, all these forms are designed for a single saber, and are usually impossible when using dual-wielding or spears. Yes, high-ranking enemies can use a single staff saber or a katana for two swords (again, the staff end passing through the enemy's carrier will not hurt them). Fast current form and speed + strong current strength + dual-wielding = opponent's movement blurs and instant death.
                                                      • In Tales of the Abyss, some enemies repeatedly break this rule. You need to reach your limit to use a mystical artifact. Some bosses who have mystical artifacts can use them randomly. And it's not just that they can be over-alert multiple times in a row. The final boss does both. If you get the boss down to half health and a cinematic occurs in the middle of the boss fight, he can use Celestial Elegy without ever being over-limit, or he can be over-limit twice in a row. The player cannot do this alone.
                                                      • Tales of Vesperia's protagonist Alexei is popular because he uses a certain amount of Mystic Arte and Brilliant Cataclysm in one battle, up to 10 times on high difficulty. Brilliant Cataclysm has a wide range of action and deals huge damage. He cheats in a few ways. For starters, he has the ability to cast abilities that count as both a heavy attack and a recovery spell at the same time without spending any TP, and he often spams them to heal faster than you can inflict losses on him. If you set your personal AI to stay away from enemies, he will move towards them before using Brilliant Cataclysm to make sure there are enemies in the affected area. If you are close to winning, you can use Brilliant Cataclysm without going into Over Limit, which will slow down the activation of All-Divide (necessary to halve all damage for you and your enemies), and usually kill all enemies in one hit. In Tales of the Abyss and Tales of Vesperia, the normal duelists in the climax bosses (Ash in Abyss and Flynn in Vesperia) have the ability to cut off your Mystic Arte and respond with their own. This makes it literally impossible to cast Luke's Radiant Howl on Asha.
                                                      • In Vesperia, this is virtually impossible as the player loses control of the boss. On the other hand, even if the boss is unconscious or on the ground, if you start using Arte beyond your limit, he will recover quickly. In Abyss, this is more likely if the boss is unable to attack, unconscious, or hanging in the air. If you chain perfectly connected MAs with Lyutica's Light Spear Cannon, the boss will receive the final blow in the air and will not be able to counterattack.
                                                      • Star-Wars: Knight of the Old Republic_ Pazaak on an interesting TONESCIAL computer. The game looks like a blackjack, but the top is 20, which changes a certain meaning. The second is higher than the computer has, and as a result, the second possibility that you will be broken will be performed every time. If you lose, your computer will win without the right movement, but this is a faster rule than a lie, for example, applies to you. Computers, as a result, take into account cards, and when they fall from 20, they understand it. After all, you have more than 20 times than you. The only advantage you have is what time your deck is basically. In these IRGE 1, there are young people who are really upset. As a rule, the computer is loaded. Fortunately, players have the ability to arrest and cheat for the game.
                                                      • Star Wars: Knights of the Old Republic I I-Lord Sith in this project is larger than any other project. In this work, skills with the enemy are exchanged, and the ability of 20 is equally high. The only small unfair is that the NPC has a simple card that you can't buy. For example, a tibreak card is hit with a bashbashi, including 20 straight lines from allies. In the cut content, Tuetan emphasizes the unfairness of one game. He is accusing T3-M4 for the fact that T3-M4 counts cards and forcing Pazak to walk around first. After that, a small Android also cleans up to the wire.
                                                      • When you read Aton's ideas, you can see that he is actually thinking about a card. There is nothing he has not played at this point.
                                                      • The X-Wing series mentions that the droid dealer has a "bent probe" that actually uses the player = Zuriki. It draws fraudulent guys, which are more likely to be faster than computers.
                                                      Phantasmagoria-parts's general defect is that AI has almost abstinence, like automatic machinery, that is, if you do not have a Breaker, the computer enemy will get a bullet. I have the ability to choose.
                                                      • Players have an option to refuse to start racing in a 5-minute direction, standing on a highway, going to a truck, refusing to start racing and reversing the story. The effect of automatic use is that, for example, when you start racing, it is formed and activated, and you can win the race without actually creating the first trick. The player is Team Jaguar Note.
                                                      • In addition, they can control their own options and engines, control people instead, usually rose significantly on their individuals, and have all the opportunities for airplanes.
                                                        • Another necessary personality: the AI ​​will understand which enemy currently has the least HP (the player has to scan the enemy to recognize this) and target that enemy. This leads to artificial stupidity, giving monsters with the ability to die in two normal attacks spells that require a lot of MP in return, repeatedly reducing them to zero.
