3 Ways to Better Balance Pressure vs. Counter Fighting

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  • Boiler569
    MVP
    • Apr 2016
    • 2006

    #1

    3 Ways to Better Balance Pressure vs. Counter Fighting

    Although this series has come a long way, it is still very biased towards pressure fighters who throw 100+ strikes per round.

    A few simple ways to better balance this:

    * Short-Term Stamina regenerates more slowly. If you bust out two consecutive 4-strike combos, your short-term stamina drop a lot, and STAY lower for a protracted period of time.

    * Stamina should MATTER more! Oftentimes by the 3rd round I can get someone down to 50% permanent stamina ... but they are still throwing insanely accurate, fast, and powerful 4+ strike combos. Low-stamina strikes should be MUCH SLOPPIER and set someone up for big counters....rather than laser-guided missles lol

    * Better hit detection - simple enough. If I'm throwing 75 strikes in the first round and my opponent is throwing 120, it's pretty obvious that poor hit detection will hurt me much more than it will hurt him.

    So many times I've avoided/slipped/blocked 2 strikes of a combo .... "landed" a huge uppercut or hook at perfect range and perfect vulnerability window which should have flatlined my opponent ... only for it not to register. I'm sure a few times I "think" it lands and it really didn't ... but there are many many times it SHOULD have landed but did not, trust me! I'm bias, but not totally insane! lmao .... of course, after my perfect counter does not register, I am left totally helpless and get blasted by strikes 3 thru 6 of his goofy combo. Sad face.


    Please Devs please please please work on stamina & hit detection




    P.S. being able to queue strikes is....not ideal......you should have to input each strike in real time not queue up combos ... button mashing galore

    That's why I loved total punch control and total strike control and wish they permanently replaced buttons for striking in all combat sports games .... you actually had to push the stick in unique directions for each punch, not just spam buttons and queue 5-strike combos w/ mashing. Throwing a well-timed 3-strike combo was a thing of beauty. But I digress!
    Last edited by Boiler569; 11-03-2020, 09:43 AM.
    PSN: Boiler569
    Have Fun, It's Just A GAME!
    Top 10 (Fight Night Series) R.I.P. Joe Frazier
    FNR4 Gamestop Vegas Tournament Qualifier
    Ranked #1 (EA MMA)

    UFC 3 LEC: 2x Diamond; 6x Plat.
    @Boiler569 on Twitter & Twitch
  • giro160
    Rookie
    • Jul 2020
    • 16

    #2
    Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

    very good idea

    Comment

    • johnmangala
      MVP
      • Apr 2016
      • 4525

      #3
      Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

      I like the idea of slower stamina regen for spamming. Since its easier to rock someone with low stamina this would open up counter striking more and make people more cautious.

      Comment

      • Boiler569
        MVP
        • Apr 2016
        • 2006

        #4
        Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

        Originally posted by johnmangala
        I like the idea of slower stamina regen for spamming. Since its easier to rock someone with low stamina this would open up counter striking more and make people more cautious.
        Yes for sure!

        One thing I really like about UFC 4 is that your temporary health bar regenerates slowly. It can take 5+ seconds to fully regenerate depending how hurt you are/etc.

        Short term stamina should take this long to recover, especially after 3+ strike combos, and ESPECIALLY if many of those strikes are missed/whiffed.

        Even blocked strikes should cost a bit more stamina IMO, at least if it's a big strike and the defender has 75%+ block strength at the time the strike was blocked, for example...

        Tweaking this system just a bit, plus better hit detection, could really make a world of difference in balancing aggression vs. defense and prudent countering
        PSN: Boiler569
        Have Fun, It's Just A GAME!
        Top 10 (Fight Night Series) R.I.P. Joe Frazier
        FNR4 Gamestop Vegas Tournament Qualifier
        Ranked #1 (EA MMA)

        UFC 3 LEC: 2x Diamond; 6x Plat.
        @Boiler569 on Twitter & Twitch

        Comment

        • Pedro_Guap
          Rookie
          • Jan 2020
          • 87

          #5
          Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

          Originally posted by Boiler569
          Although this series has come a long way, it is still very biased towards pressure fighters who throw 100+ strikes per round.

