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Full PATCH and Live tuners LIST for EA UFC 5

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Old 01-07-2024, 05:04 PM   #1
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Full PATCH and Live tuners LIST for EA UFC 5

This is a copy-past from my notes.
As i did before, for EA UFC 2:
https://forums.operationsports.com/f...-comments.html
And EA UFC 3:
https://forums.operationsports.com/f...a-ufc-3-a.html



This Patches and Live tuners includes: nearly all info from different sources, Dev's comments, chronology.

If needed, i will try to keep updating this thread OP with all upcoming Patches & Live tuners, so please do not off-top here.


SOURCE:
https://answers.ea.com/t5/General-Di...-discussion-en
https://www.ea.com/games/ufc/ufc-5/news














#7
Patch 1.07
[04.04.2024]
https://www.ea.com/games/ufc/ufc-5/n...-patch-notes-5
IT’S TIME! At launch, we committed to you that we would work to get as many ranked and fan-favorite fighters into EA SPORTS UFC 5 as swiftly as possible. Since launch, we have added 11 new fighters to the game, and over the next three months, we will be significantly increasing the roster updates based on your feedback.
Between April and June, we will introduce over 30 additional fighters to EA SPORTS UFC 5 and will reach 98% parity with the current UFC Top 10 Athlete Rankings - this marks the most substantial post-launch roster expansion in EA SPORTS UFC history. Every additional rostered fighter will be available for FREE with each update.
Our first significant roster update is on April 4, ahead of UFC 300, followed by subsequent additions in May and June. With this week’s update we will be adding 9 additional rostered fighters, from the surging newcomer, Diego Lopes and his explosive submissions to the highly anticipated addition of Geoff “Handz of Steel” Neal and his fight-ending strikes.
There has never been a better time for you to enter the Octagon and experience these exciting new additions to the roster.
Here are the rostered fighters coming soon to UFC 5:
April 4
  • Movsar Evloev (#5 FEATHERWEIGHT)
  • Brendan Allen (#6 MW)
  • Marina Rodriguez (#6 WSW)
  • Muhammad Mokaev (#7 FLYWEIGHT)
  • Serghei Spivac (#9 HW)
  • Geoff Neal (#10 WW)
  • Umar Nurmagomedov (#10 BW)
  • Tracy Cortez (#11 WFW)
  • Diego Lopes
*Late April
  • Matheus Nicolau (#5 FLYWEIGHT)
  • Virna Jandiroba (#5 WSW)
  • Manel Kape (#6 FLYWEIGHT)
  • Natalia Silva (#8 WFW)
  • Nassourdine Imavov (#8 MW)
  • Marcin Tybura (#8 HW)
  • Stephen Erceg (#10 FLYWEIGHT)
  • “MVP” Michael Page (#13 WW)
  • Drew Dober (#15 LW)
*May
  • Roman Dolidze (#9 MW)
  • Benoît Saint Denis (#11 LW)
  • Anthony Hernandez (#12 MW)
*June
  • Pannie Kianzad (#9 WBW)
  • Loopy Godínez (#10 WSW)
  • Norma Dumont (#11 WBW)
  • Tagir Ulanbekov (#12 FLYWEIGHT)
  • Alexandr Romanov (#13 HW)
  • Mario Bautista (#13 BW)
  • Chris Curtis (#14 MW)
  • Jonathan Martinez (#14 BW)
  • Caio Borralho (#15 MW)
  • Kayla Harrison
  • Michel Pereira
  • Joaquin Buckley (#11 WW)
  • Randy Brown
*The exact timing of fighter additions is subject to change
Please Note: After incorporating these additional fighters, we intend to return to our normal update cadence of introducing 2-3 fighters with each patch and ensuring that the in-game roster remains up-to-date with the current UFC Athlete Rankings.
Let’s delve into the noteworthy gameplay updates. We’ve tuned stamina recovery between rounds, adjusted evasion properties while ducking, and re-balanced the speed and power for various strike types. The grappling and ground game has been updated with notable changes to the range and speed of double and single-leg takedown entries and we have increased the short-term stamina cost for muscle-modified transitions, among a slew of other adjustments that you can check out below.
Please keep the feedback coming because we will continue to bring you more gameplay balance updates in the future.
Here are all the details and everything you can expect from Patch 1.07 on April 4:
Patch Launch Date/Time and Launch Downtime
New Fighters
  • Movsar Evloev (#5 FEATHERWEIGHT)
  • Brendan Allen (#6 MW)
  • Marina Rodriguez (#6 WSW)
  • Muhammad Mokaev (#7 FLYWEIGHT)
  • Serghei Spivac (#8 HW)
  • Geoff Neal (#10 WW)
  • Umar Nurmagomedov (#10 BW)
  • Tracy Cortez (#10 WFW)
  • Diego Lopes
UFC 300 Fight Week Challenges and New Alter Egos
  • These will be added on April 9, 2024, at 10 am PT
Striking
  • Reduced Stamina recovery between rounds by around 20%.
    • After the previous increases in stamina cost for blocked, missed, and evaded strikes, we saw that stamina seemed to be in a good place at the end of the first round, but that fighters could recover too much going into round two. This new reduction to the recovery between rounds hits the recovery going into the second round the hardest and should also make a noticeable difference across many rounds, for fights that go the distance. (Despite being listed in the striking section, this change applies to between-rounds stamina recovery as a whole, not just from striking.)
  • Improved the evasive properties of the stationary duck.
    • Its start-up has been reduced by 1 frame. This is when a lot of motion happens, as the fighter lowers their head. It should reduce cases of strikes unnaturally aiming down at the opponent’s jaw as they duck already quite low. And this will particularly benefit shorter fighters. When fighters have the same height or are taller than the opponent, this new extra frame won’t benefit them as much, though it’ll still help. The punches will no longer go down to their chin and will instead hit the top of their head, keeping a plausible arc. This will deal a lot less damage and won’t cause a hit stun. This mitigation mechanic isn’t new but wasn’t coming into play much, given the previous tuning of the evasion frames themselves.
  • Improved the evasive properties of advancing and retreating ducks.
    • This change had a similar purpose but different details. In the case of these ducks mixed with footwork, the issue wasn’t the start-up time to their evasion window, but that the evasion window had a gap in the middle of it. That happened right when your head was very low. We have closed this gap and now these moving ducks should behave as one would expect. No more roundhouses tracking your head super low as you retreat with a duck.
  • Slowed down the haymaker execution.
    • The execution means how long it takes from starting the attack to landing it. These are the fastest values. Fighters who are slower or from heavier weight classes take more frames to make contact with the opponent. Even considering its shorter range, the haymaker was a little too fast related to the overhand.
      • Execution from 22 to 24 frames.
  • Sped-up the execution of the rear overhand.
    • With both this and the haymaker’s change, the overhand will become only 2 frames slower and continue to have a longer range.
      • Execution from 28 to 26 frames.
  • Increased the slap’s base damage and damage scaling and sped up its execution.
    • The slap was unnecessarily slow and didn’t have any power scaling to increase its damage based on punch power. Now it should hit more than twice as hard and be significantly faster. Let’s see who can score some slap KOs!
      • Base Damage from 5 to 7.5
      • Damage Scaling from 0% to 65%
      • Execution from 32 to 26 frames
  • Increased the stopping power of all leg kicks.
    • Stopping power means how early in the opponent’s strike’s execution you need to hit them to interrupt them. The higher the stopping power of your strike, the later you can afford to hit the opponent and still interrupt them.
      • Lead and Rear Leg Kicks = 20% to 30%