                                                        • Dragon Quest XI has more AI than any other title. In this game, everyone chooses their turn to influence, even characters not controlled by the AI. But the AI ​​still has the ability to trick you. The AI ​​knows the hit points of all enemies, and when you go into "fight smart" mode, it gets pretty smart about not going too far. Your casters will also approach enemies in close combat if they have MP left, and if they want to destroy them, they'll cast an accessible and weak spell (which never misses if they feel like it!). Or they'll use a multi-purpose spell that's powerful enough to destroy one. Or they'll attack an iron slime with a dangerous hit rate and not miss because they know that criticism will come and destroy them. She also uses her opponent's fragile space with an understanding of how to regulate it, something you would never imagine from an aristocrat without control. She's still not good at landing combos, and doesn't use expendables unless she has a bottomless bag as a host, but her ability to predict personal criticism is very useful.
                                                          • But it can still work to her advantage. Some story actions strongly encourage her to use new skills that lead to goals/saves/steals/dribbles, regardless of the player's value. From the second game onwards, it follows the anime's plot faithfully.
                                                          • In the third game, Neo Raymond, Team Red, and Team Snow White appear. The opposing teams are made up of different versions of Inazuma Japan players, who have more GP and TP and therefore some of the most powerful moves in the game, fully evolved. For example, Neo Raimon Hiroto has Tenku Otoshi V3, Boost Glider V3, True Planet Shield, and Chowaza! Note: He has moves that increase his movement by 20%, but at the cost of 20% more TP. Fortunately, this is mitigated by precedent. Namely, most of the methods used in these other versions are considered the most TP-consuming in the game (sometimes even more so, thanks to Chowaza!), and there are only two substitutes for them (one each for the Red and Snow White teams).
                                                          To do so, you have to fight the crab. For example, the first match with them was difficult, but now you assume that you have to do it again. But now, they are killer fields (the strongest dribble on grass), ground quake (one of the strongest shot blockers similar to the Mountain of Kabeyama), and high voltage (the strongest in the wind) ) And such methods have unlimited TP in spam.
                                                          • In Chrono Stronno Stone, the match against Inazuma Legend Japan in the story mode after the game has the ability to freeze true fear. For example, all the opponent players are the same strength as players with kesin armd, but they do not have Kesin Aramd. Fortunately, they have no ability to use cash, but unlike them, they don't have much time to reach the absolute fifth point. Even if you mix Max and use your own Cushin Aramed, you may lose a small margin. It is a good point that the Tisen route is no longer disadvantageous, but if you play there, you have to end the second attack situation, so please do your best.
                                                            • Imagine the above scenario in Inazuma Legend Japan. This is essentially the opposite of Tsukijin's clan (Nepu) and Bump Time (Raymay), and I think Inazuma Leegend Japan was actually difficult.
                                                            • The CT-2 is pretty cruel. There is no offside here, so if the goalkeeper catches the ball you throw, you can send him directly to the player surrounding him on the offside that can hardly overtake.
                                                            • This is also reproduced in the Touhou Project's fan game "Touhou Soccer Tadashi" based on the Captain Tsubasa. However, the same SGGK (Yukari) is usually on the enemy side. Only China is not good at retreating something that is not considered a simple hit.
                                                            As a characteristic of the "true goddess Tensei" is a common feature, physiological abilities (excluding basic attacks) are obtained from hit points unless they are enemies. It is highly likely that you will use your physiological abilities. This is probably because, unlike magic abilities where the price of SP is fixed, physiological abilities usually consume HP percentage, which is very disadvantageous.
                                                            • Once upon a time, there were enemies that could not satisfy the 9 9-value bar regularly. In the past, there were people (usually in NES and Super Nintendo games), at least did not protect it. This is YHVH, which debuted at level 150 at "Goddess Reincarnation II", revived at level 108 in "Shin Megami Tensei II" and level 100 in "Shin Megami Reincarnation IV Apocalypse".
                                                              • In some games, damage modifiers are not completely transparent. There are cases where enemies do not take All Might's damage, even though All Might is an Infinity+1 element and no one should be able to resist it. Some enemies have hidden damage modifiers that reduce (and sometimes increase) the damage they take from elements they are resistant to or weak to.
                                                              In Persona 4, the first optional boss, the Standoff King, is one of the reasons his Rampage is much stronger than it should be. While Rampage deals light damage of around 1-3, the Inverted King version deals 300 damage per hit and is easily shot down unless you have the ability to negate physical damage. Counter King's power is only 24, and Hysterical Slap, which also deals light damage, is much more durable, proving that the computer artificially inflated Rampage's damage.
