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Originally Posted by AydinDubstep |
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All about the controls. If there's a way to add this to the controls, I'm all for it!
I wouldn't mind if it were even tied to the D Pad instead of one of the taunts.
Press it and you switch from Lawler mode to Bisping mode.
Less than ideal if you want to mix up power and light shots in a combo but you'd have to redo the combo system anyway if you wanted it the Fight Night way.
Would love to have a few different stances available.
- sit down (more weight on legs but harder strikes, especially punches & body shots, slower movement)
- balanced
- light feet (less weight on legs, quicker movement, lighter shots)
- thai style (weight on back foot, weaker punches, faster front teep, leg kicks and head kicks, faster leg checks)
- side chamber (narrows your stance for quick side kicks, darting in / out and spinning attacks)
- hands down (smoother head movement and counters off it, hands at waist level)
- wrassling (lower centre of gravity, not great for striking but gains a G.A.)
Different fighters would have different stances available. Everyone would have at least balanced / normal stance whatever theirs is, with heavy handed guys having the strong stance available and fast strategic guys having the light stance.
Someone like Yoel would have light, balanced and heavy available and have little visual difference between the three to be sneaky like Yoel is.
The heavy stance would burn more energy and you'd see fighters load up a lot more on strikes. Higher vulnerability too but greater power behind shots.
Advanced strikers IRL can seemlessly switch between these but most people just stick to 1 mode i.e. I'm gonna knock your head off, I'm gonna keep this smart and create openings, I'm gonna keep this technical and play it safe.
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Another thing i've suggested.
I was making the arguement "Just like we have the L2 modifier to perform head movement, we should have the L1+R1 modifiers to have different/aggresive stances that cost more stamina/make you more vunerable, but give you benefits such as going in an out of range faster and help you chase someone down easier and give you vunerability, for the benefit of running away faster or circling your opponent faster or dealing strikes with more damage/precision."
It feels as if all those newly recorded movement animations are underutilized... We definitely needed them, but we also needed the freedom to control them and not have them play out automatically, like they currently do.. Movement should have been a huge aspect of the gameplay not just a visual candy that seems to be with EA UFC 3.
I also recommended that blocking Head Strikes should be the R2 Block Input + R1 to make it harder to block your head(due to more complex inputs) and to free up more inputs for more strikes like EA UFC 1. And I was happy to see they did something simillar to that, with the current blocking we have.