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You're gonna patch the playerbase away

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Old 05-10-2018, 03:26 PM   #81
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Re: You're gonna patch the playerbase away

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Originally Posted by Counter Punch
The few rare instances where I faced a “bobblehead”, the fight didn’t last long. People initiating offense with head movement is a legitimate striking style and shouldn’t be arbitrarily penalized. All you had to do against those people was feint and then catch them leaning into a hook or uppercut. Now the only way to do real damage off head movement is to dodge multiple strikes at once. The risk reward is extremely unbalanced. This is why you see very little head movement at the highest level.

As far as the damage “bug”, the fight was only “over” after one rock if you kept holding forward and being aggressive, which I guess is about 95% of people on ranked. If you played defensively for a but you had plenty of time to recover.

Now, when people get rocked they just keep moving forward because their head health regens faster than my stamina from punching their head.

I’ve never had a problem shooting for takedowns in this game. You time it when they kick or you make them miss, duck and shoot. I land easily over 50% of my takedowns this way with Chuck Liddell of all people, yet people don’t understand how it works and complain thag TDs are too hard.

The issue with the game right now is that you shouldn’t have to get caught 15 times be predictable and exposed to lose the fight. If you’re predictable once or twice that should be enough to put you in danger. The stakes are too low.

The meta is tue worst its ever been right now.
Nah if you got dropped your head wouldn't recovery and then you were F'd.

I do wish they kept the health regen lower for non rocks and turned it up like 50% after rocks.
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Old 05-10-2018, 03:52 PM   #82
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Re: You're gonna patch the playerbase away

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Are you a gsmechanger fake account?
Lmao no. I would love to be a gamechanger and give my own input but that chances of that are pretty low I guess.
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Old 05-10-2018, 03:56 PM   #83
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Re: You're gonna patch the playerbase away

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Nah if you got dropped your head wouldn't recovery and then you were F'd.

I do wish they kept the health regen lower for non rocks and turned it up like 50% after rocks.
Then don’t get dropped. Getting dropped is a really really bad thing to happen to you in a fight. And i don’t recall the damage not recovering. I won 90/100 fights before they patched it out by playing realistically and counter punching against people being overly aggressive. I lose about 6 out of 10 to those same people now and nothing had changed except they removed the “bug”
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Old 05-10-2018, 04:01 PM   #84
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Re: You're gonna patch the playerbase away

Quote:
Originally Posted by Counter Punch
The few rare instances where I faced a “bobblehead”, the fight didn’t last long. People initiating offense with head movement is a legitimate striking style and shouldn’t be arbitrarily penalized. All you had to do against those people was feint and then catch them leaning into a hook or uppercut. Now the only way to do real damage off head movement is to dodge multiple strikes at once. The risk reward is extremely unbalanced. This is why you see very little head movement at the highest level.

As far as the damage “bug”, the fight was only “over” after one rock if you kept holding forward and being aggressive, which I guess is about 95% of people on ranked. If you played defensively for a but you had plenty of time to recover.

Now, when people get rocked they just keep moving forward because their head health regens faster than my stamina from punching their head.

I’ve never had a problem shooting for takedowns in this game. You time it when they kick or you make them miss, duck and shoot. I land easily over 50% of my takedowns this way with Chuck Liddell of all people, yet people don’t understand how it works and complain thag TDs are too hard.

The issue with the game right now is that you shouldn’t have to get caught 15 times be predictable and exposed to lose the fight. If you’re predictable once or twice that should be enough to put you in danger. The stakes are too low.

The meta is tue worst its ever been right now.
15 times? Usually 3 is enough for me to put somebody away, you must get some unfortunate luck when playing. The problem was the health regen overall though. Remember that the different styles of a knockdowns represent how much in danger you were, with the flash knockdowns being a 1 and obviously the FTF one being the most dangerous, with that health bug it was pretty much rendered useless no matter what knockdown it was, if you had a block breaker combo you knew off of the bat, you were going to keep putting the person down. Even if he wasn't trying to be like glue to you, pressuring him while the head health bug was there was a *near* guaranteed win. I jumped from #50 to #22 in the rankings during the bug so I benefitted from it at times as well

Preemptive movement isn't a bad thing, what the issue was, the fact that your strikes were slowed down whether your opponent meant to slip your strike or not. You referenced the Bochniak-Magomedsharipov fight in which Bochniak's corner told him to move his head first before he struck (preemptive head movement). Did Magomedsharipov's strikes suddenly enter a matrix in which they were slower and Bochniak started mystically countering everything? No, Bochniak still ate combos, and what made that fight fun was Bochniak being such an awesome tough son of a gun.

I'm currently #8 on the rankings, and I have two good fights on my YT against RetroRocky (where I used Aldo and he used Ortega) and JapaneseAutoTech (Aldo vs his Edgar) in which I used successful defense to make reads.

I do like that you're aware on how to score the TDs, I commend that lol.