                                                              • In Dark Souls II, NPC invaders often have more agility than their armor allows. Additionally, NPC invaders seem to have infinite stamina and movement, and a short recovery time after attacks. To top it off, mages have infinite spells. The worst example is Weaponsmith Dennis from Forest of Fallen Giants, who can shoot the player with one spell.
                                                              • The situation is similar to bosses Ancient Soldier Varg, Old Explorer Sera, and Corrupted Graverobber from Crown of the Sunken King DLC. Overall, they are tough enemies, but very hard to stagger and impossible to stun. Their stamina is huge, if not infinite, and their movement is not even hindered by the water that covers the bottom of the boss arena. This is a real problem, considering that one of the best strategies against them is hit-and-run tactics.
                                                                • In all Souls games, enemies can cling to the player from much, much farther away than the player can cling to them. This is most noticeable with the Silver Knight archers in Dark Souls 1, who can target the player from distances that are nearly invisible, and the Fire Witches in Dark Souls 3, who can target heat with fire spells that reach beyond the horizon.
                                                                • In Dark Souls 3, the poise effect was removed and replaced with a similar effect that only works on (certain) attacks, but some monsters didn't get this memo and have the poise effect from Dark Souls 1 permanently.
                                                                In the first place, a killer. When the guardman first noticed that he chewed or thrown a dragon, he had ever laughed. For you, you won't be puzzled at any time. The system that is regulated when such a situation occurs is provided only when a loss occurs, without pointing out interest in armer's evaluation, benefits, increased shields, and finding a hideout. As a result, the attack that you had to stretch was at a certain point for the fact that you worked for KYLKOV in return, including if you have a integrated regime of God. Is converted to destruction. Also, if this occurs in all Invitability, so that the enemy applies more damage and increases complexity, for example, at several times, including lo w-level bonds, they will soon If this probability is presented to destroy a timid player. And this occurs in both cases: you can turn on many killcams before it will be guided so that there is no opposition. For example, when using two hired pistols, 50 % of the losses, including the case where you are more unconditionally large (against the opposite) in most chips. You can kill your opponent immediately.
                                                                • The NPC has a wonderful opportunity to dodge an arrow. "Dodge" does not mean "leave the road", but means "jumping a certain number of feet on one side like a sideways shag."
                                                                • All barriers, including the worst, are completely overlapped with the dragon's cry. It is also effective for NPCs. In fact, they have all opportunities, for example, when shouts approached them, can be easily recognized. For example, in fact, the user of the enemy's magic has the ability to see how you start screaming and create a barrier to stop it, how to complete the crush.
                                                                • The battle begins with an attack on the player, and his intrudaction monologue flows, and does not allow the player to arrange the first move like other enemies of this IRGE.
                                                                • The battle begins with one of the most powerful attacks (in fact he has a question and questions, why does people start with the most powerful attacks every time)?
                                                                • A personal introduction monologue is interrupted later by attacking with a random point to surprise the player, as the player's first attack has been held.
                                                                  • He takes advantage of the fact that the "heart" word (representing the player's soul) is still used as a cursor during the battle, attacking the player between his courses and on the heart during the move. It creates his own attack and causes loss.
                                                                  • Damage only in the frame in exchange for once per second.
                                                                  • In addition to his normal damage, it imposes the effect of slowly depleting the H P-player.
                                                                  • Darkens the screen while attacking, switching attack models during that time.
                                                                  • Changes the gravity of the box the player moves in, making attacks harder to dodge.
                                                                  Actively dodges the player's attacks. The enemy is never prepared. The enemy actively dodges the player's attacks.
                                                                  • Undertale's combat is turn-based, and as a result, can take an unlimited amount of time.
                                                                    • The only way to beat him is to cheat: wait until he falls asleep, then use your emotional support to move the frame to the "fight" button. Sans generally holds back, but will be killed if he cheats, such as attacking twice in one turn.
                                                                    • The restrictions imposed on Mario's party are considered unfair. Instructions range from simple ones like "Summon 3 times" to terrifying ones like "Don't be a storm for three turns", and if you don't follow them you won't rank up (you won't win). You won't get the champion belt, even if you defeat an enemy. However, this means that when Sir Swoop is discovered, these restrictions are imposed on all Hunters, otherwise this would never happen and we would never see the enemy stop towards the 3rd turn.