      • Lead and Rear Calf Kicks = 40% to 50%
      • Lead Side Kick to the Leg and Oblique Kick = 60% to 80%
  • Made the cartwheel kick and the rolling thunder much easier to counter after blocking them.
    • There is now ample time to punish these kicks after blocking them. However, timing your inputs and selecting the proper strikes with which to counter can still prove challenging, as the animations for getting after throwing the kick can naturally keep the head or torso out of reach. We recommend experimenting with potential counters in practice mode. You might be surprised!
      • Reduced the cartwheel kick’s block stun by 10 frames.
      • Increased the time it takes to block after landing the cartwheel kick by 16 frames.
      • Reduced the rolling thunder’s block stun by 30 frames.
      • Increased the time it takes to block after landing a rolling thunder by 14 frames.
  • Increased rolling thunder’s base damage from 35 to 45.
    • It is now much riskier and isn’t as nimble and evasive as the cartwheel kick. So it now deserves an increased reward to make up for the added risk.
  • Increased rear hook kick’s base damage from 40 to 45.
    • Its main benefits are being safe on block and conceding less vulnerability than a roundhouse. But, considering how slow it is, we figured its damage could rise closer to the roundhouse damage (50).
  • Increased the lead and rear jumping switch kicks block bleedthrough from 30% to 40%.
    • The block bleedthrough means the damage percentage that goes through the block even if the block meter is full. This is the main purpose of this kick, in comparison to the regular roundhouses. The trade-offs are being slower and less combo-friendly.
  • Increased the tornado kick base damage and block bleedthrough.
    • As a very slow kick, it should hit harder and should make opponents care more about dodging the kick instead of merely blocking.
      • Base Damage from 50 to 52.5.
      • Block Bleedthrough from 30% to 40%.
  • Increased the 720 Spinning Kick (O’Malley Kick) base damage and block bleedthrough.
    • This is a similar case to that of the tornado kick, except the 720 kick is even slower, and blocking them should be a terrible idea.
      • Base Damage from 55 to 57.5 (the new highest base damage).
      • Block Bleedthrough from 50% to 70%.
  • Sped up the lead front kick’s execution.
    • This should make it compete with the rear front kick, especially when advancing.
      • Standing Execution from 28 to 26 frames
      • Advancing Execution from 34 to 28 frames
  • Reduced the rear front kick’s base damage and slowed down its advancing execution
    • This kick has been a thorn in many players’ sides - or rather, chin. Its damage is a bit high for how fast it is. And the advancing version should be slower, to be more in line with other rear advancing kicks. Its lead version should now be preferable when advancing.
      • Base Damage from 35 to 32.5.
      • Advancing Execution from 30 to 34.
  • Increased the lead side kick’s base damage and sped up its execution.
    • The side kicks are similar to the front kicks but safer and less explosive. Despite the lead side kick bright sides, we figured its speed and power should be closer to the front kick’s and hopefully make it a more equally appealing option.
      • Base Damage from 25 to 27.5
      • Standing Execution 26 to 24.
      • Advancing Execution 32 to 28.
  • Increased the rear side kick’s base damage.
    • The rear version of the side kick didn’t need as many buffs as the lead one to be more competitive in relation to the front kicks. This damage buff should make it a great option for causing and aggravating nose injuries, as the side kicks enjoy a similar buff to that of elbows and knees, against facial injuries.
      • Base Damage from 20 to 32.5.
  • Fixed a rare issue that could cause strikes or takedowns to mix against forward lunges performed after a series of lunges in other directions.
  • Tuned visual damage to match doctor check results more authentically and intuitively.
    • Cuts will now only reach maximum bleeding when the cut damage is maxed out.
    • Visual swelling will be more limited until the swelling damage is maxed out. This should create a clearer distinction between when eyes are almost swollen and when they are.
      • These changes should result in fewer instances of “just rub some dirt on it” moments - when it looks like it should be a stoppage but the doctor lets the action continue.
  • Removed reduction of visual swelling after fighters are treated by cutmen, such as when going into a new round or the official decision.
    • For instance, eyes should now remain swollen shut when going into the Bruce Buffer announcement of a doctor stoppage TKO.
Grappling
  • Significantly increased the range and speed of double legs and single legs.
    • These takedowns, especially the double legs, felt like they didn’t grab the opponent from far enough. They also had several “dead frames” at their beginning, which we could shave off to make them feel much smoother and more responsive. It should now be much more viable to shoot on opponents before they walk away, as well as timing your shots against incoming strikes or after the opponent misses.
  • Allowed the single leg to morph into the low single leg when the opponent walks out of range.
    • This change should further help with the issue of takedown range.
  • Fixed an issue that made double legs often miss when used from combos.
    • They would almost always miss even from close range. Now their behavior in combos should match that of when used as a single action.
  • Increased the short-term stamina cost of muscle-modified transitions by 50%.
    • We had halved the cost in the December patch. It was a change that helped with the problem of some positions in the ground game being too easy to hold. However, the cost reduction went too far, and escaping from positions such as side control is reportedly too easy, now. So, we’re bringing the cost to a value in between the launch and the December patch costs. These are the multipliers that apply to the short-term stamina cost of the transitions. Please note that there is still a long-term stamina cost multiplier on top of these, which we haven’t changed.
      • Launch Value = x 5
      • December Patch Value = x 2.5
      • New value = x 3.25
  • Allowed Single Under Escapes to interrupt the dominant fighter’s elbows.
    • It was possible to throw the elbows continuously and guarantee that one would land “for free” when the opponent escaped, regardless of how they timed the escape.
  • Made the AI’s ground-and-pound strike selection more unpredictable.
    • It should now mix hooks and straights more equally and use elbows more rarely. Furthermore, elbows can now be used as the first or second strike in the combos, although rarely.
  • Lowered the chances of the AI posturing up from full guard and half guard.
    • The AI was attempting these postures too frequently, making the posture attempts predictable and easy to deny, as well as making the ground and pound from these riskier positions easy to reverse. It should now be relatively more likely to pursue ground and pound from more dominant and stable positions.
Misc. Additions and Updates
  • Added Aljamain Sterling to Featherweight.
  • Career Mode Longevity Attribute decay will now be affected by the chosen Fighter Style and the overall impact has been reduced.
  • Career Mode Fitness has been increased to allow users to get to Peak Fitness faster.
  • Enabled vanity preview within the Punch Card when accessed from the main menu option.
  • Updated walkout commentary for over 30 fighters.
  • New vanity rewards added.



