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Old 07-16-2019, 06:19 AM   #1
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Do not let this be passed by

Some absolutely needed changes for UFC 4 to ensure it corrects blatant flaws of UFC 3.

TRANSITION FAKES - they don't work as anticipated in EA UFC 3 at all. We were told that if a top opponent denys a fake they'll be penalized stamina wise for denying a fake (can confirm this doesn't happen). Currently zero point to fakes other than to get your stamina destroyed by the guy you're trying to fake.


TRANSITION SPEED - there was a point in EA UFC 1 when the transition windows were widened to allow for players to be more competitive on the ground. This was never changed back when we had a new grappling system in EA UFC 2. The current speed of transition windows is far too forgiving and is currently tuned for the lower ranks this results in a denial fest at higher level play.

FIGHTER INDIVIDUALITY - we have BJJ get ups 1,2,3,4,5 but I couldn't tell you the difference between those and Wrestling get ups 1,2,3.... Same goes for reversals and transitions. In fact some of the more defining transition differentiaters are hidden by requiring the opponent to be very gassed for them to be an option.

There's a gaping hole lacking in fighter individuality in this regard. Animations should be tiered. We should have multiple guard pass animations etc for different fighters. Maybe a amateur guard pass that takes longer (more steps) and a elite guard pass that finishes quicker (one step).


DAMAGE OUTPUT - There's currently not enough damage. Again I feel this is done to appease the casuals that either make or break the game by sticking around. One shot (i.e not a combo) counter damage needs greater tide turning impact. Currently with the lack of damage there's no real threat - you always feel far too safe in this game.

STAMINA DRAIN - I just did a fight with Kamaru Usman and threw 166 strikes landed 56 in the first round. Came out next round with just as much stamina as my opponent (over 80%!) combine this lack of loss for lazy spammy striking with the fact that you have near zero stamina penalty for missed punches if you hit your opponents block. Problem here is then it just creates incentive to lazily combo spam.

FIGHTER ARCHETYPES - BJJ guys feel next to no different than wrestlers etc. In fact the only thing that really truly separates one from another is which kicks and I guess punches they have. UFC Undisputed 2009 for example (their first iteration) had specific transitions for wrestlers, BJJ guys that made it to where you could actually feel the difference from fighter to fighter.


COMMUNITY ACCOLADES / FIGHT HISTORY - Instead of making me watch the tale of the tape etc show me my fight history against my opponent or my last 5 fights and my tendencies etc. In Undisputed it gave a brief synopsis prior to the fight when you reached certain levels such as "Submission Machine" when you got a bunch of subs.

Things like this the community absolutely loves and they're absent. Not only that but an actual online title belt would great similar to Fight Night. Also submission leader boards etc. In the fight intro tell me that my opponent is the best submission artist online or something.

GROUND GAME REVAMP - The whole Simon says system just needs to go. The limit of the same four animations across all fighters is incredibly predictable and tiresome. You can master the ground in 2 weeks. Not really going to elaborate on this but it needs revamped on a big way.

Those are just a handful of things I absolutely think need to be in the next iteration. Oh and of course Prime Big Nog
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Old 07-16-2019, 08:25 AM   #2
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Re: Do not let this be passed by

Quote:
Originally Posted by Find_the_Door
Some absolutely needed changes for UFC 4 to ensure it corrects blatant flaws of UFC 3.

TRANSITION FAKES - they don't work as anticipated in EA UFC 3 at all. We were told that if a top opponent denys a fake they'll be penalized stamina wise for denying a fake (can confirm this doesn't happen). Currently zero point to fakes other than to get your stamina destroyed by the guy you're trying to fake.


TRANSITION SPEED - there was a point in EA UFC 1 when the transition windows were widened to allow for players to be more competitive on the ground. This was never changed back when we had a new grappling system in EA UFC 2. The current speed of transition windows is far too forgiving and is currently tuned for the lower ranks this results in a denial fest at higher level play.

FIGHTER INDIVIDUALITY - we have BJJ get ups 1,2,3,4,5 but I couldn't tell you the difference between those and Wrestling get ups 1,2,3.... Same goes for reversals and transitions. In fact some of the more defining transition differentiaters are hidden by requiring the opponent to be very gassed for them to be an option.

There's a gaping hole lacking in fighter individuality in this regard. Animations should be tiered. We should have multiple guard pass animations etc for different fighters. Maybe a amateur guard pass that takes longer (more steps) and a elite guard pass that finishes quicker (one step).


DAMAGE OUTPUT - There's currently not enough damage. Again I feel this is done to appease the casuals that either make or break the game by sticking around. One shot (i.e not a combo) counter damage needs greater tide turning impact. Currently with the lack of damage there's no real threat - you always feel far too safe in this game.

