Re: All Jokes aside, what's the people's issue with body shots?
The way striking is in general in this game, is it's luck based. You don't throw the perfect shot to rock your opponent with skill 90% of the time, you rather throw a bunch of random shots and hope the Gods bless you with a rock.
You can do things to increase your chances, but at the end of the day, that perfectly timed and rare shot mechanic, is not there.
So, seeing how it's completely luck based, most people will get a wrestler/submission artist or some beast with OP and unrealistic stats that will allow them to take inhumane punishment and completely disregard their opponent's stand up and take shots that they could care less and proceede to dominate their opponent mainly due to stats and internet delay that allows them to get takedowns/clinch/transitions that shouldn't be possible to sometimes.
With that said, if i was a dev working on the stand-up, i'd try to find a way to implement a system , that would make the perfect shots available in the game, but most importantly i'd be looking to make sure that lag/delay is not a factor in online games, since at the end of the day, that's my biggest issue with the game, the lag/delay that completely ruins every gameplay aspect the devs have thought off.
I'd like to see some sort of an advanced perfect shot mechanic that has to do something with the movement of the left analog stick (seeing how now left analog stick is 2 dimensional, either torward your opponent or away from him, i'd want some sort of 180 movement of the left analog stick , that depending on factors such as your position/opponent's position, were on that 180 you put the analog stick, should determine how effective the shot would be) , regarding your shot/ oponnet's position compared to you when you throw it and i'd like to see the strikes automatically change their animation/effectiveness, depending on the range you throw them at.
So for example, if 2 fighters are neck in neck, at breathing range and someone decides to go for a head kick that wouldn't be possible to do in real-life at such a short range, then the game should automatically make that fighter throw a sloppy head kick that leaves him more open or it takes more for his head kick to land and depending on the fighter's stats, he'd be able to be technical and automatically take a small step back then land the head kick to make it more effective etc.
Same goes for boxxing.
But another major aspect, would have to be changing the blocking system. I am not sure if the high low is such a problematic system, but it could be the fact that one is able to keep holding block and have no punishment on his stamina or someone can keep running around his opponent in circular movement in the game and have no effect on their stamina and effectiveness of walking/striking.
Other little things that could be stats related, since we the players are hard to make out while playing the game, would be mechanics such as this:
You are fighting against a technical striker like Silva and all game you've been holding High block when you go near him, Silva's intelligence stats, should allow him to sneak in some specific lvl 5 shots through that block if he sees the same pattern over and over again etc. and the game should proceed to make the shot belivable by changing the animation on the block seamlessly depending on the strike. ( i am aware of some sort of varied animation for high block is already in the game)
Last edited by manliest_Man; 12-13-2016 at 06:18 AM.
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