                                                                    • As justification for this, we can cite Loke Hawk, Armored Muscle Man who ambushes immediately after the match and annihilates them "because he's tired", and Bowser's ridiculous cheating, who battles even without registering as a fighter. Grubba ignores all of this due to the fact that these characters are heals and non-compliance adds drama and sells tickets. Of course, Mario had no ability to make these items. An exception is the option to simply steal a waist instead of fighting, but this forces him to compete no matter what, since he will be scolded by his party members later.
                                                                    • Some Servants have skills that have a small chance of instantly killing the enemy, and all Servants and enemies have "Death Resistance" that can reduce the chance of these skills being activated. Knowing a Servant's "Death Resistance" is only meaningful if it is used. For example, when fighting Servants or enemies, they will have such high resistance to death that the instant-death effects of these skills will literally be worthless, and generally this will not stop the opponent from imposing the Death status on them.
                                                                    • The status does not die even if the HP is 0, and the HP remains a little (there is a width of 1 to 1. 000 depending on the guts status). The enemy Guts activates the first servant's command card as a trigger, so it is impossible to defeat the enemy with the first servant support (it can be supported by noble phantas (noble pantas)). However, Noble Phantasm must be an attack to 0 HP, and there is no opportunity to become the last command card of the chain). When the enemy is in the rear guard, if you activate one of your servant's "Guts", this has only one influence, so you immediately attack the same servant and make the HP 0. , It cannot be prevented from being destroyed. This is the only once you maintain your babies, and if the enemy first affects your guts, for example, the game ends the course and he hits until the end of the hit. It does not apply to a method that does not allow to take it, and will actually reveal that it dominates your stupid guts.
                                                                    • Simulator game
                                                                    • In the X-Universe, the boarding operation on Zenos's flagship ships will fail mechanically if at least 18 (up to 20) marine members survive when they reach the computer core.
                                                                    • In Ace Combat Games, the enemy is usually the same aircraft, you can maneuver more than anyone other than you, and you are very likely to be tasked. For example, Ace Combat ZERO Belkan War's solo wing Pixie Morgan, and Fenrir, an arrangement of the Ace Combat X Skaze of Depatation, include abilities that cannot be applied.
                                                                    Ace Combat 04: Sky of the crushed sky, which is not available until you get tired, as well as the first member of the yello w-like squadron until about 3/4 of the game.
                                                                    • Ace Combat 5: Ansang War: This is not the only discussion of low altitude bombers, but II literally ignores the location. Let's be afraid that the outbreak C-10 will fly within 1 miles without missing the 1st hit. If this is the mission of the mission, if you don't have time, you will definitely not be able to eliminate the planet through the planet itself.
                                                                      • The most sweaty model in this IRGE is a task that traces the footprints of the Pope and travels around the island. While flying on the beginning of the mountain (no cave) at the beginning, he passed through the sea, thinking, "But I can't do it."
                                                                      • Ace Combat Infinity's quite rare monitoring machine repeats this story with Sushinfakushi. As a matter of course, the airplane is abandoned, but this aircraft has the ability to launch its own missiles and UAVs, which is an unconditional machine gun that will not be destroyed.
                                                                        • Games based on stealth
                                                                        • Metal Gear Solid 4: Guns-The Patriot enjoys the biggest difficulty as a free solution to create what you really want. Inevitable pressure and interest in superpower, games bring a problem to support the stealth column; you have 99 % of the conspiracy index HE (snake is heated. As a degree of confusion of such a shag, ordinary people who study something that are not enough to take will notice all your camouflage if it is displayed from a 1 5-meter radius. 。
                                                                        • MGS4 of military acts is all so: Not paying attention to the fact that there are militia or PMC during the battle, the enemy is easily discovered to find a flame in an old spy that has not given anyone. Throw everything. Fortunately, it is possible to reduce the constant amount of disguise, and what is similar to distributing// or distributed soldiers, but if PMC has not lent yourself to this effect, this is this. Whether they actually shoot 50 other young people and keep them focusing on you when they are identified (even in camouflage), including those that mean their personal destruction, but abnormally. Justified: PMC receives instructions from liquid.
                                                                        • The trilogy "Kill on Kill" tries to avoid this technique, "penetration" (if you get caught, you will be guided by a lookout and will only attack if you resist) and "enemy area" (caught. " In some cases, the lookouts are instantly attacked). For example, any guards have the ability to identify your place without the starting point, so sniper is considered a little lie. Except for the 3 Dubai and Mendoses, you are one of the crowds in the universe where security guards are still crowded. The most visible example is the zone you have to search for to ente r-letters that are not players pass through the same effect without pointing their heads.