          A few simple ways to better balance this:

          * Short-Term Stamina regenerates more slowly. If you bust out two consecutive 4-strike combos, your short-term stamina drop a lot, and STAY lower for a protracted period of time.

          * Stamina should MATTER more! Oftentimes by the 3rd round I can get someone down to 50% permanent stamina ... but they are still throwing insanely accurate, fast, and powerful 4+ strike combos. Low-stamina strikes should be MUCH SLOPPIER and set someone up for big counters....rather than laser-guided missles lol

          * Better hit detection - simple enough. If I'm throwing 75 strikes in the first round and my opponent is throwing 120, it's pretty obvious that poor hit detection will hurt me much more than it will hurt him.

          So many times I've avoided/slipped/blocked 2 strikes of a combo .... "landed" a huge uppercut or hook at perfect range and perfect vulnerability window which should have flatlined my opponent ... only for it not to register. I'm sure a few times I "think" it lands and it really didn't ... but there are many many times it SHOULD have landed but did not, trust me! I'm bias, but not totally insane! lmao .... of course, after my perfect counter does not register, I am left totally helpless and get blasted by strikes 3 thru 6 of his goofy combo. Sad face.


          Please Devs please please please work on stamina & hit detection




          P.S. being able to queue strikes is....not ideal......you should have to input each strike in real time not queue up combos ... button mashing galore

          That's why I loved total punch control and total strike control and wish they permanently replaced buttons for striking in all combat sports games .... you actually had to push the stick in unique directions for each punch, not just spam buttons and queue 5-strike combos w/ mashing. Throwing a well-timed 3-strike combo was a thing of beauty. But I digress!
          Nothing but facts spoken here.

          Stamina management is one of the most important elements of ever MMA fight.... Just like coaching strategy is fundamental every Football game.

          Hopefully another company gets this game next and we can look back at these EA UFC: Dragonball Z Series games as a relic from a terrible past.

          Comment

          • Abstrakt fists
            Rookie
            • Apr 2016
            • 369

            #6
            Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

            I agree 100% with all of this. We have all kind of just accepted queued strikes after four games of it but it really does suck. I want to react in real time to what is happening. Not hope that what I did three seconds ago is still the best option.

            Comment

            • Boiler569
              MVP
              • Apr 2016
              • 2006

              #7
              Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

              Originally posted by Abstrakt fists
              I agree 100% with all of this. We have all kind of just accepted queued strikes after four games of it but it really does suck. I want to react in real time to what is happening. Not hope that what I did three seconds ago is still the best option.
              GNP forces you to intelligently queue; if you do not queue strikes, you will only get a couple out, before you are forced to posture down. I've gotten better at it but ahhhh man I really want to be able to pick my shot better, both standing and GNP
              PSN: Boiler569
              Have Fun, It's Just A GAME!
              Top 10 (Fight Night Series) R.I.P. Joe Frazier
              FNR4 Gamestop Vegas Tournament Qualifier
              Ranked #1 (EA MMA)

              UFC 3 LEC: 2x Diamond; 6x Plat.
              @Boiler569 on Twitter & Twitch

              Comment

              • UFCBlackbelt
                MVP
                • Jan 2018
                • 1067

                #8
                Re: 3 Ways to Better Balance Pressure vs. Counter Fighting

                Boiler, not to sound like a pessimistic dick, but why are you posting suggestions?

                I've been here ( the previous forum) since UFC 1, avid MMA fan and have been top 10 ranked several times, and I really do feel its a waste of time to make these threads in the current climate. I was there once trying to come up with good ideas, but if we face the facts there is almost a 99% chance that your thread will be ignored even if your ideas are good. I guess you could do it to make yourself feel better and see if others would agree, but in terms on tangible changes I don't see the point. I haven't seen sufficient evidence that the 100th thread talking about balancing pressure vs counter fighting will be any more effective than the last 99. I feel that this forum is best for guides and posting game breaking bugs, that's it.

                One could say why am I even bothering posting this then? I just feel that you in particular come up with good ideas and you lay them out in these long threads that seem to take a decent amount of time to make. I feel you are wasting your time and would be better suited to making guides or stat analysis of current features instead.

                I apologize if I come off as harsh, but again at this point there is a reason these threads are pretty much barren.
                Last edited by UFCBlackbelt; 11-09-2020, 11:06 PM.

                Comment

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