STAMINA DRAIN - I just did a fight with Kamaru Usman and threw 166 strikes landed 56 in the first round. Came out next round with just as much stamina as my opponent (over 80%!) combine this lack of loss for lazy spammy striking with the fact that you have near zero stamina penalty for missed punches if you hit your opponents block. Problem here is then it just creates incentive to lazily combo spam.

FIGHTER ARCHETYPES - BJJ guys feel next to no different than wrestlers etc. In fact the only thing that really truly separates one from another is which kicks and I guess punches they have. UFC Undisputed 2009 for example (their first iteration) had specific transitions for wrestlers, BJJ guys that made it to where you could actually feel the difference from fighter to fighter.


COMMUNITY ACCOLADES / FIGHT HISTORY - Instead of making me watch the tale of the tape etc show me my fight history against my opponent or my last 5 fights and my tendencies etc. In Undisputed it gave a brief synopsis prior to the fight when you reached certain levels such as "Submission Machine" when you got a bunch of subs.

Things like this the community absolutely loves and they're absent. Not only that but an actual online title belt would great similar to Fight Night. Also submission leader boards etc. In the fight intro tell me that my opponent is the best submission artist online or something.

GROUND GAME REVAMP - The whole Simon says system just needs to go. The limit of the same four animations across all fighters is incredibly predictable and tiresome. You can master the ground in 2 weeks. Not really going to elaborate on this but it needs revamped on a big way.

Those are just a handful of things I absolutely think need to be in the next iteration. Oh and of course Prime Big Nog
Denying fakes is incredibly difficult and the fact you give away ga when striking is sheer madness. Fakes need to be easier to deny if spammed
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Old 07-16-2019, 11:34 AM   #3
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Re: Do not let this be passed by

Door, unless I'm reading it wrong, I think you might be confusing "denying fakes and trying to deny but too late". Fakes can be anticipated and actually denied. This will not hurt the person denying (for good reason). However, if the person is late and misses the denial, it does penalize them. I hear that on PS4, fakes tend to linger which might be causing way more actual fake denials as intended. Also, please don't read this explanation as me defending the faking system. I'm not in love with it.

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Last edited by Evil97; 07-16-2019 at 11:43 AM.
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Old 07-16-2019, 01:02 PM   #4
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Re: Do not let this be passed by

When I play EA MMA, I feel so comfortable on my back when I use guys like Aoki compared to non sub specialist. In this game it just feels all the same, pick a any fighter and you just stamina watch/deny and you keep that stamina advantage throughout the entire process of the sub. They have to change this so stamina is used during the sub like in EA MMA.

Plus the sub ratings only really seem to matter once that stamina advantage is made and maybe how fast they transition into the sub. But it just doesn’t feel like Souza is any better than a Lawler once the sub starts, it’s all about the circumstances (stamina) and then your hand/eye coordination (which is an awful way to implement a sub system).


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Old 07-16-2019, 01:56 PM   #5
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Re: Do not let this be passed by

Actually denying a fake penalizes stamina if the move is not a get or sweep (maybe also not a submission). I like to call this cooking. It is rarely a relevant tactic. It's more about a fail safe in case the opponent tries to stall really hard, because in short term the denial still favors him, but if he doesn't use his GA, the faker will gain a stamina profit.

Denying too late (during the cancel animation) penalizes GA and applies a denial cooldown.
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Old 07-16-2019, 01:57 PM   #6
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Re: Do not let this be passed by

Quote:
Originally Posted by TheGentlemanGhost
When I play EA MMA, I feel so comfortable on my back when I use guys like Aoki compared to non sub specialist. In this game it just feels all the same, pick a any fighter and you just stamina watch/deny and you keep that stamina advantage throughout the entire process of the sub. They have to change this so stamina is used during the sub like in EA MMA.

Plus the sub ratings only really seem to matter once that stamina advantage is made and maybe how fast they transition into the sub. But it just doesn�t feel like Souza is any better than a Lawler once the sub starts, it�s all about the circumstances (stamina) and then your hand/eye coordination (which is an awful way to implement a sub system).


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How do you think things compare to UFC 2's submission specialists? And how do you feel about Ortega in UFc 3?
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Old 07-16-2019, 02:23 PM   #7
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Icon6 Re: Do not let this be passed by

Quote:
Originally Posted by Solid_Altair
How do you think things compare to UFC 2's submission specialists? And how do you feel about Ortega in UFc 3?
Ortegas subs beside his armbars are incredibly difficult. What is this cancel animation you speak of. Every fighter feels the same on the ground
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Old 07-16-2019, 04:23 PM   #8
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Re: Do not let this be passed by

Quote:
Originally Posted by 1212headkick
Ortegas subs beside his armbars are incredibly difficult. What is this cancel animation you speak of. Every fighter feels the same on the ground
The cancel is when you're going from the sub-transition, such as a hip out, to the standard position, such as full guard. That's usually when late denials against fakes happen. If the denial happens while the fighter is still going for the sub-transition (after the stick was already let go), then you can have cooking, depending on the move.
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