Diablo 2 Sector Map Hack

9/13/2017

Diablo 2 Sector Map Hack Average ratng: 8,5/10 9692votes

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Diablo 2 Sector Map Hack

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Suicidal Overconfidence - TV Tropes. Hummer H2 Spare Tire Carrier Installation on this page. Come on boys! He must be getting tired after effortlessly killing the first 4. Are they just stupid? Even so, antagonists will usually be unable to size up the protagonists and determine that the latter are at a massive advantage. Even though there is nothing compelling them to attack, they will usually express their belief in their own superiority, attack, and promptly get slaughtered. Other times, there's simply no explaining why the enemy mooks just don't flee before the One- Man Army, the character who's on a New Game+, or the epic- level character party other than them being that stupid. It also allows the player to avert being a Designated Hero: after all, if the enemy troops keeps trying to kill the Player Character after he shows how powerful he is, he's perfectly justified in taking all of them down.

This may be justified in a story as a case of Mugging the Monster if the protagonist doesn't seem formidable because they are Weak, but Skilled or are a Pintsized Powerhouse in a setting where Muscles Are Meaningless. May be due to Spiteful A. I. See also Leeroy Jenkins and Artificial Stupidity. Of course, they usually end up killed one way or another, either by you or your AI teammates. Despite this, the enemies all don't seem that worried. Interestingly, whipping out your tentacles during battle DOES scare foes, but not arriving to a fight with them already equipped. It's the startle factor.

When a empowered human charges across the room to you with Combat Tentacles, you start shooting. When the guy you thought was a easy target suddenly sprouts a pair of extra arms and charges, you might get a bit unnerved.

They just don't stop shooting. Seeing how Five Rounds Rapid will actually kill you pretty fast outside of a dark corner, this isn't that unjustified. However, after you disguise yourself as a Big Daddy, unless you are protecting a Little Sister, the splicers will avoid you. And the current order is . A terrorist with a knife will happily engage a security bot powerful enough to take down a hundred punks like him at the same time.

But wounded enemies will, in general, flee, even bosses. Big Creepy- Crawlies, Personal Space Invaders, Combine soldiers, even heavily- armed aircraft and walking tanks (which at least have a small chance of succeeding), none of them ever consider this to be a Bad Idea. By about halfway through the game the player can even hear announcements by the Combine Overwatch (which sounds suspiciously similar to GLa. DOS) that anyone who fails to complete their mission will receive . While common infected are portrayed as being bloodlusted and crazy, justifying their mindless attacks, special infected are implied to be quite a bit more intelligent, which explains how they can set up ambushes. However, there's nothing that can justify why a Smoker would jump out of hiding and try to entangle a survivor when there's 3 other survivors ready to save their friend and blast the Smoker or why a Jockey would run straight at the survivors when they are so close together.

While they can present a sizable threat in groups they never act tactically, resulting in things like lone riflemen firing their peashooters at your Humongous Mecha, apparently firmly convinced they're dealing significant damage even as said mecha effortlessly shrugs the bullets off. Needless to say, lots of stomping usually ensues. We declare war! Here, have one of our cities.! We declare war! Here, have a city. Also, the AI will only initiate battles where it calculates a decent chance of winning, meaning lone spearmen won't mindlessly assault your tanks anymore unless the AI feels the spearman actually has a chance to win.

This is effectively a Zerg Rush, but the earliness and general trouble the AI has fighting makes it a suicidal move most of the time. Races owning two or three cities will declare war (with angry- sounding messages from their representatives) against players owning the rest of the world.

The representatives of enemy races will even just occasionally pop up and randomly insult the player, uncaring that a mere twitch of the finger would be enough to send them and their entire civilization to extinction. Particularly in the second game, at higher difficulty levels NPC empires will refuse to surrender even if their empire consists of only one population point on a planet blockaded by a fleet of warships that can turn the world into a rubble pile and eliminate the offending empire entirely. Artificial Stupidity means that the enemy AI will frequently sent a single destroyer against your fleet consisting of a mammoth, several titans, a dozen battleships, scores of cruisers and destroyers, and a hundred frigates. It's even worse when the AI does this with unarmed troop transports, sending one after another at a defended planet, meaning they are automatically destroyed.

Also, the AI will keep declaring war only even if you have conquered all but one of their planets and their defenses are nonexistent. Sure, you have a fleet with three dreadnoughts and over twenty cruisers in orbit over their heads. Sure, you've demolished the planet's defensive fleet and there will be no reinforcements ever, because your three other fleets are mopping the entire sector clean of enemy warships. Sure, you've got the firepower to turn the planet's surface into a network of finely- patterned antimatter craters in a single turn.

They will still force you to engage, futilely launch their few remaining surface- to- space missiles at your ships, and make you finish the job because the game just doesn't have any planetary surrender feature. Even then, they often end up insisting to be wiped out anyway, especially if the population is large. Considering the game still doesn't feature ground combat so the only way to reduce the population is orbital bombardment and biological weapons, they really should know better. Nevertheless, the Artificial Stupidity will usually declare war if you appear displeasing enough to them for some vague reason, never mind that you are much more powerful than them. At times, even civilian colonies succumb to the stupidity virus. Hard Drive Firmware Update Utility Toshiba. Even if their suits have been reduced to a sliver of health due to being powered down or in a captured field, enemies will only ever retreat in a scripted event, usually because the story they're following demands it or when Mooks rise off the screen en masse to allow for some sort of dramatic duel. Sometimes they will be stunned with horror, but none of them ever actually have the good sense to turn tail and run.

Monsters too weak compared to you won't attack you, usually, but if you sit down, they'll grow overconfident, and attack you. It's even worse than usual, since, with certain buffs, the monster attacking will kill himself just by touching the character, succeeding only in forcing the character to stand. If a monster is extremely weak compared to you, they won't attack, even if they are normally aggressive. If you attack the monster, they will respond by running for their life. However, the AI counts a sitting player as if they were level 1, which means an aggressive monster will attack if you sit in its aggro radius. If the attack causes you to stand, however, the offending critter suddenly realizes it is dealing with a level 7.

Monk or whatever and immediately turns tail and starts to flee. If you sit again, it will immediately come back and try to attack you again. This will continue until the monster is killed or you leave the zone, but the first time it happens it can be quite amusing. Aggressive NPCs generally ignore you when you're much higher level than they are, but will still mindlessly attack once you get extremely close. You can't help but feel some pity when you come across level 8 bandits who think it's a great idea to attack the level 8. Tauren who's decked out in all kinds of shiny armor and riding Baron Rivendare's Deathcharger, all because he got too close.