                                                                        • In addition, the enemy will shoot from weapons to you, including whether the enemy is outside the player's field of view, warns your place, and never miss it. This IRGE also includes whether the warning is far beyond the shooting distance. Unusual, sometimes they fail when shooting guns.
                                                                        • Horror for surviving

                                                                        In this Irge Alien: Isolation, aggressive people have every chance to shoot you from a distance of more than 100 feet in a black room, but if you are not familiar with this IRGE, you will not be easy to shoot from aggressive people from a considerable distance in the mess. This is also justified in the universe that anyone who survived aboard Sevastopol must be best demanded to defend themselves from the station and protect their own lives.

                                                                        • The aliens are teleported from traps, and sometimes, even nothing if there are no traps (fastest in this case, but glitches).
                                                                        • Third-person shooter
                                                                        • In the second and third parts of Sypho n-filter, some enemies have every chance to shoot the character's head, including if he rides every day. If the player wants to shoot in the head, he must aim manually (with target lock, the enemy mechanically enters the chest), meaning that the character cannot go, vulnerable to attacks from behind.
                                                                        • Unknown
                                                                        • In this Irge Uncharted 2: Among Thieves, the crossbow is a powerful gun that can destroy most enemies with one shot. When it falls into the hands of the player, it must be reloaded one shot at a time afterwards, and reloading takes time. The guards with crossbows are able to line up a certain number of shots, so basically, if you are not careful, there is a chance that they can easily destroy the player.
                                                                        • In Uncharted 3: Drake's deception, there is an immunity that expires during a sandstorm, firmly limiting only your own illusions. The enemy still has every chance to see you in principle, but there are many snipers on the level, so there was actually not a single time when the enemy's position was such that the bullets would only fly in this direction.
                                                                        • Rotation-oriented strategy
                                                                        • In Final Fantasy Tactics PSP, the Onion Knight's feat distinguishes the fact that he actually has the ability to use all the equipment, and does not have the ability to use the ability, but using this contains the best features, if it is mastered. In one of the missions for you and your partner, a team of craftsmen who have an absolute range of powerful odds shines and wins no matter what. They make the reaction for you, the fastest, and fill you up.
                                                                        • In "Final Fantasy Tactics Advance", there are a certain number of enemy bosses that have the indulgence of the game system. Cold chance is forbidden during the battle? The boss grins, castes Blizzaga's every move, and the referee gives him a yellow card. Some characters are given ribbons that exempt them from the application of the law.
                                                                        • In the Final Fantagita Citics A2, the enemy regularly gets the "bonus" technique at the start of the battle, and before you take any action, you will be statistically impossible. Probably worst is the fourth round of Bright Moon Toh, the enemy gets 12 bonuses, a game breaker skill that does not consume MP, and a large level advantage that was not on the previous stage. One of these skills is to put haste and protect to the entire party, and it requires a bonus play on at least 24 turns before doing something.
                                                                        • Xcom: Enemy Unknown and XCOM2 have the opposite type. In addition to clear advantages such as small, funds, and excellent soldiers, games determine the probability of players. The simplest two difficulty levels increase the probability of hitting the target in a percentage, and when the rest is killed, the last hunter is given defense and accuracy. Except for the most difficult level, all the difficulty levels include a system that guarantees that the gambler's error is not completely bug, and if the shot is more than 50 % or more, the team will hit the team until the shot hits. The stack enhancement to increase the hit rate of is obtained. Ironically, as a result, it is common for players to think that the difficulty is unfair, but they are just slipping on them. Of course, both games have a GAME MOD that eliminates cheats.
                                                                        • Valkyria on the battlefield
                                                                        • The game supplements the stupid AI by misconduct on all occasions. The most eas y-t o-understand example is that the Imperial Army can summon the reinforcement units unlimited, while the players can use up to 20 units. In some missions, the enemy has an amazing ability to ambush from the opposite side of the map (how many tanks on the other side of the map are put on a sniper on Sniper Nest in Chapter 4. Let's definitely try to defeat them). And there is also an enemy ace. Each ace has a strangely high avoidance rate, especially the Oyamaneko site lit (Cytrit) is the worst, and while standing in a place where there is no hidden place, you can literally throw anything. In < SPAN> Final Fantagita Citics A2, the enemy regularly gets the "bonus" technique at the start of the battle, and before you take any action, you will be statistically impossible. Probably worst is the fourth round of Bright Moon Toh, the enemy gets 12 bonuses, a game breaker skill that does not consume MP, and a large level advantage that has never been on the stage. One of these skills is to put haste and protect to the entire party, and it requires a bonus play on at least 24 turns before doing something.
