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Originally Posted by Boiler569 |
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Sorry but I don't buy the argument that High Block isn't OP; even though both Webbington and Sugta make some good points, it's not enough to overcome the massively OP high block in this game.
Poor quality --- but here's Jeremy Stephens KOing RDA with an uppercut right up thru the guard
http://www.youtube.com/watch?v=lZLDDEglJ58
Was that b/c RDA blocked 800 strikes with his left arm; thus it was 'red' and couldn't absorb it?
NOPE
It went right thru the block; just like sometimes hooks go right around.
This is not possible in this game due to physics/programming limitations. Fine. Assuming that won't change til UFC 3 ---
i.e.
If EA will not create a more dynamic type of block --- up/down is the only option --- then the power of that block must be reduced significantly ---
I say about a 20% reduction from where it is now would be OK. Perhaps as high as 30%. You would still be able to block a few big shots when you're rocked...but not an invincible force field; especially against guys with perks that help. For example, I think three of Iceman's perks are for Finishing the Fight --- extra speed to strikes; extra damage; and less stamina drain; when opponent is rocked.
It doesn't matter!!! He still can't break opponent's guard worth ****
So, 3 wasted perks for him! lol
You can 'reduce' the power of high block a few ways
- limbs turn red more quickly
- more damage bleeds thru
- or better yet, certain strikes in a combination will FULLY break the guard more often than others (i.e. a 1-2-uppercut combo --- the 1-2 might be blocked; but uppercut will blow right thru the block, if defender doesn't adjust)---
Or a combo of all 3
To say that High Block isn't OP (or perhaps even outright broken) just means you're in denial lol
I still prefer it to Weak Block from UFC 1 though BIG TIME
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I though about it and post the solution for this for UFC 3 -
OFFENSIVE SIDE STEP (OSS)! OSS will give you a huge advantage from being on opponent's side and ALL (!) your strikes (left or right) are landed on the same on ONE opponent's hand increasing the damage it recieved!
http://www.operationsports.com/forum...scussions.html
2 types of SIDE STEPS:
EA UFC 2 has 2 types of Side steps (LS click and with L1) which are not too different in usage.
This Striking concept will bring 2 absolutely different side steps:
1. DEFENSIVE SIDE STEP (DSS):
Click LS up/down
- will have a bit wider range that we have now
- has evasive properties against linear and half circular attacks if stepped in right direction away from the strike (check opponent’s foot position = skill).
- after well timed DSS opponent’s strike whiffed > I have SA for punish
- failed DSS (mistimed) has shorter range and animation , may be another sound (for checking)
- I think devs needs to remove Stamina level effect on DSS (lower stamina = slower DSS) to make it more stable (we have stamina depending strikes – this is enough)
Anti DSS:
- delayed strike to break his DSS timing (when evasive phase of DSS is gone)
- full circular and appropriate half circular strikes
- all grappling moves (Clinch, TD).
Effect from getting hit on failed DSS:
- increased dmg bonus as a Major counter = more hit stun.
Conditions: negative SA (to evade attacks).
2. OFFENSIVE SIDE STEP (OSS):
Click LS up/down + L1
- will have a bit another animation and sound (for checking), wider range
- has NOT any evasive properties at all! All strikes and Grappling moves are hitting OSS and causing Major counter
- but if the opponent is not making strikes/Grappling moves (Clinch, TD), is moving or stand still or stand Blocking – I will be on his Side after OSS (I will get Side step situation and all advantages from it),
so OSS is a perfect anti Turtle tool (against players who back pedal with blocking). And bring more depth and difference into Striking stand up, also will bring truly 3D fighting.
- I think devs needs to remove Stamina level effect on OSS (lower Stamina = slower OSS) to make it more stable (we have stamina depending strikes – this is enough).
Conditions to OSS: neutral or positive SA (to increase SA and solve Turtling fighters. For ex after gaining some SA (by hit, opponent whiff naturally not by DSS, after blocking his strike) i perform OSS to increase my SA and to get opportunity to Block break go to defense opponent.