The most players are complaining about the current Stand up Striking in UFC 2.
I wrote several threads about what is broken and how to fix it:
http://www.operationsports.com/forum...a-ufc-2-a.html
http://www.operationsports.com/forum...scussions.html
http://www.operationsports.com/forum...scussions.html
But... this possible will be after 1-2 years in EA UFC3. But we want to play now and this is too long to wait.
MKX after a year from this launch, made a reload with patch 2.0
SFV after approx a year made a reload with season 2
These "reloads" boosted community interest to the game and gave the second breath to the game.
This IS possible to make for EA UFC 2 now, this will enhance the Stand up striking game and will increase the community and the challenge in EA UFC 2 cybersport.
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Take a look on this example from EA UFC 2:
What do you see in this current typical EA UFC 2 scene?
1. Bisping (B) bait Johnson (J) to perform a several missed strikes (whiff) by his footwork or sway
2. Then immediately (while B has Counter window opportunity = dmg bonus) made FWD dash (= Boosted strike):
http://www.operationsports.com/forum...mechanics.html
Then 1-2 body strikes landed = CLEAR HITS, so B has:
Counter bonus dmg + CM bonus dmg + 30% Stamina advantage SA (=more powerful strikes) + Straight is 1.5 dmg (in UFC2 is stronger than Jab, when Uppercut has 2.5 dmg) = with this dmg bonuses B's 2nd straight was more powerful than naked base Uppercut from J.
3. Then immediately B continue his COMBO with 3rd strike and......
was easily INTERRUPTED by J's Uppercut (naked base, w/o ANY dmg bonuses at all!)
4. J crushed B's Combo, stunned him and retake an advantage.
The reason of this interrupting: implemented in patch 1.95 " Strike intercept – Strikes landed within the opponents initial wind up phase of a strike will halt the opponent from completing their strike".
What is wrong in this situation? ALL. J's weaker strike interrupted B's stronger strike (stronger by TOTAL damage).
TOTAL DAMAGE of the strike - we already has it in the game; strike's power is a summary from:
its naked base dmg + Counter window bonus dmg + CM bonus dmg + Momentum bonus dmg + fighters' attributes difference + Stamina advantage.
The META of Stand up game = anticipate opponent's action > predict him > bait him to a trap > take a Striking advantage (STA) from him > when i have STA, i have a conditions to start my offense > start attack > hit checking (if clear hit - continue, if missed or blocked - defense).
What is the best way to solve this and enhance Stand up striking?
Is implementing NEW Striking mechanics from core, by bringing hit & block stuns, Striking advantage and Amplitude - all these in details are in linked threads above.
But could we to enhance it NOW? YES! And easily enough. BY the last PATCH which will boost the game dramatically by small price.
Now we could TUNE the interrupted formula, which determines when 1P strike will interrupt 2P strike!
Details:
The rule - 1P strike interrupts 2P strike only on Startup (wind up) phase (lie we have now already) and ONLY WHEN 1P strike has higher TOTAL damage than 2P strike.
Key words: higher total damage.
> then IF 1P strike damage is much higher - 1P stops completely 2P strike
IF 1P strike damage is a bit higher - 1P is weakening/misleading 2P strike.
We already have 2 these situations in the game but in other not right context.
Why i think this is easy to make by patch:
- we have all animations and processes for this
- we have interrupting strike mechanics
- the only thing to do is to change its formula numbers - tune this only for interrupting strikes with higher total damage (not every strike, with base damage).
Effects from this:
What will change if we have this new formula interrupting now?
Take a situation:
1P abuse footwork > provoke 2P for attack > 2P missed > 1P with Counter bonus and (better) Stamina advantage dashes FWD with strike and begin his Combo > with EVERY new clear landed (hit) 1P's strike, 2P need to launch much much stronger strike to stop/interrupt 1P combo, not just basic uppercut... even then after powerful strike (which require more energy) he become exhausted and empty stamina = easy target, 2P will think twice before throwing a strike while getting several clear hits... This will teach him to check his strikes (hit or missed/blocked), to analyze his gained damage bonuses and to plan his next moves, to become more precise. He will stop button mashing _naturally_.... More skill in stand up game.
But if 2P instead of throwing strike, begin to Block/Evade/Parry/Sway he will regain Striking advantage because these action are resetting fully ALL 1P damage bonuses (multipliers) = neutral conditions > then he can to start his attack because he nullify 1P Striking advantage and regain it.
As a result after this SIMPLE PATCH we will get: much smarter, strategic, hit checking, predictable, less random Stand up striking game...
And this will be enough for us while we are waiting for EA UFC 3.
Dear devs, this the last inch will bring version 2.0 Stand ups Striking to EA UFC 2 and will make a revolution/reload in it right now. Please, do it!