                                                                          • Xcom: Enemy Unknown and XCOM2 have the opposite type. In addition to clear advantages such as small, funds, and excellent soldiers, games determine the probability of players. The simplest two difficulty levels increase the probability of hitting the target in a percentage, and when the rest is killed, the last hunter is given defense and accuracy. All difficulty levels, except for the most difficult level, incorporates a system that guarantees that the gambler's errors are not completely bugs, and if you remove the shot with a hit probability of 50 % or more, the team will hit until the shot hits. The stack enhancement to increase the hit rate of is obtained. Ironically, as a result, it is common for players to think that the difficulty is unfair, but they are just slipping on them. Of course, both games have a GAME MOD that eliminates cheats.
                                                                          • Valkyria on the battlefield
                                                                          • The game supplements the stupid AI by misconduct on all occasions. The most eas y-t o-understand example is that the Imperial Army can summon the reinforcement units unlimited, while the players can use up to 20 units. In some missions, the enemy has an amazing ability to ambush from the opposite side of the map (how many tanks on the other side of the map are put on a sniper on Sniper Nest in Chapter 4. Let's definitely try to defeat them). And there is also an enemy ace. Each ace has a strangely high avoidance rate, especially the Oyamaneko site lit (Cytrit) is the worst, and while standing in a place where there is no hidden place, you can literally throw anything. In the Final Fantagita Citics A2, the enemy regularly gets the "bonus" technique at the start of the battle, and before you take any action, you will be statistically impossible. Probably worst is the fourth round of Bright Moon Toh, the enemy gets 12 bonuses, a game breaker skill that does not consume MP, and a large level advantage that has never been on the stage. One of these skills is to put haste and protect to the entire party, and it requires a bonus play on at least 24 turns before doing something.
                                                                          • Xcom: Enemy Unknown and XCOM2 have the opposite type. In addition to clear advantages such as small, funds, and excellent soldiers, games determine the probability of players. The simplest two difficulty levels increase the probability of hitting the target in a percentage, and when the rest is killed, the last hunter is given defense and accuracy. All difficulty levels, except for the most difficult level, incorporates a system that guarantees that the gambler's errors are not completely bugs, and if you remove the shot with a hit probability of 50 % or more, the team will hit until the shot hits. The stack enhancement to increase the hit rate of is obtained. Ironically, as a result, it is common for players to think that the difficulty is unfair, but they are just slipping on them. Of course, both games have a GAME MOD that eliminates cheats.
                                                                          • Valkyria on the battlefield
                                                                          • The game supplements the stupid AI by misconduct on all occasions. The most eas y-t o-understand example is that the Imperial Army can summon the reinforcement units unlimited, while the players can use up to 20 units. In some missions, the enemy has an amazing ability to ambush from the opposite side of the map (how many tanks on the other side of the map are put on a sniper on Sniper Nest in Chapter 4. Let's definitely try to defeat them). And there is also an enemy ace. Each ace has a strangely high avoidance rate, and the worst of the giant cat's site lit (Cytrit) is the worst.
                                                                          • In all other ports of the game, enemy flame interception stops as soon as you take up the gun. In Steam, however, it takes until you realize that the sight actually has the ability that in some cases is enough for this, as it kills the unit even before the enemy has time to prepare for anything (and prepare for anything). In fact, your Lancers will receive a large number of bullets for the painfully long time it takes them to prepare the spear). Of course, this does not apply to your personal interception of flame, and your unit Willpinder is bypassing the firefight when the enemy is prepared for the target.
                                                                          • Selvaria has an original version of the order "Heal All" that resumes the wells of all units to perfection. Your version of the order "Heal All" only deals with one third of the wells of the units. In the DLC campaign where you play for Selvaging, this order is not available.
                                                                          • Its effect allocates a large buff of cost split that transforms into magic in one hit with something called "antimatter", which is cheap for both the player and the AI. At the same time, you receive a large buff of evasion, in this case without drawbacks, until you are no longer considered a boss on the inspection map.
                                                                          • If an enemy unit is defeated in a counterattack and your own unit has to go to the future, the game pushes its movement to give another enemy a chance to go ahead. This is more evident when all enemies on the map cross the grade tightly, following the way they go to destruction at once, while the indicator at the top of the screen will start to report at any time.
                                                                          • Vast Sandbox
                                                                          • Grand Theft Auto
                                                                          • In most games, when you are instructed to chase someone, it can generally be driven on a roadway like a truck, including whether it is a sports car, and it is a machine gun that moves. This is an example of a failed scenario (in a car-chasing, the task includes that they are immune until you can fill it), for example, how emotions are formed, and in fact the game should ignore the traffic shots and not lack zigzag roads, but is favorable to the enemy. After all that buildup, the enemy AI drives the car perfectly every time, autonomous of what it moves along with while you try to fulfill any trick, take it or turn it around.