#6
Patch 1.06
[05.03.2024]
https://www.ea.com/games/ufc/ufc-5/n...-patch-notes-4
Greetings! The March update has arrived and includes two new ranked fighters: Sean Brady (#7 WW) and Jalin Turner (#9 LW).
Regarding gameplay adjustments, we’ve increased the stamina cost of blocked, missed, and evaded strikes in the stand-up and fixed a strike tracking issue with the spinning strikes. For grappling enthusiasts, canceling a double leg into the over-under clinch now requires a 1% stamina advantage, and ground and pound submissions will require a health event. Those are just some of the notable updates in this patch.
Our team is working diligently to implement the changes requested throughout the UFC 5 community, so keep the feedback coming because we are listening. We are committed to bringing you more gameplay balance updates and additional content in the future. We’ll also have exciting news to share with you on what’s next for the franchise later this year, so stay tuned to our patch blogs and social media channels.
You’ll find additional EA SPORTS UFC 5 patch details below:
PATCH LAUNCH DATE/TIME AND LAUNCH DOWNTIME
  • March 5, 2024, at 2 pm PT / Launch Downtime: None
NEW FIGHTERS
  • Sean Brady (#7 WW)
  • Jalin Turner (#9 LW)
UFC 299 Fight Week Challenges and New Alter Egos
  • These will be added on March 5, 2024, at 4 pm PT
STRIKING
  • Increased the stamina cost of blocked, missed, and evaded strikes in the stand-up.
    • This change is similar to the one in the previous patch, but bigger:
      • + 7.5% for blocked strikes (+2.5% the previous patch)
      • + 10% for missed and evaded strikes (+5% the previous patch)
    • Even though the change is larger than the previous tuning, it is an incremental change rather than an overhaul. You may notice we often go for more significant increases or decreases when tuning other aspects of the game. However, stamina is a very complex variable, with a heavy compounding effect. Therefore, in this one case, we have to be more cautious. We will continue to look at data and listen to the community. If stamina remains abundant after this change, we are ready to implement a more impactful change in the next patch.
  • Fixed a tracking issue with spinning strikes.
    • Spinning strikes were unduly tracking evasions and it was possible to evade them, but it required an unintended sweet spot in timing that other strikes don’t demand. Now, they should behave like the other strikes.
  • Reduced the base damage of the spinning elbows:
    • Lead: 30 to 25
    • Rear: 35 to 20
  • Reduced the range of the spinning elbows.
    • The range was reduced from that of a jab range to that of a regular stand-up elbow range.
  • Reduced the block stun caused by the spinning elbows.
    • This means the defender can act sooner after blocking the strike. The spinning elbows will end up at a greater timing disadvantage after they’re blocked.
  • Halved the block bleedthrough caused by spinning elbows (10% to 5%).
    • This is the percentage of damage that goes through regardless of the block meter.
  • Quadrupled the vulnerability conceded by the spinning elbows.
  • Reduced the base damage of the regular stand-up elbows:
    • Lead: 20 to 17.5
    • Rear: 25 to 22.5
  • Slightly increased the vulnerability conceded by the regular stand-up elbows.
    • From the same as a jab to that of a hook.
  • Made it harder to cause the special guard breaks of specific kicks, such as hook kicks and the rolling thunder.
    • The long-term block health threshold changed from 85 (15 damage) to 60 (40 damage).
  • Removed an unintended damage penalty from nose injuries.
    • It affected straight and upper arc strikes, increasing the damage by over 30%. This fix should reduce the compounding effect of causing a nose injury and make corresponding doctor stoppages significantly harder to achieve. (Nose injuries continue to inflict a 15% penalty to short-term stamina recovery speed.)
  • (Improved blood particle effects from big hits when the fighter is bleeding significantly from the nose or mouth. This change was in the previous patch, but not informed in the patch notes.)
GRAPPLING
  • Canceling a double leg into the over-under clinch will now require a 1% stamina advantage.
    • This is a much-requested change that aims to encourage more variety in wrestling.
  • Reduced the stamina advantage requirement for canceling the single leg and low single leg into the back clinch from 30% to 20%.
  • Ground and Pound Submissions will now require a health event.
    • This change’s goal is to prevent the “submission true combos” that were possible by stringing deep submissions/desperate escapes that ended up in a ground-and-pound position right into another submission attempt and subsequent finish.
  • Reduced the stamina advantage requirement of some ground and pound transitions:
    • From Postured Full Guard to Stack Guard: 50 to 10
    • Stack Guard to Half Guard: 10 to 5
    • Stack Guard to Side Control: 25 to 10
  • Fixed an issue with the D’arce struggle animation temporarily hiding other actions.
  • Added a heel hook entry to the top stack guard ground and pound position.
    • It requires “Heel Hook Level 1,” and, according to how the ground and pound submissions shall work after this patch, it also requires a health event.
    • The input is:
      • Playstation: L2 + R1 + DOWN on the Right Stick
      • Xbox: LT + RB + DOWN on the Right Stick is
  • Allowed the muscle modifier to be used in the transitions from bottom mount to bottom back mount.
    • The mount feels slightly too strong after some recent ground and pound tuning. This new change is designed as an authentic and dynamic option for the bottom fighter. Its viability will likely depend on whether the attacker is more dangerous with ground and pound or submissions, as spending a lot of stamina to turn your back will mean playing with fire against the threat of a rear naked choke or armbar.
  • Slightly reduced facial redness during submissions.
MISC. ADDITIONS AND UPDATES
  • New vanity rewards
  • Fixed some incorrect vanity descriptions
  • Added simplified explanations to the rewards screen to describe where a reward was earned from
  • Added the ability to purchase Online Career XP Boosts in the in-game store
  • Fixed several rare crashes
  • Fixed some visual glitches in the Store tab.



