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 Post subject: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 2:00 pm 
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I recently engage several CPU builds which have a insane high resistance, e.g. 69 heat resistance. Shouldn't this be impossible, because resistance modules cannot be combined?


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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 2:10 pm 
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My guess is that the cpu uses highly modified parts that are illegal for normal mechs to have... It is your job to stop them before it gets out of hand. :P

Anyways, it is a bot and not a human player. So of course they would get things that players don't get. Example, the God Mode mech.

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 2:14 pm 
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Computers need to be given advantages such as that since they cannot respond in the same way a human player can.

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 4:21 pm 
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yeah, the AI has an exploitable behavior and it needs those resists to be competitive. I just stay close to the damned things, and sword them till they kick it.

the AI priorities seem to be shield, drone, damage. so if you can keep its shield down it will be putting it back up, losing moves...

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 4:26 pm 
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That is usually the case, but unfortunately, that is not always the case. I have had several instances where the CPU chose not to put the shield back up in lieu of causing me moar damage. :(

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 4:37 pm 
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I have yet to beat lvls 64 and up at insane. at that point, my (the game's) best weapons do just enough damage, however it's his 3 moves that get me. I wouldn't dream of wasting kits on a bot, so whatever. but for normal and hard matches, I put up a HAL and just steamrolled through what I had left in single player. when I lost, I tried again, maybe exploiting a particular AI's build, but more often than not, it's extra move at the start, hook sword sword, it goes shield drone, I go sword sword, it goes sword stomp, I teleport and sword etc and it just cannot keep up.

however you can always dissect a CPU build and make something that's only heating, or energy draining, or whatever it's weakness is. like, how's he going to hit ya with a sword if it's a psy sword and you've just drained his energy shield? he's forced to lose moves because of that shield. or the drone won't work...

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Mon Jul 22, 2013 4:42 pm 
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True, but the build usually refreshes for me as I relogin. So one important caveat to remember is that a CPU's weakness is not always the same.

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Tue Jul 23, 2013 6:01 pm 
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This ungodly resistance bump added to the CPU mechs is obviously a change that went in just recently. It's made the Campaign practically unplayable and is frustrating the hell out of me.

Before the change, I was battling CPU Mechs up to 3 levels above me on Normal difficulty, was able to beat some of them on Hard and none of them on Insane. That seemed pretty good and balanced to me.

After the change, I've lost every single match I've played and am now trying to defeat a CPU Mech that's 1 level below me on Normal and I haven't even come close.

Please put it back the way it was. This is the kind of change that drives players away.


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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Tue Jul 23, 2013 6:16 pm 
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I am almost certain that this change was not added after the new campaign. In fact I would say it is not even a change but has always been there.

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 Post subject: Re: Resistance of CPU Mechs
PostPosted: Tue Jul 23, 2013 6:43 pm 
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For me in single player, the builds do often change as I re-log in (as SideOneDummy says) and there are ofter mechs with no resists at all. I can beat upto 12 levels higher on normal, upto about 7 levels higher on hard and about equal on Insane, using the same build that I use in multiplay.

The issue with insane is that I use shield builds and his 3 attacks can knock over a shield almost at will, so I am the one wasting turns trying to keep the shield up. I dont have enough creditd goins spare to tailor a PC-crunching build, but I am guessing two non-knockback swords, and low shield reliant builds is the way to go - by which I mean high resists and armour with a low level shield thats not so important to the build if it goes down.

Edit to add

Having bought a few more pieces, I can change for a level 53 vs computer build. Two swords without knockback and either a shed load of armour with one resist module - or - 3 reists and less armour both work.
This has allowed me to easily defeat normal upto level 70 and (slightly less easily) hard upto 70 and insane upto 58 (and still going) while playing at level 53 - around 5k credits per match (as premium).
No need to bother with subtlties like shield and droid, just use teleport or hook to stay close and keep swinging those swords.
If he starts 1 step away from the edge, teleport into the gap behind him and strt swinging.
If he starts next to you, start swinging.
If he starts inbetween, either hit him with knockback to one step from the edge and teleport behind him, or telport next to him and wait for him to stomp/knock you back into the corner, when you hook him.

If you hit with two swords, you'll generally pop his energy shield in one round, and his heat shield in one or two.

First round he'll put up shield and droid, ideally you want to get two sword blows before he puts up his shield. Once his shield goes up, just knock it down.


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