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Thread: The Wizard AI is a complete joke. This needs to be fixed, immediately.

  1. #21
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    Quote Originally Posted by Saleh47 View Post
    Wizards are target the goblin that is being killed by other defenses. So no AI is not broken. But that was a coincidence that the weren't able to attack. If you got Archers they would have wiped goblins faster. Better luck next time
    Actually, that's why the AI is broken: they always target the same troops, and won't continue their animation even when the attack to that spot would still kill the other troops on that spot. That's not a coincident, it happens all the time.. But I guess being a game specialist requires you to side with SC and not complain about bad AI

    They really need area splash damage troops to target a tile, and if there's a troop on that tile, they continue their attack.

  2. #22
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    Quote Originally Posted by AxionXD View Post
    It looks like a visual glitch. I agree - firing 4 blanks back to back looks odd - and the only explanation is that that wizards particular glitch happened to stick around when it was supposed to be dead.
    Huh? The only explanation? What are the requirements to be a game specialist? The explanation that's obvious to most players is that it was targeting a troop that was killed by the AT, and doesn't continue its attack because the poor AI causes him to target the target whose constantly getting killed.

  3. #23
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    Eh, they need to fix jump spell AI first for AQ and witches.

  4. #24
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    Yeah they should be able to shoot even if the initial targt died because the splash damage can help kill surrounding troops.

  5. #25
    Senior Member Psideresider's Avatar
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    Was looking at the video, figuring I could find a reason for it. However, I cannot. That was straight ridiculous. Reminds me of when cartman fought those psychics in that South Park episode.


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  6. #26
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    Quote Originally Posted by Dresden View Post
    I had 6 wizards following around 100+ goblins, and they never took a single shot at them. The just ran around, pretending to sneeze while the goblins took whatever they could. Most of the battle was behind buildings, so I couldn't get a decent vid, but the last few seconds of the battle pretty much says it all. There's no excuse for this. What a joke.

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  7. #27
    Senior Member SamJohnson322's Avatar
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    Lightbulb

    Nothing wrong here, that Wizard stepped out of the Poison spell (only just) that's why he didn't die, there was no health glitch he wasn't supposed to die, he stepped out of the poison spell before his health hit zero, nothing else was harming him so he lived.

    The firing rate of Wizards is slow, if you watch carefully, the target the Wizard is aiming to hit is killed by the defence before the Wizard lands the hit, causing the animation to end early as the Wizard retargets another Goblin, this happens multiple times.

    The Wizard should not still fire his shot after the target has died, even if troops are surrounding it, the splash damage needs to have initial contact on a target to 'splash off of' hence the term splash damage. If the wizard hits nothing, the hit has nothing to splash off of, therefore although the other Goblins are very close the initial hit won't land on the dead Goblin and splash on to the nearby Goblins.

    The AI isn't broken.


    EDIT: This happens with other slow hitting troops, Balloons Giants etc, what also adds to the severity is that Goblins have low HP. If you watch your replays carefully you will see the same thing happens with your attacking troops against buildings, if a group of Wizards are targeting a structure and it is destroyed before some of them have landed their hit, they stop mid animation and retarget another structure.

    EDIT EDIT: This actually happens with all troops even fast hitting ones, it is just harder to notice as the overall effect is smaller.
    Last edited by SamJohnson322; July 27th, 2015 at 11:21 PM.
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  8. #28
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    No one is talking about the poison, and no one is asking WHY it happens, we all know why. But you can't sit here and tell me recalculation loops are by design. They are a side effect of a poor design, not the specification, itself. Just because it can easily be explained and reproduced doesn't magically make this a non-issue. Bugs are still bugs, even when they aren't mysterious. And don't sit here and defend a bad design merely because you're much more complacent than the rest of us. Last thing this world needs is any more blind, brand-loyal, white knights.
    Last edited by Tinkerbell; July 28th, 2015 at 11:38 PM.

  9. #29
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    Quote Originally Posted by Dresden View Post
    No one is talking about the poison, and no one is asking WHY it happens, we all know why. But you can't sit here and tell me recalculation loops are by design. They are a side effect of a poor design, not the specification, itself. Just because it can easily be explained and reproduced doesn't magically make this a non-issue. Bugs are still bugs, even when they aren't mysterious. And don't sit here and defend a bad design merely because you're much more complacent than the rest of us. Last thing this world needs is any more blind, brand-loyal, white knights.
    Exactly.

    "Oh, so the 'AI' is working as intended? Then, this so called AI is ♥♥"


    Generally speaking, the AI in this game is horrible.


    What does it tell you that when raiding a base, instead of attacking, the main purpose of a raid is to prevent the troops from going full ♥♥♥♥♥♥ so as a side effect, you get loot/stars.

    "Working as intended"

  10. #30
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    Quote Originally Posted by SamJohnson322 View Post
    Nothing wrong here, that Wizard stepped out of the Poison spell (only just) that's why he didn't die, there was no health glitch he wasn't supposed to die, he stepped out of the poison spell before his health hit zero, nothing else was harming him so he lived.

    The firing rate of Wizards is slow, if you watch carefully, the target the Wizard is aiming to hit is killed by the defence before the Wizard lands the hit, causing the animation to end early as the Wizard retargets another Goblin, this happens multiple times.

    The Wizard should not still fire his shot after the target has died, even if troops are surrounding it, the splash damage needs to have initial contact on a target to 'splash off of' hence the term splash damage. If the wizard hits nothing, the hit has nothing to splash off of, therefore although the other Goblins are very close the initial hit won't land on the dead Goblin and splash on to the nearby Goblins.

    The AI isn't broken.


    EDIT: This happens with other slow hitting troops, Balloons Giants etc, what also adds to the severity is that Goblins have low HP. If you watch your replays carefully you will see the same thing happens with your attacking troops against buildings, if a group of Wizards are targeting a structure and it is destroyed before some of them have landed their hit, they stop mid animation and retarget another structure.

    EDIT EDIT: This actually happens with all troops even fast hitting ones, it is just harder to notice as the overall effect is smaller.
    We all know why this happens, but that doesn't change the fact that it happens because of bad AI. This can easily be remedied by making defensive CC troops target different troops from the towers, or targeting a spot that a troop is on, but no, supercell chooses to make troops do nothing against low HP troops. This is even more ridiculous given that the troops that can survive a poison spell generally have long attack times.

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