#5
Patch 1.05
[08.02.2024]
https://www.ea.com/games/ufc/ufc-5/n...-patch-notes-3
Greetings! The February patch has arrived and is headlined by three new fighters added to the roster: Maycee Barber (#6 WFW), Bryce Mitchell (#10 FW), and Joe Pyfer.
This update includes increased stamina costs for blocked, missed, and evaded strikes. We plan to continue to monitor stamina feedback and make incremental adjustments as needed. Improvements have also been made to ground-and-pound strike tracking and the AI in stand-up, submission, and ground-and-pound situations. We are prioritizing work on the takedown bails (bailing on a takedown and switching to a clinch position instead) and submissions via ground and pound for future gameplay updates.
Stay tuned to our channels for exciting news on what is coming to EA SPORTS UFC 5 this year!
You’ll find all the details for this patch below:
NEW FIGHTERS
  • Maycee Barber (#6 WFW)
  • Bryce Mitchell (#10 FW)
  • Joe Pyfer
UFC 298 FIGHT WEEK CHALLENGES AND NEW ALTER EGOS
  • These will be added on Feb. 13, 2024
STRIKING
  • Increased the short-term stamina cost of blocked, missed, and evaded strikes in the stand-up.
    • The long-term stamina cost is also increased, even though its ratio stays the same. The math for the increase is a bit nuanced, but here is a “before and after” example of a strike that would cost 10 stamina on a clean hit.
      • Hit: 10 to 10 (unchanged)
      • Blocked: 11.5 to 11.75
      • Missed: 17.5 to 18
      • Evaded: 26.5 to 27.75
  • Fixed an issue with ground and pound strike-tracking.
  • Reduced the damage of Full Guard Postured Up strikes to the head by 20%.
  • Reduced the frequency of leg kick checks by the AI.
  • Reduced the frequency of ground and pound elbows by the AI.
GRAPPLING
  • Improved the AI's use of the Struggle in Submissions on higher difficulty levels.
  • Increased the differences in submission tactics between different fighting styles. For instance, fighters focusing on ground and pound will more likely use submission attacker transitions to get to ground and pound positions.
  • Fixed a camera issue on late denials against pulling guard.
MISC. ADDITIONS AND UPDATES
  • New vanity rewards
  • Updated Online Career mode to award move XP from more gameplay events (e.g., Knockdowns, stuns, KOs, etc.)
  • Fixed Bobby Green’s stance.
  • Fixed a variety of visual glitches in the Store tab
  • Fixed various text inaccuracies across several modes
  • Fixed a rare crash in practice mode.
  • Fixed a rare crash in gameplay.
  • Fixed a rare crash when attempting to restart a fight.