Last edited by RomeroXVII; 05-12-2018 at 09:47 AM.
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Old 05-10-2018, 04:31 PM   #85
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Re: You're gonna patch the playerbase away

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Originally Posted by RomeroXVII
15 times? Usually 3 is enough for me to put somebody away, you must get some unfortunate luck when playing. The problem was the health regen overall though. Remember that the different styles of a knockdowns represent how much in danger you were, with the flash knockdowns being a 1 and obviously the FTF one being the most dangerous, with that health bug it was pretty much rendered useless no matter what knockdown it was, if you had a block breaker combo you knew off of the bat, you were going to keep putting the person down. Even if he wasn't trying to be like glue to you, pressuring him while the head health bug was there was a *near* guaranteed win. I jumped from #50 to #22 in the rankings during the bug so I benefitted from it at times as well

Preemptive movement isn't a bad thing, what the issue was, the fact that your strikes were slowed down whether your opponent meant to slip your strike or not. You referenced the Bochniak-Magomedsharipov fight in which Bochniak's cornered told him to move his head first before he struck (preemptive head movement). Did Magomedsharipov's strikes suddenly enter a matrix in which they were slower and Bochniak started mystically countering everything? No, Bochniak still ate combos, and what made that fight fun was Bochniak being such an awesome tough son of a gun.

I'm currently #8 on the rankings, and I have two good fights on my YT against RetroRocky (where I used Aldo and he used Ortega) and JapaneseAutoTech (Aldo vs his Edgar) in which I used successful defense to make reads.

I do like that you're aware on how to score the TDs, I commend that lol.
15 was a bit... hyperbolic? Lol. Some matches I feel as though the damage behaves realistically, and then other times it doesn’t and it’s very jarring and immersion breaking.

I wish there was mire consistency and things like this didn’t happen:
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Old 05-10-2018, 05:25 PM   #86
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Re: You're gonna patch the playerbase away

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Originally Posted by Counter Punch
Then don’t get dropped. Getting dropped is a really really bad thing to happen to you in a fight. And i don’t recall the damage not recovering. I won 90/100 fights before they patched it out by playing realistically and counter punching against people being overly aggressive. I lose about 6 out of 10 to those same people now and nothing had changed except they removed the “bug”
What rank are you?

I didn't have a problem with it until I played against RetractedMoney who's one of the top players. I do agree that getting dropped should be dangerous but the way it was set up you couldn't even block when getting up because the bleed through would knock you down again. If you swayed and guessed wrong you'd also be dead.
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Old 05-10-2018, 09:39 PM   #87
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Re: You're gonna patch the playerbase away

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Originally Posted by RomeroXVII
*Let me start this off that after reading most of what you said, I agree with a good portion of it, but I'm just gonna put this out there*


The head movement spam? You mean the bobblehead spam in which strikes were slowed down even if the person wasn't even successfully slipping anything? The issue where if you were Conor McGregor and you preemptively slipped before every strike you turned the game into a 50-50 battle on who'd drop who first?

That bobblehead movement was a drastic problem prior to this patch, and I'm glad it's gone now. Mind you even during that time of the bobblehead spammers I peaked at #22 for the rankings and it was still a prevalent issue. The head bug awarded combo block breakers immensively, and especially characters that had the Heavy Hooks perk, or Overhand perk. Simply put, once you got dropped once it was 90% a wrap. Fights like Bobby Green vs Vannata, Edgar vs Maynard 2/3 or vs Stephens, Aldo vs Mendes 2, Lee vs Ferguson, Ferguson vs Vannata showed one drop isn't going to signal the end so soon.

If somebody is over aggressive against me, I can time my slips and blocks, and make them pay by making them waste their stamina, working the liver if they're not careful, and using the slip straight to stop them in their tracks. If somebody has haptic feedback on ((assuming they're not impaired, you can tell if they're almost perfectly slipping your strikes). I'll throw feints and it'll throw them off.

My only gripe with the game now is the grappling, but it's not as bad as it was in UFC 2 where you could clinch from a mile away and consequently spam head knees. Queuing strikes with TDs needs a decent amount of work, but obviously if I successfully pre deny a TD I should not get taken down no matter how well you did it. Best ways to get TDs is when your opponent is against the cage holding block, and you yourself aren't holding block so you have perfect GA. Some people simply don't take the time to learn how to use certain aspects of the game to their advantage, whether it be slips, liver vulnerability (try taking a bunch of shots to the liver and tell me how you feel) and evasive maneuvers, and it's costly. I would love for TDs against the cage to lead into that cage animation to make things more realistic, along with more of an ability to cut the cage off.
Great post, we need more of this here.
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Old 05-10-2018, 09:57 PM   #88
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Re: You're gonna patch the playerbase away

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Originally Posted by Counter Punch
15 was a bit... hyperbolic? Lol. Some matches I feel as though the damage behaves realistically, and then other times it doesn’t and it’s very jarring and immersion breaking.

I wish there was mire consistency and things like this didn’t happen:
That's a solid counter to beat a moving leg kick before it lands, that's why I plant before I throw leg kicks so it's not telegraphed. I wish I knew how to work these forums so I could post a few gifs in fights where that same thing happens lol. But I definitely can relate to the frustration of inconsistent damage, although it doesn't happen TOO much to me as much as it apparently happens to you 🤷🏾*♂️
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