                                                                          • This applies to side missions related to interpersonal races. The same as rivals, including when you use a car, can not be wiped out, but your car can probably be. Apart from this, it is much more difficult to force them to turn them (although this is quite likely, of course, but they are greatly corrected than those other than street traffic). It has a perfect maneuverability. To make up for it, AI is making a pretty stupid direction with a specific point of the barrier.
                                                                          • The Grand Softness Auto: San and Reach has a fairly outrageous monster that emphasizes touch. In the task, she has to go to her and transplant her to her. In order to simplify the long-term speed and the purpose of moving the truck, it has the ability to collide with an oncoming vehicle with magical power, in fact it is Hollywood-device for them to turn. It can be considered as if it was equipped. But trucks are obviously not the weakness of our hands, one of the best things you can believe is to turn, and then the horizontal hitting. Another example is a task that chases Freddie on a motorcycle, and Freddie has the ability to rush into a fire engine or separate the road at a fierce speed. Understanding his incompetent bike will show that he no longer thinks he can't be destroyed.
                                                                          • Furthermore, in the 3rd volume, when a police officer passes by you, there is a chance to rush to your door at a certain point of the movement speed, and take you out, all of the gameplay and physics. There is a sad grug that takes the laws despite the laws.
                                                                          • In the Grand Softness Auto: San and Reach, Sai Tank is a definition of Wal, and you can find them as unimaginable, unless you get a search 6-star-mate, or you are military relations. Don't get them once (giving your search a 5-star graduation certificate). However, these cars are quite caring and cannot be literally piloted even if they are checked. However, in the case of police, FBI, and the army, Infernus is twisted, hurrying the territory of the countryside, the tank series escapes from the forest and rushes straight toward you at a speed of 120 miles per hour. Get ready for nightmare.
                                                                          • The skeleton rotates and shoots for up to seconds that do not have the ability to reach more than once.
                                                                          • Even if the monster is not looking at it, it will be overtaken if it approaches and becomes free.
                                                                          • KEGN shows a wooden box, a shulk box, a barrel, and a wooden box truck, including a strong wall between Kegn and the container.
                                                                          • Miscellaneous/ unknown
                                                                          • Every skill-based action game has a level system, but the stats you gain aren't as important as the level itself. Suddenly, a scumbag three levels higher than you can take a hit or two at you and have you take no damage. It's especially bad when you have very few invincible frames when you dodge, when their attack range is longer than you, when there's a snap-to mechanism where they slide forward to hit you even if you dodge at the maximum distance, when the animations that warn you of the enemy blocking/evading are very subtle, or when the game's warning indicators are too weak or too dark to blend in with the environment and hide important information during the fight. Even if you manage to avoid this mechanism, the enemy has allies who will attack you blindly, use area attacks, or cast AoE spells to prevent you from escaping, so you're left to take damage or die. This technique probably originated in MMORPGs to stop players from entering high-level areas, but seems to be used in modern games to get players to buy microtransactions and XP boosters. Even if your level is higher than the enemy's, they can still take some of your health and you will deal a lot of damage in return (but never in one or two shots). But the most annoying thing is that even if you reach the maximum level, there are bosses that still level up, so in addition to the above problems, you will be killed by them who move fast and have all kinds of powerful attacks. You will be so bad that you won't even have time to understand what happened.
                                                                          • Next is Musou Online. I won't hide the fact that the computer cheats like a gambler in Mississippi (no offense to Mississippi), but the bag of bricks is smarter than the AI. (This is where Mississippi beats the computer). They gather resources without any source, and it's easy to see how they beat them when they warn you that you will gather cobs (something you need to improve in combat). On the other hand, this time it is justified because the A. I. innocently pursues one goal: conquering the base. The base doesn't give you anything until you conquer it, and even then your health will be restored.
                                                                          Like General Musa. These characters, which are five volumes of game warriors, do not usually appear. But when they appear, it is difficult with them. They use original skills that are impossible for players (except several types of weapons), and their status is low. They have high health, high defense, high attack power, and high damage. Therefore, it can be killed with one or two hits except for the tank. Furthermore, because of its high resistance to vibration, it is not possible to prevent attacks even if it is defeated. Therefore, it is very difficult to win unless they use their dedicated weapons. If there was no fact that it would only appear in a special case, everything would have worsened. Fortunately, unlike the players, you can just win the game once. After that, it disappears forever.
