EA UFC's main problem is that its grappling exchanges are the polar opposites of real grappling exchanges : instead of having fast paced exchanges with dangerous ground and pound and crazy scrambles, it mainly consists of two guys waiting for the other to move first in order to further block them and then transition. These flaws are inherent to its system due to several of its core concepts :
- stamina-based grappling and
denials too powerful
- transitions that are far too slow (and easy to deny)
- No physics-based logic : denials are not animated so you can't see when your opponent misses one (and cannot capitalize on it), you can still block a clinch entry or a transition even if you're striking or have your hands blocking your face (and even when the opponents got his arms fully around you !)... Make it physical and adopt EA MMA stand : Pass to strike, strike to pass ! Create openings while punching your opponent and pass when he cannot deny (while blocking), make it impossible to deny a nearly-completed move, add auto-takedowns in some rare instances where the attacker momentum makes it impossible for him to stop a TD.
-
impossibility to hold an opponent to prevent him to transition ; UD3's hold system was much better and more realistic, while simpler to grasp for beginners. GPD should have built on top of it.
-
ground and pound too weak ; the block takes far too long to break and postured down or sub positions inflict absolutely no damage, so why try to move if you're
safe everywhere ? Just wait for the other to make a mistake ! UD3 had dangerous shots everywhere, even postured down, that prompted people to quickly move because they weren't safe anywhere. Also,
rocks on the ground helped to add a little urgency.
- Binary ground and pound : everybody has the same moves (UD3 had loads of different moves on the ground depending on the fighters, helps to add variety), and you can either block, eat the shot or transition. Add
ground sways ! Add
feints !
- Like many other things, the
block system is too binary : either you block or you eat a shot. I thought the best solution would be like in real life, where
some shots slip through the block depending on the block stat of the defender, the accuracy (or GNP) stat of the attacker and the state of the block meter. Could be cool to have for standup too.
- Absolutely horrendous sub system with fighters barely moving until they pass a gate, then not moving again until the next one. Where is the fight, the thrill of holding on to your life ? Like everyone here, one thing to say :
BRING BACK EA MMA's choke sub system (for every submission). Then figure out how to add sub switches like in UD3 and different positioning depending on the break. I guarantee you you'll see sub stats fly through the roof with that (mainly because it's actually fun to do).
- Illogical stuff : why can't you defend yourself while postured up ? Why can't you hit the guy head in sprawl ? Why no defense in side control ? why no body shots in turtle top ?
With that being said, EA UFC's ground game has some cool ideas too, mainly simultaneous transitions and grappling momentum. But apart from these two things, there is little fun in that area, and I hope we'll see some of the changes that I (and several people, Martial Mind first) listed here and countless times on Youtube, while keeping the good parts of the new system.
Also, sorry for the long post