#4
Patch 2.0
[12.01.2024]
https://www.ea.com/games/ufc/ufc-5/n...-patch-notes-2
A new year means new UFC 5 updates headed your way. We’ve got new and highly requested fighters entering the roster and legendary Alter Egos making their debuts. Plus, the latest round of adjustments and fixes, including an option to change the color of any rostered fighter’s shorts, fixes to reduce the strike tracking issues, some stamina changes, and the removal of the Negative Grapple Advantage effect on the ground. Read on to learn more about the latest UFC 5 update going live on January 12th.
NEW FIGHTERS
  • Mayra Bueno Silva (#2 WBW)
  • Jailton Almeida (#7 HW)
  • Ian Machado Garry (#10 WW)
  • Mike Malott (WW)
  • Charles Jourdain (FW)
UFC 297 Fight Week Challenges and New Alter Egos
  • These will be added on Jan. 16, 2024
MISC. ADDITIONS AND UPDATES
  • Added Kamaru Usman to Middleweight
  • Added Deiveson Figueiredo to Bantamweight
  • Added short color selection to Fighter Select for all rostered fighters (excludes Alter Egos)
  • Added new Vanity Rewards
STRIKING
  • Reduced stamina recovery between rounds and made it taper off each round.
    • Even at the first interval, the recovery has been reduced. As rounds go on, fighters will recover less and less, whereas before, the recovery stayed flat. In total, this amounts to a reduction of nearly 20%.
  • Tuned body strikes, generally shifting them from damage to stamina drain utility.
    • We’ve heard feedback that body strikes now inflict heavy damage and allow for TKOs too easily. Meanwhile, the stamina drain from body strikes felt a bit too low, which hampers the tactical use of body strikes to slow the pace of the fight down and helps discourage relentless attempts at breaking the (high) block. We also considered that the body punches are a bit too risky to throw, the body lead hook is a little overused, and the body jab is a bit underused. The following tuning changes aim to address all these issues:
    • Damage Decreases:
      • Body Straight: -10%
      • Body Lead Hook: -15%
      • Body Rear Hook: -10%
      • Body Lead Upper: -10%
      • Body Rear Upper: -10%
    • Long-Term Stamina Drain Increases:
      • All Body Punches: +22.5%
        • This value is meant to net +10% drain past the damage decrease to most of the body punches, and the intention isthat it will be a big netincrease in damage for the body jab (Which isn’t getting a damage decrease).
      • All Body Kicks: +10%
    • Vulnerability Decreases:
      • Chin (Upper) Vulnerability of all Body Punches: -15%
      • General Vulnerability (anywhere but Chin) of Body Jab: -33%
  • Improved the speed and evasive properties of ducking.
    • This will reduce the occurrences of strikes unnaturally tracking opponents as they’re ducking.
  • Assigned proper stances (orthodox/southpaw) to Sergei Pavlovich, Magomed Ankalaev, and Colby Covington.
  • Fixed a rare foot planting issue with the Leon Edwards Alter Ego.
    • He could sometimes drag his feet when walking around.
  • Fixed a rare unplayable state from cage knockdowns.
GRAPPLING
  • Removed the effect of Negative Grapple Advantage in the ground game.
    • Previously, Negative Grapple Advantage would both speed up your opponent's transitions and slow yours down. Now, it will no longer slow you down. This should encourage more activity in the ground game and make it harder for a fighter to hold a position for too long.
  • Increased the influence of the Ground Striking attribute on postured Ground and Pound damage, especially for elbows.
    • This constitutes an increase in damage for postured ground and pound and rewards fighters who specialize in it. At a max attribute, the change should lead to a buff of 10% for punches and about 23% for elbows, which are riskier. Time to “Smesh!"
  • Decreased the damage of elbows in the tight ground game.
    • The base damage of the tight ground elbows (when not postured up) was reduced to a value only slightly higher than the punches. The influence of the Ground Striking attribute on the damage itself was increased, although the net result is still a decrease in damage. This means the damage from the elbows was decreased in general, especially for fighters with a low attribute.
    • Elbows will retain their bonus to cause and aggravate cuts and swelling, this still makes them more potent than punches, but not by such a wide margin as before. Our intention is for players to use punches more in situations where they want to chase a facial injury to the eye, with hooks; or the nose, with hammer fists. The ground elbows target the forehead (as do the postured-up elbows).
  • Fixed a Heads-Up Display (HUD) issue in submissions where the damage icon of the first desperate escape would apply to following desperate escapes and the finish, even if they were of different types and required different icons.
    • For instance, an armbar desperate escape would correctly show an arm icon, but a subsequent heel hook desperate escape would show the same arm icon, instead of properly showing a leg icon. This issue was affecting only the icons on the HUD, not the gameplay functionality.
  • Fixed an issue where knees could be caught in the clinch and result in the fighters getting stuck.
  • Fixed a rare unplayable state during a clinch grappling exchange.
Thank you to everyone who has taken the time to give us feedback and for reading our blog posts. We stated in last month’s blog post that we are continuing to improve UFC 5 based on your feedback and we want to reinforce our commitment to providing you with future updates and transparency with those updates. Please stay tuned for more updates and more content that is on the way in the coming months, including some highly requested fighters that are being added to the roster in February and March:
FEBRUARY
  • Bryce Mitchell (#10 FW)
  • Maycee Barber (#7 WFW)
  • Joe Pyfer
MARCH
  • Sean Brady (#7 WW)
  • Jalin Turner (#10 LW)
Additional fighters will be announced at a later date and in case you’re wondering, YES! Thug Nasty will have his camo shorts in the game.





