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Fighter AI Realism vs Difficulty

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Old 09-22-2018, 08:47 AM   #841
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Re: Fighter AI Realism vs Difficulty

Hey Skynet is there any chance the sliders can be changed to red vs blue corner instead of hum vs cpu?

And possibly adding a strike aggression slider.
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Old 09-25-2018, 10:47 PM   #842
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Re: Fighter AI Realism vs Difficulty

Quote:
Originally Posted by Phillyboi207
Hey Skynet is there any chance the sliders can be changed to red vs blue corner instead of hum vs cpu?

And possibly adding a strike aggression slider.
Sadly I can't see an aggression/output slider being added during the patch cycle, we've been asking since launch and have been told a few times not to get hopeful and that it would possibly take more work than was fiesable for a patch.

Hopefully all our fussing has got it on the list of additions for UFC 4 but at this point I'm not expecting it for 3.

Hope I'm wrong though haha.

The red/blue corner slider idea is a good one though, then we can set handicaps for local 2 player matches and solo testing w/ 2 controllers.
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Old 09-25-2018, 10:59 PM   #843
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Re: Fighter AI Realism vs Difficulty

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Originally Posted by Falseperception
Ok. All Lombard does is shoot double leg takedowns . His Ai is super weird .
Every time you played him or just once?
What difficulty?

I've had Lombard shoot more than I'd like and not clinch but I've never had him just shoot endless TDs consistently.
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Old 09-26-2018, 04:44 AM   #844
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Re: Fighter AI Realism vs Difficulty

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Originally Posted by AeroZeppelin27
Every time you played him or just once?
What difficulty?

I've had Lombard shoot more than I'd like and not clinch but I've never had him just shoot endless TDs consistently.
- I only play on legendary , but i Played Him twice recently and he shot an insane amount of times - will try again tomorrow and post stats . Hopefully i just had some bad luck . . But he didn’t clinch at all - didn’t really do any effective striking and just shot a ton a takedowns that i stuffed over and over . The second time I just kept throwing body knees cause he kept shooting and I koed him with a intercept knee
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Old 09-26-2018, 09:41 AM   #845
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Re: Fighter AI Realism vs Difficulty

Quote:
Originally Posted by Falseperception
- I only play on legendary , but i Played Him twice recently and he shot an insane amount of times - will try again tomorrow and post stats . Hopefully i just had some bad luck . . But he didn’t clinch at all - didn’t really do any effective striking and just shot a ton a takedowns that i stuffed over and over . The second time I just kept throwing body knees cause he kept shooting and I koed him with a intercept knee
Ah

I was told before that legendary isnt set up to be the most realistic

I’d suggest trying pro and then adjusting sliders
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Old 09-26-2018, 01:47 PM   #846
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Re: Fighter AI Realism vs Difficulty

This plus Lombard doesnt have a custom AI. His generic AI is more grappler focused (Brawler doesnt fit him because he does attempt takedowns and clinches and we dont have a generic based Judo based generic AI).

With that said, I think he has the wrong grapple AI setting. If we switch it, he will still attempt takedowns but he will be more clinch happy.

What sucks is this change will only be for UFC 3 since he will likely be cut soon.
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Old 09-27-2018, 07:57 PM   #847
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Re: Fighter AI Realism vs Difficulty

Would it be possible to get the AI to circle a bit more?

Right now I feel like its 90% straight forward and backwards with the AI.
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Old 10-02-2018, 01:36 AM   #848
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Re: Fighter AI Realism vs Difficulty

Aside from the excellent SBF/? Kick output reduction I'm unsure of what exactly has changed with the AI in this patch.

However, something feels.. better.
The AI has grappled much more intelligently and effectively today on Pro than it was yesterday and its footwork seems a bit better and harder to cut off.

It could be blind luck but it seems like the AIs got a bit better again. Which is great.

It also appears the AI can now utilise the lunging 1-2's, damn sure I've seen it throw a few out.
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