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* In ''[[X-COM]]: Enemy Unknown'' as soon as one alien sees one of your soldiers, their Ethereals and/or high-ranking Sectoids can make psionic attacks [[The All-Seeing AI|on any of your soldiers]]. They also know who has the least resistance and always target the weakest non-mindcontrolled soldier first. Which, of course, means that if you equip a bunch of your most weak-willed soldiers without damage-dealing weapons (they can still be somewhat useful when not being puppets, carrying medi-kits, mind probes, flares, smoke grenades, even heavy ammo for others) and keep them where armed ones won't make reaction-shots on them, mind control is but a nuisance.
* In ''[[X-COM]]: Enemy Unknown'' as soon as one alien sees one of your soldiers, their Ethereals and/or high-ranking Sectoids can make psionic attacks [[The All-Seeing AI|on any of your soldiers]]. They also know who has the least resistance and always target the weakest non-mindcontrolled soldier first. Which, of course, means that if you equip a bunch of your most weak-willed soldiers without damage-dealing weapons (they can still be somewhat useful when not being puppets, carrying medi-kits, mind probes, flares, smoke grenades, even heavy ammo for others) and keep them where armed ones won't make reaction-shots on them, mind control is but a nuisance.
* In ''[[Star Control]]'' melee, if you are too far, the enemy ship will move either toward you or from you depending on how it can reach you faster, thanks to the [[Wrap Around]] map. If you are on the other end of a battle map, you can make it turn back and forth: when your ship turns and accelerates after it, the enemy will stop "pursuit", turn and accelerates to "intercept" you instead, even if you are already turning... Rinse and repeat, and you can keep away from a ''faster'' ship this way - sometimes indefinitely. While shooting at it, if you have an extra-long-range weapon. Also, one benefit of slingshot maneuver is that velocity above the ship's nominal noticeably messes with enemy aiming.
* In ''[[Star Control]]'' melee, if you are too far, the enemy ship will move either toward you or from you depending on how it can reach you faster, thanks to the [[Wrap Around]] map. If you are on the other end of a battle map, you can make it turn back and forth: when your ship turns and accelerates after it, the enemy will stop "pursuit", turn and accelerates to "intercept" you instead, even if you are already turning... Rinse and repeat, and you can keep away from a ''faster'' ship this way - sometimes indefinitely. While shooting at it, if you have an extra-long-range weapon. Also, one benefit of slingshot maneuver is that velocity above the ship's nominal noticeably messes with enemy aiming.
* ''[[Globulation]] 2'' has the Warriors attack any enemy building they meet, thus a Defense Tower is best complemented by a corridor of walls about its range in length slows down and softens up an invasion.
* ''[[Globulation]] 2'' has the Warriors attack any enemy building they meet, thus a Defense Tower is best complemented not by one line of protective walls, but by corridors of walls about its range in length - this slows down and softens up an invasion.


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