FIGHT NIGHT CHAMPION - IS THE AI ABUSING THE HEAVY PUNCH MODIFIER??
Gaming
Introduction
As gamers often know, artificial intelligence (AI) can sometimes appear to have advantages over human players in competitive video games. In my recent gameplay sessions of Fight Night Champion, I've noticed a concerning trend regarding how the CPU utilizes heavy punch modifiers. This article explores my observations and analyses of the game mechanics, particularly focusing on how the AI seems to exploit the heavy punch modifier without a corresponding loss in stamina.
Observations on CPU Behavior
While diving into my fights in Fight Night Champion, I observed that the CPU has been throwing an excessive number of heavy modified punches—particularly power shots—while exhibiting seemingly little to no stamina loss. Initially, I decided to block and monitor the punches thrown by the CPU, noting that it appeared to throw three jabs followed by a power shot. Upon reviewing the fight totals, a discrepancy became evident. The AI had thrown multiple punches without the expected drain on its stamina.
In boxing, a power punch is anything other than a jab, and it seemed like punches that should have been classified as power shots, such as straight punches, didn't have extra wind-up animation or apparent stamina costs when thrown by the CPU. The AI's jabs were being treated as power shots, further confusing the situation. In contrast, my attempts to land power punches resulted in a notable decline in my stamina.
As I proceeded through the fight, keeping track of the punches both I and the CPU landed, it became apparent that the AI garnered more success in countering my punches, despite the fact that I felt I was more methodical in my approach. I checked the settings and found only a few sliders that could be adjusted, such as CPU punch output, offensive awareness, and defensive awareness.
Balancing Issues in Stamina and Punching Power
After making some modifications to the CPU's offensive awareness, I continued my fight to see if there was any noticeable impact. Instead of balancing out the CPU's overwhelming ability to land power punches, it seemed that the issues persisted. The punch stats revealed a worrying average. Out of the total punches thrown in the first round, a high percentage of the CPU's punches were categorized as powerful, despite the lack of stamina loss.
Even after adjusting sliders to make the AI less proficient in countering blows, the results appeared unchanged, leading me to believe a balance issue exists within the game. It's unsettling that, during the fight, the AI was able to throw 34 power shots with just a minor decrease in stamina, whereas I threw significantly fewer power shots and saw a more substantial loss in stamina.
Conclusion
The overall experience in Fight Night Champion remains enjoyable and engaging. While I do not think the AI is "cheating," I believe there are balance issues regarding how the CPU utilizes power shots compared to human players. Ultimately, understanding these mechanics can improve one’s gameplay experience. As I continue to experiment with slider adjustments, I hope to uncover additional insights into addressing CPU advantages during fights.
Thanks for reading! I'll continue to explore this topic and provide updates based on future gameplay experiences.
Keywords
CPU, heavy punch modifier, stamina, power shots, Fight Night Champion, AI, counter punches, game mechanics.
FAQ
Q: Why does the CPU seem to throw so many power shots without losing stamina?
A: It appears that the CPU is programmed to throw heavy punches seamlessly, without facing the expected stamina penalties that a human player would experience.
Q: How do power shots work in Fight Night Champion?
A: In the game, power shots are categorized as any punches other than jabs, and they generally require more stamina and a slight wind-up before being thrown.
Q: What adjustments are being made to deal with the CPU's advantages?
A: The adjustments include modifying CPU punch output and awareness settings in the game's sliders to improve balance between the player and CPU.
Q: Is the gameplay still enjoyable despite these issues?
A: Yes, the overall gameplay remains enjoyable. The CPU’s behavior is frustrating, but it doesn’t detract from the fun the game provides.
Q: Will you revisit this topic in the future?
A: Yes, I plan to continue experimenting with the sliders and will share further findings regarding the balance and AI behavior in future articles.