Martial and I raised the gassed flying knee as a concern for the last tuner update, but from what we heard back, this is something that can only be adjusted with a full client-side patch, sadly.
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Originally Posted by RomeroXVII |
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I agree to an extent.
Just on the topic of being technical coming from you surprised me, I've played you before and your style was pretty much focused on just going jab jab jab overhand without much success, so I wouldn't get much enjoyment from playing like that too.
Aside from that, I think that it's generally due to lack of fluidity for certain techniques that also effect the pace of the fight.
Pivots and the inability to attack off of them.
The tracking for a lot of strikes that should and should not land, which runs more risks for the people defending rather than the offensive fighter. (See, my Twitter post of lunging away from a Ronda Body Knee, only for the Knee to track my HEAD, and I'm Holly friggin Holm)
Lack of lateral shuffling + better cage cutting mechanics to balance that.
Lack of hook range.
You should be able to control being able to front block or side block. Look at how Cerrone changed his shot selection when he swarmed Iaquinta a few nights ago.
If those things get fixed + added, it would help with making the game a lot better. Of course, with the addition of all of those mechanics, we need an in-depth tutorial similar to MK11 or SC6 to have players understand what works based on certain situations, rather than having us having to guess it out.
And yeah limo, when you put it like that, I agree.
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All very good ideas. I've been asking for an "advanced" tutorial for a long time now - I even made a thread about it on the old defunct official forum with video from Virtua Fighter 4 Evo (which had one of the best tutorial modes ever).
Sugata has done the same.
I don't know what's being done now with UFC4, but as I see it, they can either dumb the game down OR increase depth whilst improving the player education tools.
The GPD deep dives were truly awesome (to me it's almost like watching a director's commentary on a movie, I liked the direct explanations), but navigating through the jungle of the internet to find these posts is not something I imagine most casual players did.
We NEED a hook range. I think the lack of more nuanced range distinctions is why to this day FNC still feels so good. It had a physics based system (which had its own problems), but strike ranges felt immaculate. The increased range of an Ali hook or uppercut was perceptible over Frazier's.Tyson players who waded in with hooks got absolutely blown up by well timed straights.
But yeah, what you described here are issues I hope are addressed.