#3
Patch - December Gameplay Updates and Additional Content
[07.12.2023]
https://answers.ea.com/t5/General-Di.../td-p/13286044
We would like to provide you with details and call your attention to several of the major changes included in the latest patch coming to UFC 5 on December 7, 2023.
But before we do that, we wanted to let you know that we are continuously reviewing our community’s feedback and that we are currently looking into feedback focused on the following gameplay areas: stamina drain from body strikes, stamina recovery between rounds, strikes tracking against ducking, grapple advantage, and the speed of some ground game transitions.
We’ve also seen your requests for additional fighters. While Amir Albazi and Yan Xiaonan are being added this month, we have five new fighters coming in January and three more in February.
Looking even further ahead, we will add new fighters and make additional gameplay adjustments/balances in future updates. Please continue to share your feedback with us and thank you for being part of the EA SPORTS UFC community.
Let’s get into the details of this upcoming patch. Here’s an overview of the major changes arriving on December 7:
Takedowns that are set up well, which are common at a higher level of play, will now be harder to deny, whereas poorly set-up ones, common at a beginner level, will be easier. The damage dealt by ground strikes from side control and the crucifix position has been decreased by 25%. The Muscle Modifier can now be used in several additional transitions.
In Online Career, leveling up moves was made easier and the progression and unlocking of grappling moves has been fixed. Furthermore, the opponent’s HUD will no longer be hidden in higher divisions of Ranked and Online Career.
Read on to see all of the other updates that are in this patch:

NEW FIGHTERS
New Fighters and Additional Content
  • Amir Albazi
  • Yan Xiaonan
  • New vanity rewards
UFC 296 Fight Week Challenges and new Alter Egos will be added next week.

GAMEPLAY
Striking
  • Slowed down walking recovery after striking. Fighters now have to complete their full recovery before they can walk after throwing strikes. The slower walking recovery implemented in this update is intended to reward more thoughtful distance management and counter-striking tactics.
  • Fighters now need to wait a bit longer to lunge in (aka quickstep) and close the distance after throwing a strike.
  • Replaced the animation of minor lunges. The new minor lunges have a more free-flowing look to them.
  • Added a specific blocking attempt animation when holding a high block to defend against leg kicks. Now, instead of holding the standard ready-to-block stance, fighters will guard the side of their head when the opponent throws leg kicks.
  • Fixed an issue that caused various strikes that are performed by pressing and holding the button(s) to be sped up during combinations.
  • Fixed an issue that gave some extra range to advancing strikes performed by holding the button(s).
  • Fixed an issue that allowed fighters to change their movement direction when transitioning from a strike initiated by pressing a button(s) to a strike performed by holding the button(s).
  • Added new eye and forehead swelling visuals.
  • Fixed rare cases of exaggerated sudden pushback reactions when fighters are struck.
  • Fixed very rare instances of a knockout and doctor’s stoppage check overlapping.
  • Fixed several incorrect interactions when exchanging kicks while attempting to clinch. It is now harder to clinch an opponent while they’re throwing a kick.
  • Fixed a subtle animation issue with lead body crane kick animation.
  • Fixed an issue in practice mode where gameplay would start a little before the fighters would appear on screen.
  • Fixed an issue where the fighters would appear on the wrong sides in practice mode. The “red corner” fighter would be on the right-hand side of the screen instead of the left.
  • Fixed wrong input displays for some spinning kicks.
Grappling
  • Increased how much the takedown denial window can vary, especially due to Grapple Advantage (GA). Takedowns that are set up well, which are common at a higher level of play, will now be harder to deny, whereas poorly set-up ones, common at a beginner level, will be easier. Since the GA is now taken much more into account, we have decreased how much of it is conceded by holding high block.
  • The Muscle Modifier can now be used for several additional transitions. There are instances where the opponent could deny transitions too easily. Using the Muscle Modifier (performing the transition while holding R1/RB) will make the transition much faster but at a higher stamina cost. This will assist against stalling tactics. The additional transitions that allow the use of the Muscle Modifier are:
    • Basic transitions from bottom side control
    • Basic transitions from bottom crucifix
    • Basic transitions from top sprawl (to backside)
  • The stamina cost for using the Muscle Modifier has been halved.
  • Decreased the damage dealt by ground strikes from side control and the crucifix position by 25%.
  • Fixed an issue where the top fighter’s Grapple HUD could indirectly reveal the actions of the fighter on the bottom while in full mount. This issue previously made denials easier than they should be.
  • Fixed a temporary unplayable state that occurs if an upkick is thrown after a flying armbar denial.
  • Fixed a camera issue that occurred during the ground game after the bodylock trip from a double-leg drive.
  • Fixed a camera issue that occurred during the ground game after a guillotine reversal against a driving takedown.
  • Fixed a camera issue that occurred during the ground game after performing a denial from a sprawl.
  • Fixed a camera issue that occurred during the ground game after a pull-guard sweep.
  • Fixed a camera issue when starting in Practice Mode.
  • Fixed an issue preventing time spent in submissions from counting for dominance in judges' scoring. Submission entries and forcing desperate escapes were already working properly. Only spending time in a submission, which is a smaller factor in scoring, wasn’t being counted.
  • Fixed a brief animation issue during a rear naked choke reversal against a low single leg.
  • Fixed an issue that allowed fighters to force a stalemate if they tried to perform a rear naked choke reversal against a low single leg without having access to the move.
  • Fixed an animation issue when fighters would initiate a bicep control block from a single underhook while standing against the cage.
  • Fixed a minor animation issue that occurred during a double leg denial that transitions into the single underhook position.
  • Added a control visual for the Imanari Roll in the moves preview.
  • Fixed some very rare occurrences of delayed referee interactions.
  • Fixed issues that affect the moves preview for the kimura.
  • Fixed an issue that affected the moves preview for the armbar.
AI
  • Fixed an issue that prevented the AI from performing an arm triangle from full mount.
  • Increased the frequency of turning takedown attempts from the AI.
  • Granted the AI the ability to fake during submission battles. The AI will now have a chance to turn things around when the opponent has the stamina lead and is combining the Struggle mechanic with good denials.
  • On the higher AI difficulty settings, the AI’s skill and timing used to defend leg kicks has been improved.
  • On the higher AI difficulty settings, the AI will tend to throw more punches during the ground and pound combos, before finishing with elbows and it will also now choose not to use an elbow as frequently when throwing a combo. The frequent and fairly early use of elbows was being reported as too easy to counter before this adjustment.
  • Fixed an issue that allowed the AI for Mike Tyson to perform takedowns.
  • Fixed an issue with the judges scoring in extremely inactive fights. For example, the type of fight that would probably only occur when “labbing”.
Online Adjustments
  • Online Career Mode:
    • Reduced the cost of unlocking moves.
    • Increased maximum prestige to 20.
    • The opponent's HUD will no longer be hidden in higher-division matches
    • Fixed an issue where the single and double leg takedowns were not gaining EXP if they were performed during an Online Career match.
    • Fixed an issue that occasionally caused significant input delay after a Health Event occurred.
  • Ranked Online Mode:
    • The opponent's HUD will no longer be hidden in any division matches.
    • Improvements to the matchmaking will make it easier to find matches in the higher divisions
    • Fixed an exploit where players could cause an automatic loss for their opponent.
    • Fixed an issue that occasionally caused significant input delay after a Health Event occurred.
MENU ADJUSTMENTS AND MISC. FIXES
Menu Adjustments
  • A “More Offers” tab has been added to the Store menu to showcase certain offers permanently.
  • The Store main menu now displays a dot badge when the store receives any major updates.
  • The Punch Card can now be accessed directly from the main menu
Misc. Fixes
  • Fixed an issue where when a button is held to skip to the end of the fight replay, the replay would be seen from a distorted camera angle.
  • Fixed an issue where VRR was causing input lag.
  • Fixed several rare occurring crashes.
  • Fixed the issues that would occasionally cause the game to hang while switching between the different menus.
  • Several small updates to some of the UFC fighter appearances/likenesses.
  • Various minor bug fixes and improvements.
We are continually striving to improve UFC 5 based on your feedback and are committed to providing you with future updates and transparency when it comes to those updates through these blogs. Thank you to everyone who has taken the time to provide feedback and please stay tuned, there’s much more on the way.