                                                                          • In DW4E, up to 10 officers and 10 lieutenants are available. What is the enemy? Three officers and three captains per territory. On the other hand, even if the territory increases, it does not lose the maximum number of officers.
                                                                            • In DW6E, the enemy never misses the unit. Even if it's been moss for many years. An incredible disadvantage is when your officer is several levels above them.
                                                                            • DW8E is actually very fair, but often not winning other than battle. Using different strategies and tactics other than battles will not collapse the kingdom. To eliminate all subordinate officers to the ruler using isolation, it is not only one character, only one of the facts that he serves a free officer to become A. I.'s kingdom. 。 Otherwise, the game will not give the computer access to something that can give an irrational advantage.
                                                                              • In Sengoku Musou 2 EMPIRES, the level of enemy officers grows at a serious speed. Even if you didn't fight anyone.
                                                                              • In principle, you can claim that a large combat network justifies it: You are not actually using a navigation, but a chip navigation (this is a simple copy). is. However, this is still the right example. This is because the navigation system used in the highest peak tournament (and mannequins used in free tournaments) have enough deck space to force HA B-style red.
                                                                              • Sam Flynn (it could not be duplicated like AI): Hey, is it generally legal? Note: That's right. In "Tron 2. 0", which lost trust, it was called a sequencer.
                                                                              • The most amusing (and by data I mean cheers) is when the player plays against the dealer in blackjack with a smooth 17.
                                                                              • It gets even more horrifying: if your team wins 10-0 or more in a season, the computer switches to a complexity that Bill Simmons calls "doesn't have the ability to be, the damn one," which basically makes all the above quirks somewhat more elevated.
                                                                                • In Tails' "Windy Valley" version, you're going to race Sonic to the edge of meaning. There's an area where you can practically stomp him once and get a big advantage. Judging by the pointer at the bottom of the screen, Sonic is going to come charging in.
                                                                                • Then you'll face Eggman on the highway, and he doesn't really lie.
                                                                                After losing a duel, the gentlemen escape capture in about 80-90 percent of cases. Each player gets caught and loses money and ammunition.
                                                                                • Lords are mechanically trained with an absolute uniformity of their kingdom's units of different levels and types (infantry/cavalry/missiles). If the player suffers a defeat, even if one of the divisions is Fieth, as long as there is a garrison in your castle for a long time (if there is a garrison and in the meantime there is a risk of the weakened garrison being divided from the enemy faction), the player must manually recruit and smooth out his troops. You have the ability to have a dozen prosperous settlements, and you all wander around the manor with the same idea, begging for recruits.
                                                                                • AI parties do not demand food to maintain their fighting spirit.

                                                                                AI has the ability to parry effects with tools, and the scale screen shows "no parry". At large levels, high difficulty raiders have every chance to fear a hit with a cold weapon without a shield.

                                                                                • If the player starts first, and in a significant percentage of cases, it will hit first, even if the player's gun is more likely.
                                                                                • AI has the ability to slow down mid-attack and swap appointments here. The player also has the ability to interrupt an attack and swap appointments, but this basically requires arranging blocks which introduces a slight but visible delay depending on the player's speed. The AI ​​doesn't have to go into a blocking animation to change the attack target, and can in fact quickly swap attack assignments.
                                                                                • AI troops never take friendly fire. This is made pretty disgusting if you take close combat in an arena that seemed to be a free-for-all. On the other hand, the AI's four enemies don't decide to split the whole background for the player and jump friend by friend, they don't take all the shit from you.
                                                                                • In most cases, the conditional speed device used to calculate the damage is reasonable, but in any story, while the enemy does the same thing to you, it moves at how many speeds and substantially damage. Sometimes you shake your weapon with a task that does not give. Especially if you are currently using a bow, you will be in a difficult hardship.
                                                                                • The AI ​​shooter has an X-ray vision and sniper vision. Even if the smooth illusion is completely blocked, there is a good chance to find you at a considerable distance.

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                                                                                Elim Rim - Journalist, creative writer

                                                                                Last modified 28.04.2025

                                                                                While Video Games are run by a cold, inhuman computer, Tabletop Games can be more flexible because they spring from the mind of living, breathing Game Master . I would consider the computer a cheating bastard when it actually plays by DIFFERENT RULES than the player, i.e can see the whole map, gets free units etc. If. Civilization». The Computer Is A Cheating Bastard · Here is a video that explains the AI cheating of Civilization III and IV in more depth (25 minutes in), as.

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