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Tech Talk - The Helpful AI

Android: Netrunner Tech Talk Scud

Tech Talk is excited to start discussing the strengths and weaknesses of cards from the first Data Pack. There's a lot of good in What Lies Ahead but this week, we take a look at one of the least-liked cards in the set, The Helpful AI (What Lies Ahead).

DOCUMENTATION: How many times have you risked a run and hit a piece of ICE that you are just shy of breaking? Especially when you are running, let's say, Ninja (Core), where you need 3 credits to raise the Strength. Pretty often, no? Well, that where this week's card can be of assistance.

The Helpful AI is just that - helpful. It isn't going to win you a game (okay, it might, under the right circumstances), but it certainly isn't going to screw you up, either. First, its +1 Link Strength is, um, okay. In-faction, it can get you to +2 Link quickly so you can install ZU.13 Key Master (Core) for 0 MU. The truly "helpful" part of The Helpful AI, though, is the +2 Strength to one Icebreaker for the rest of the turn. That's +2 Strength on every run you make for the whole turn. That can be pretty huge, actually, since you can apply it to any icebreaker you choose. There are quite a few icebreakers which increase their strength at a rate other than 1-for-1. The Helpful AI, with its 2 Credit install cost, increases the efficiency of the targeted Icebreaker. It can be used at any time that paid abilities can be used, so you can trash it in the middle of a run to save you from a Corporate Troubleshooter (if the Corp forgot to take the +2 into account), which in turn can save your rig or your life.

INSTALLATION: The Helpful AI is a Resource, not Hardware, so it is susceptible to trashing if you get tagged. However, the +1 Link, which is, as stated above, okay, is only useful to you if it is on the table for a while, helping you through a couple of Traces, so you probably want to get it out early.

It can be pretty fun to drop with your first click on a late-game turn, when the Corp has done it's math down to the last penny. Suddenly, your Ninja or Peacock or Pipeline or Mimic or Yog.0 can get you through a few extra pieces of ICE and things are much, much more dangerous. If you play The Helpful AI early, you're deciding to use it defensively (the Corp knows you have it and can take it's Strength boost into account whenever it matters), to protect you from an unexpected or boosted piece of ICE. If you hold it until you need it, you'll want to do your own math to make sure that installing it will be, you know, helpful.

IMPLEMENTATION: At 2 pips, The Helpful AI is a little steep for its effect. That's too bad, since Criminals and Anarchs want this guy much more than Shapers (in fact, the +1 Link may have only been added to give an in-faction reason to run it). An Anarch deck powered by Wyldside (Core) would probably benefit from one played offensively. Coupled with a late-game Stimhack (Core), you could crack a Remote Server that the Corp had thought impregnable. The card works well with the Criminal icebreakers (well, not so much Aurora) but it is probably not worth the Influence for them.

COUNTERMEASURES: If the Strength increase granted by The Helpful AI was for one encounter or even for one run, we'd probably tell you to just not sweat it. Since it can hose you over multiple runs, it's probably a good idea to assume that the Runner can get one of her Icebreakers up an additional 2 Strength when you are assessing risk. Oh, yeah, and assume you need 2 extra Credits to fuel that Corporate Troubleshooter (Core).

Scud is a former editor in educational publishing and is currently working on his first novel and prepping for grad school. He played the original Netrunner, played Dreamblade competitively, and writes and self-publishes a couple of comic books at Lonely Robot Comics. Also make sure to check out his Android: Netrunner blog here at CardGameDB,Electric Sheep.
  • Pentadude, EmeraldGuardian and HaphazardNinja like this


13 Comments

At first I thought this card was great, until I realized it was unique. Would be interesting for Anarchs using Spinal Modem with Rabbit Holes to have some link protection. They could also use this as a huge buff to their non-pumpable Ice Breakers, helping a Yog.0 take on a Tollbooth would be very good.
Though something that people have neglected to think about is that even if it's unique, you can trash the one you have, give something +2 strength, then drop the second one in your hand, giving something else another 2 strength. If you have it on the table already, you could get +4 strength for 2 creds and 1 click, which can be significant.

But generally I don't find that it's really all that awesome.
@Tuism - Yep. It isn't awesome at all. It is, as advertised, helpful, though.

@JayKilljoy - The +1 Link is just gravy. If you aren't running this for the +2 to Strength, you're doing it wrong.
I agree, I was just looking at how the link could be used while you are waiting for moments to get the +2 (with Anarchs). Otherwise drawing, installing & paying 2 creds for a card to just pump an Ice breaker is pretty much a waste as most of the commonly used breakers you can pay to pump.
I just want to say I'm immensely enjoying your articles, I was on the fence about buying my own core, but am now happily building my very own Android Netrunner decks. Thank you!
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ironchefzod
Dec 19 2012 04:34 PM
I think you summed up the strengths and weaknesses of Helpful AI quite well. Nice article.
Good article. I like this card, but it might be mostly theme. I agree that it's 2 influence cost will limit its presence in Criminal and Anarch decks, but I could see myself running a single copy in a Shaper deck.
Thanks for the article. I personally really enjoy Helpful AI, and have been running it in my Anarch deck. I'd like to see an upcoming Tech Talk about how useful Snowflake really is, or if Morningstar or a Spinal Modem is really worth it.
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EmeraldGuardian
Dec 31 2012 08:12 AM
@scud: I really appreciate your articles. I think we have a similar sensibility on both cards and the game in general. I still constantly argue with people in my meta that a card is not only worth it's click/cost ratio.

I also love the in universe subtitles. You usually point out at least one thing I hadn't yet though of. Keep up the good work! [/praise]
Playtested it a bit, I find that it's useful in Shaper really only marginally from time to time, as the same 2 creds and a click should benefit the in-faction breakers more if spent normally. The link is... Not really needed after a maxed Rabbit Hole, so it only really helps a Pipeline more economically by just 1. Even pawning it off nets you the exact same creditude.

If it were a 0-mem program or hardware it'd be marginally more useful. In fact I think it really should have been, at least to take advantage of Kate's ability.

So... Generally, I'm failing to see its use in-faction.


UNLESS you were making multiple runs with the same icebreaker on the turn you use it. But how often does that happen? Even two big enough runs in the same turn is rare enough.
Heavily fortified server with single type high-cost ice could be run much cheaper using this (especialy pumping sentries tends to be expensive), especialy if youre using Tinkering to change other some ICE to that type, but for a one time card that needs install im not convinced. Especialy as shaper icebreakers keep their strength for the run anyway.

It might be usefull sometimes. The problem is - it never happens. And there are many other cards that fight for the place in 45 card deck and don't make it... this one seems to sleep on the start line. A situaltional card that costs 2 to even free your hand of it, and is a resource, a type you dont even have discount to... and when you use it link goes away... it seems like a nice idea but lacks a small buff, one less cost if you already have link (for Kate), a token used for strength boost, not trash, so link stays... now its kinda too weak but interesting idea...

Maybe for notority runs... but still, too much cards that will slow your deck down... maybe x1... idk... i kinda like the idea but cant see its strength
Helpful AI is great for sentries. It's typically very expensive or impossible to pump up your sentry breakers. So if you run into an archer, an ice carver and helpful AI will save you. Much better than having 2 programs trashed.

Same deal with poorly timed Ichis.
just built a Chaos Theory deck that uses three of these with Yog.0, Mimic, and Morning Star as the only icebreakers. Also, Dinosaurus, and personal touch. It runs on the assumption that if I can possibly break it, I don't have to pay like, anything. If I can't, I'm hosed.