#2
Patch - Live Content Update - November
[09.11.2023]
https://answers.ea.com/t5/General-Di.../td-p/13186787
We have a number of gameplay updates arriving for UFC 5 today and wanted to give you a heads up for what to expect next time you're in the Octagon.

  • Increased the long term stamina cost of strikes in the stand-up.
  • Fixed an issue that applied too much vulnerability on the return from side sways.
    • There will now be a lot less vulnerability, even significantly less than in UFC 4, which was our intent along with the sway buffs at launch.
  • Fixed an inconsistency between the different types of jabs and straights.
    • The regular version/skin had received some nerfs at launch, but these hadn’t been applied to the alternate versions. All versions now have the proper nerfs.
  • Removed the stamina drain applied to the submissive fighter in the headlock (standing guillotine) clinch position.
    • The dominant fighter still has their stamina drained. This is likely to encourage the strategy of starting the guillotine submission right away, unless you’re close enough to the cage to quickly walk up to it, as starting the submission by reaching the cage results in a slightly stronger entry.
  • Decreased how frequently the AI spins and uses spinning strikes.
  • Fixed an issue that caused the lead hook to rear leg kick combo to be too slow. The combo should now have a reasonable speed.
  • Reduced the range of Major Lunging Punches.
    • All four of these major lunging punches now have less range: jab, straight, lead hook, and rear hook. These used to have the same range as when you perform them sprinting. But from a major lunge, such range looked exaggerated and made the moves look way too fast. They should now behave in a much more authentic manner. The sprinting version of these strikes was not nerfed.
  • Prevented the flying knee from the submissive fighter in kick catches to be used when the attacker is throwing certain strikes.
    • It was possible to throw the flying knee in situations that didn’t make sense, which led to some janky and unfair interactions. The submissive fighter can no longer throw a flying knee when it doesn’t make sense, most notably when the dominant fighter is kicking and already letting go of the submissive’s leg.






#1
Community Update info:
[28.10.2023]

https://www.ea.com/games/ufc/ufc-5/n...l-fighter-info
Thank you to every single player who picked up EA SPORTS™ UFC® 5 and helped us have an incredible launch week. We hope you’re enjoying your time in the Octagon and fists are flying.
We’ve been listening to your feedback and one area we understand did not meet your expectationsis the roster. We hear this feedback loud and clear and we are working hard to deliver that depth.
When UFC 5 was in early development, we made the decision that we wanted to keep supporting UFC 4 players as we began to develop UFC 5. Rather than halt live service support for UFC 4, we’ve been updating the roster until July of this year with the goal of delivering fresh content to our community.
We want the community to know exactly what to expect for new fighters in UFC 5.
  • As part of our new Fight Week live service program, we plan on adding new fighters to the roster every month, starting in December. We want to keep hearing which fighters you’d like in the game, so please keep giving us your feedback and tell us who you want to see and in what order. Here is who we are planning on adding over the next few months:
    • December: Yan Xiaonan and Amir Albazi
    • January: Ian Machado Garry, Mike Malott, Charles Jourdain, Mayra Bueno Silva and Jailton Almeida
    • February: Bryce Mitchell, Maycee Barber and Joe Pyfer
  • Also connected to Fight Week, we will add new Alter Ego fighters every month. This will give you new ways to play with your favorite fighters based on iconic moments in their careers.
We will provide more visibility to the community on which new roster fighters are coming to the game and when. Stay tuned for more updates here.





