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Strike output should be the #1 factor in stamina, not body shots.

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Old 05-09-2018, 03:00 PM   #57
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Re: Strike output should be the #1 factor in stamina, not body shots.

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Originally Posted by Stealthhh
Can we have a SIM setting online? Like is it a possibility? From what I've read on these threads most are in favor for more realism. I think that would solve these issues.
Anything is possible but I've heard ranked people complain that it could split the user base and make it harder to find fights.
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Old 05-09-2018, 03:05 PM   #58
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Re: Strike output should be the #1 factor in stamina, not body shots.

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Originally Posted by GameplayDevUFC
Someone gassing off three strikes is horribly unrealistic though. Why would anyone be arguing for that.

You rock your opponent, go for the kill and can only land three shots before you gas and he recovers?

I can't imagine any sim players wanting that.
I think Morgan was exaggerating a little. It wasnt three shots but you had to really think about charging in before you did because it was risky.

When I'm playing this game and I think about stamina, I'm only thinking of whether im getting hit with body shots or if someone is good enough to get whifs from head movement. Thats it.

When in real life an average stamina guy is not only concerned about the danger that comes from high output (through counter opps)....but also him gassing himself out by striking too much and pushing a pace he isnt capable of doing successfully.
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Old 05-09-2018, 03:11 PM   #59
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Re: Strike output should be the #1 factor in stamina, not body shots.

Can someone please explain why the stamina for jabs and straights are the way they are?And i agree that body punches do too much damage on long term stamina
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Old 05-09-2018, 03:17 PM   #60
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Re: Strike output should be the #1 factor in stamina, not body shots.

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Originally Posted by CareBear59
Fighters who get aggressive can gas from that,something that doesn't really happen if all you throw in this game is straights and jabs.Look at Michael Johnson,huge fan of him but do to his style and aggressiveness,he rarely has the energy for anything past round 1.The stamina to strike output for 1-2's is not right at all and they need to fix it.Also,different thing but I think that uppercuts need to do a little less damage cause 9/10 if you land two uppercuts in a row its a auto rock,but that might just be me
Not if they are throwing pitter patter strikes, which the game doesnt allow us to control.

I believe to improve the game we need:

Realism-based damage and stamina
Increase block breakdown speed
Improved footwork

I think most of us would find that to be a balanced experience if we actually played it

Last edited by Counter Punch; 05-09-2018 at 03:34 PM.
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Old 05-09-2018, 03:23 PM   #61
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Re: Strike output should be the #1 factor in stamina, not body shots.

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Originally Posted by Counter Punch
Not if they are throwing pitter patter strikes, which the game doesnt allow us to control.
Exactly. Is a 1 or 2 in a combo in the game meant to land with power, or just be thrown out there to find range or get a reaction.

The stamina implications vary greatly in real life.
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Old 05-09-2018, 03:27 PM   #62
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Re: Strike output should be the #1 factor in stamina, not body shots.

Maybe we can use heavy, medium, and light strikes to have a more range of variety of stamina playstyles.

I would like to see heavy, medium (the strikes now), and light.

Heavy strikes would be done by holding the strike input for a secind or two. It would work like a head kick, rock on 1-3 clean hits. However severe stamina drain and vulnerability.

Medium strikes would what we have now.

Light strikes would be through feints. One should be able to cancel a strike at any point in the animation-

-This would allow for better feints and canceling a strike right at the point of contact would be a pulled strike. The opposite of a heavy strike obviously: Little stamina drain, vulnerability, and damage.
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Old 05-09-2018, 03:31 PM   #63
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Re: Strike output should be the #1 factor in stamina, not body shots.

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Originally Posted by GameplayDevUFC
Exactly. Is a 1 or 2 in a combo in the game meant to land with power, or just be thrown out there to find range or get a reaction.

The stamina implications vary greatly in real life.
All the more reason for you to add the power striking modifier

Just with increased vulnerability, stamina cost, and bleed through against block(non jabs)



Edit: btw any thoughts on the idea of body shots taking away less perm stam and having it instead take away more from your endurance pool?

It would help simulate the idea of going to th body being an investment.
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Old 05-09-2018, 03:34 PM   #64
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Re: Strike output should be the #1 factor in stamina, not body shots.

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Originally Posted by Phillyboi207
All the more reason for you to add the power striking modifier

Just with increased vulnerability, stamina cost, and bleed through against block(non jabs)



Edit: btw any thoughts on the idea of body shots taking away less perm stam and having it instead take away more from your endurance pool?

It would help simulate the idea of going to th body being an investment.
It would make body shots in the last round kind of pointless though.
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