@Darm0k , the two Cyclonus v. MM clips showed you backstepping away from MM just before contact was made. I agree that it would be nice if Dark Field activated anyway, but it has never worked that way. (To my own frequent frustration.)
The Galvatron clip doesn't show an evade, but does show the AI acting when it should be recovering from a hit.
I don't mean to be overly critical, and I appreciate your work capturing and publicizing these issues!
@Darm0k , the two Cyclonus v. MM clips showed you backstepping away from MM just before contact was made. I agree that it would be nice if Dark Field activated anyway, but it has never worked that way. (To my own frequent frustration.)
You mean Cyc has to stand still to activate his Dark Field against a dashing-in MM?
@Darm0k , the two Cyclonus v. MM clips showed you backstepping away from MM just before contact was made. I agree that it would be nice if Dark Field activated anyway, but it has never worked that way. (To my own frequent frustration.)
@Darm0k , the two Cyclonus v. MM clips showed you backstepping away from MM just before contact was made. I agree that it would be nice if Dark Field activated anyway, but it has never worked that way. (To my own frequent frustration.)
You mean Cyc has to stand still to activate his Dark Field against a dashing-in MM?
On the topic of fixing things, let’s fix this air punch issue as well.
I hate when they whiff.
You know what drives me up the wall......bots throwing punches when the opponent is at basic ranged distance. This problem was reported a loooong time ago and still hasn't been fixed.
You know what drives me up the wall......bots throwing punches when the opponent is at basic ranged distance. This problem was reported a loooong time ago and still hasn't been fixed.[/quote]
I hate that one too...what makes it worse is the AI at that same distance will be able to shoot a range.
So we're waiting on finalizing, but we were able to pinpoint what might be happening and should have a fix out soon with 8.4.2! Stay tuned. That should be this week, if it changes I'll let you all know.
Great! Finally after weeks of enduring this tragedy of an update to the A.I (it's just too strong) Kabam has finally decided to nerf it. May it never happen again.
Based on the phrasing below for the hotfix, which says something along the lines of “enemy is reacting too quickly” — problems still remain. See the 2nd image gif. I am still seeing this a lot where the enemy can recover from a basic hit and just launch their SP. I know that this happened before but was much worse with 8.4 and seems to still be as bad. Anyone seeing something similar? This gif below was in arena but I’m seeing it in AM too. Yes, it’s been reported to Kabam support.
Based on the phrasing below for the hotfix, which says something along the lines of “enemy is reacting too quickly” — problems still remain. See the 2nd image gif. I am still seeing this a lot where the enemy can recover from a basic hit and just launch their SP. I know that this happened before but was much worse with 8.4 and seems to still be as bad. Anyone seeing something similar? This gif below was in arena but I’m seeing it in AM too. Yes, it’s been reported to Kabam support.
I've suffered the same during the fight Vs kickback in AM. I haven't any gif/video and sincerely at the begging I thought that was a problem of attention or "temporary bad fingers".
Looking at yours gif and looking again the fights I can assume the enemies reaction is more quickly then before. The same against IH and Shock.
Comments
The Galvatron clip doesn't show an evade, but does show the AI acting when it should be recovering from a hit.
I don't mean to be overly critical, and I appreciate your work capturing and publicizing these issues!
That has happened to me a lot!! Cyclonus dark field is not stopping MM as before!!
Uh... see my thread here: https://forums.transformersforgedtofight.com/discussion/9728/cyclonus-dark-field-not-activating-on-all-unstoppable-dashes
Yeah, I was being sarcastic.
I hate when they whiff.
No.
You know what drives me up the wall......bots throwing punches when the opponent is at basic ranged distance. This problem was reported a loooong time ago and still hasn't been fixed.
You know what drives me up the wall......bots throwing punches when the opponent is at basic ranged distance. This problem was reported a loooong time ago and still hasn't been fixed.[/quote]
I hate that one too...what makes it worse is the AI at that same distance will be able to shoot a range.
Version 8.4.2 is on the way! You should see it later today, and it should solve this issue.
Haha. Thanks for waiting till after I posted my gif before putting this up there. lol
Better to update post AM, cus who knows what new bugs this update brings.
Just a heads up Peeps.
Worse than we already have!!! No thanks I’ll update it as soon as it’s available for iOS users.
Lol you can test that update for us then 😂😛
I've suffered the same during the fight Vs kickback in AM. I haven't any gif/video and sincerely at the begging I thought that was a problem of attention or "temporary bad fingers".
Looking at yours gif and looking again the fights I can assume the enemies reaction is more quickly then before. The same against IH and Shock.
@Kabam Miike @Kabam Vydious please do not close this thread until it's all fixed.
A.I. Reaction Times are still enhanced.
But TBF there's slightly less cheating.
@Kabam Miike @Kabam Vydious it's weirdly more apparent on a SD626 compared to either a SD632, 675, 665 or even a MTK6771.
1. I was too slow on my heavy
2. The AI was still fast reacting and able to get a range and parry off after I combo/heavy
# 2 for sure.
Yep. This patch has made this bug worse. They're also doing more "Instant" blocks now. This is so frustrating.
I'd love to be able to see this slowed down to see if the heavy projectile contacted Jetfire before he got his arms up.