#1
Patch initial - EA SPORTS UFC 5: Changes Since the Closed Beta
[21.10.2023]
https://www.ea.com/games/ufc/ufc-5/n...t-beta-changes
https://answers.ea.com/t5/General-Di.../td-p/13111701
Thank you to everyone that participated in the UFC 5 Closed Beta. We received an enormous amount of valuable feedback and we wanted to share immediate improvements and adjustments you will see for the launch of EA SPORTS UFC 5. Below are a list of common pieces of feedback we saw during the closed beta and the corresponding changes you can expect to see at launch.
Additionally, we are continuing to work on various other pieces of community feedback for post-launch updates and will provide more information on those in the near future. We appreciate everyone that provided feedback and we look forward to continue working together with the community!
GAMEPLAY
Blocking was being broken too easily.
  • Blocking was in the middle of tuning in the Closed Beta build. It was weaker compared to UFC 4, but has been retuned to its original strength for launch.
Jabs are too good for block breaking.
  • The jab has been severely nerfed. We did three things with the Jab:
    • Nerfed the stopping power from 40% to 30%. You need to hit people earlier in order to stop them with the jab.
  • For those unfamiliar with how stopping power works, those percentages are how early you need to hit people during the execution of their strike in order to stop them. Before you could hit people up to 40% of the execution of their own attack and stop them, now it's going to be 30%.
    • Nerfed the speed of the advancing jab by a couple of frames.
    • Nerfed the jab damage by 20%.
  • Additionally, we nerfed the damage of the straight/cross by 10% which will further help to limit the jab to straight combo effectiveness at block breaking.
Knee and elbow combos are too strong.
  • These have been heavily nerfed since the Beta. The combos were slowed down, elbow to elbow and more so ones that mix knee and elbow. Furthermore, the built-in back lean evasion of the knees has been removed and the rear knee itself was slowed down a bit.
Head Movement consumes too much stamina.
  • Fixed. Lunges were also made to consume less stamina.
Excessive tracking of strikes.
  • We have fixed an issue that made strikes track more than they should in some circumstances.
Ground and Pound reversals are too easy.
  • We have made noticeable changes to how stamina behaves during ground and pound attacks.
    • Reversals will now properly require a set up, such as the attacker throwing multiple punches and missing a few, to concede the stamina advantage required for a big reversal.
    • On the other side of this change, head movement from the submissive fighter will not consume as much stamina. Please note, however, that the GnP Elbows are a high risk and reward strike and can be reversed by head movement, even without a stamina lead from the defender.
Too many knockdowns can happen.
  • Fighter resilience and health events have been tuned, resulting in fewer instances of repeated knockdowns before a knockout occurs.
    • We will continue to tune this variable and others that are related following post-launch feedback.
Doctor Stoppages can happen without the injury looking severe enough
  • In the Closed Beta, the doctor stoppages did trigger properly according to the amount of damage dealt but the visuals might have not looked accurate. This is specific to swelling stoppages. The eye might not have swelled shut or the forehead bump might not have grown big enough. This has been fixed since the Closed Beta.
The Straight to Lead Overhand combo is too fast.
  • Both the regular and slipping versions are fixed for launch. They have been slowed down and the version that played an advancing overhand instead of a stationary one is now playing the stationary one.
New uppercut animations look awkward.
  • Addressed the uppercut animations.
Fighters get stuck when entering some submissions.
  • All of the known cases of this issue have been fixed since the Closed Beta build.
Releasing the struggle from the heel hook can prevent transitions from happening for a while.
  • Fixed since the Closed Beta build.
Ref interruptions for doctor checks happening when fighters are in the middle of the action.
  • This has been fixed. There are edge cases of fighters advancing and striking right after the ref calls for a pause. But we have fixed the cases where fighters are already close and striking. The ref won’t interrupt in those scenarios.
Stamina is too abundant, especially in the stand-up.
  • With the buffs to defense it is easier to make opponents miss and drain more of their stamina. The increased defensive pace of the fight is also likely to open opportunities for more body shots, which drain stamina as well.
    • Stamina is among the trickiest elements to tune, because there are direct and indirect factors that add up and cause a snowball effect. We are treating stamina tuning as a very high priority for our future updates and we know how important it is for the matches to have an authentic flow. We will continue to monitor community feedback on how stamina cost feels during the matches.
PRESENTATION
Jittery Arcade Camera.
  • The Arcade Camera is meant to move more quickly to prioritize staying perpendicular to the fighters and maintaining the directional inputs more consistent. Even so, there were camera issues that made some motions more jittery than they had to be. The camera has been improved since the Beta build.
Wrong camera during ground fighting
  • Several cases of certain grappling moves breaking the ground camera have been fixed since the Closed Beta build. The Beta did reveal a couple new instances, which are targeted to be fixed in post launch patches.
Lack of referee interactions.
  • This is an issue that has seen improvement since the Beta. We have several animations for the actual ref interactions and we are still improving the logic that makes them trigger properly and more frequently. We will keep working on them to make the physical interactions, especially the heavier ones, happen as frequently as they can.
Fighters may slide upon being struck, legs can appear too wobbly when struck, arms can flail too much on big hit reactions and fighter reactions can look unnatural during simultaneous hits.
  • Fixed since the Closed Beta build.

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