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Full PATCH and Live tuners LIST for EA UFC 3

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Old 08-21-2018, 02:00 PM   #1
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Full PATCH and Live tuners LIST for EA UFC 3

This is a copy-past from my notes.
As i did before, for EA UFC 2:
https://forums.operationsports.com/f...-comments.html


This Patches and Live tuners includes: nearly all info from different sources, Dev's comments, chronology.

If needed, i will try to keep updating this thread OP with all upcoming Patches & Live tuners.



#21
Live Tuner Set Update [09.08.2018]
Gameplay Changes:
  • increase long term stamina tax on strike “whiff” by 50% for Whiffed (not Evaded) strike. (“whiff” – i.e. only range whiffs have been changed. Evaded strikes (by Sway or Step) were already quite punishing, and remain to be so. Even more than the new “whiff” tax).
  • increase to max damage done on a any landed strike to the head (Stationary or Combo)
  • slight reduction to vulnerability while swaying, lunging and throwing body strikes
  • increased vulnerability on the oblique leg kick. To ALL of the Straight kicks to the leg - Oblique kick to the leg, Lead side leg kick, etc.
  • slight reduction in long term stamina taken away from your opponent when landing a body strike
  • slight slow down of punch to roundhouse combos to match the jab-roundhouse combo speed (i.e. The other punch to combos speed that were faster than the jab-roundhouse were slowed down to the same speed as jab-roundhouse. The jab-roundhouse speed remained the same).
  • 4 frame speed up of the body roundhouse kicks
  • 2 frame speed up of the switch kick to the body
  • slow down the GA buildup in SUB sprawl
  • increase stopping power of the Push Off

Note: There are no records, ratings or move set updates in this tuner set, those will arrive at a later date.


#20
Live Tuner Set Update [11.07.2018]
Gameplay:
  • difficulty reduction on Ankle pick to bring it in line with the regular Single leg difficulty
  • reduce the maximum amount of stamina regen per round on the high end of the ratings range from 20 to 17. (I.e. before the patch it give you a max of between 10 and 20 stamina back per round based on the Endurance rating; Now it will give you between 10 and 17, so the change has a bigger impact on higher rated fighters than lower rated fighters – less difference in Stamina regen between high and low rated fighters).
  • 4 frame speed up to 1st strike FWD Moving Hook to the Head to offer a viable counter to the slip straight
  • double the damage and remove GA gained on DOM sprawl strikes to the Body
Plus various Ratings and Move set changes.


#19
Patch 1.08 [03.07.2018]
EA Sports UFC 3 patch 1.08 is available for both PlayStation 4 and Xbox One. It includes diving punches to finish a fight, new takedown features, new push off feature, better cage cutting, a few more taunts and more.
The content update also includes 5 new UFC Icon fighters: Tito Ortiz (2006), Matt Serra (2007), Kimbo Slice (2009), Mirko Cro Cop (2010), and Wanderlei Silva (2010).
Most of the patch notes were released on Twitter prior to the official release, from Geoff Harrower, A.K.A. GameplayDevUFC. Check them out below. A big thanks to Bigg Cee for rounding them all together.
  • Made block breakdown faster when circling into a round strike on the same side you’re circling to.
  • Reduced movement speed when circling into a blocked round strike on the same side you’re circling to.
  • Reduced power when your back is against the cage.
  • Reduced size of the cage takedown early denial window.
  • Increased range on cage takedowns from 2 feet to 3 feet.
  • Added new push off animation that is performed by holding block and pressing the lead uppercut button inputs.
  • Added the ability to enter finish the fight after a KO strike. The walk off KO animations will still play if you knock someone out and don’t press any strike buttons while the opponent is falling.
  • Added an all new set of diving punch animations which allowed us to dramatically increase the responsiveness of diving on your opponent after a KD or KO. You will now be able to dive in immediately when they hit the ground, and at all times after that. And finally, these new animations allowed us to remove the step over into mount animation that would play on occasion that threw off the balance of the game.
  • Increased the likelihood of the AI diving onto an injured fighter after knockdown & KO.
  • Fixed an issue where sometimes submission chains would not display the submission HUD.
  • Frame tuning on grappling transitions to speed up transition time without altering denial window size. This is a bit of a nebulous change, but it basically makes it so the transition meter matches the denial window, which wasn’t the case before and I believe caused a fair amount of confusion as people expected they matched. Bottom line is transitions will feel faster than before overall, which will have gameplay implications on transition races, and strike vs. transition interactions, but will not impact denial windows.
  • Added Open Weightclass in Tournament Mode
  • Added a new low single leg ankle pick takedown animation. The ankle pick can be performed by any fighter with a TD rating of 87 or higher. To perform the ankle pick, execute a single leg takedown from step kick range, or kick range if your opponent is retreating, or any range if your opponent is using the straight arm defensive retreat
  • Made single leg takedowns harder to deny against retreating opponents
  • Made double leg takedowns harder to deny against forward moving opponents
  • Fixed an issue where AI would shoot for a second takedown right after missing the first
  • Rematch option added to Online Quick Fights
  • Allow more strikes on the ground to KO a fighter mid transition.
  • Added four new Cody_Nolove signature taunts.
  • Disabled signature lunges while heavily fatigued.
  • Knockout Mode and Stand and Bang added as available Fight Rules in Online Quick Fights.
  • Updated Haptic feedback for Leg kicks to be the same as Body strikes
  • Changed default behavior of Strike Recording practice mode to continue Playing the Recording when interrupted.
  • Removed normalization of combination levels in Live Event Competition.



UFC 3 Gameplay Update #7:
https://www.ea.com/games/ufc/ufc-3/n...eplay-update-7
Thank you to everyone who has been playing EA SPORTS UFC 3 and contributing feedback on the gameplay, fighters, and ratings changes you’d like to see happen in game. We take your feedback seriously and have used that information to make key updates.

In addition to the five iconic fighters arriving with the Icon Update, there are also some big gameplay additions to look forward to. Based on community feedback, we captured an entire day’s worth of mocap data back in April to allow us to add features and improve the game in ways that we otherwise couldn’t. This content update will be the first update that includes this new animation data, information that has allowed us to make some very big improvements. Let’s dive right into it.

Diving Punches to Finish the Fight

One of the biggest complaints we’ve heard is how difficult it is to follow up on a knock down or knock out with diving punches. Often, you’ll knock a fighter down and despite pressing the punch button, your fighter simply won’t dive on his/her opponent.

The reason for this was a limited amount of animation data. Fortunately, we had the opportunity to fill in these gaps and have since been able to make big improvements to this aspect. As of the release of the content update on July 3, you will always be able to dive in on your opponent after an alert knockdown, knockdown, or knock out as soon as they hit the floor.

via GIPHY
If your opponent falls after an alert knockdown, they will regain guard as you dive onto them. If they are falling after a knockdown, you’ll enter into a Finish the Fight position, where your survival will depend on how many times you’ve been rocked or knocked down previously in the fight.

Finally, if you KO your opponent, you can now dive on them and Finish the Fight emphatically with some additional ground and pound, or if you are confident in the outcome, lay off pressing any buttons and be rewarded with a walk off KO. This adds another level of depth to knockdown scenarios, as fighters who want to avoid grappling at all costs will really need to pay attention to the fight to know if follow up punches will put them in their opponent’s guard.

It’s also worth noting that the old step-over-into-mount follow up strikes are no longer in the game. If the downed opponent is aware, they will always regain their guard.

New Takedown Features

This next set of changes brings more depth and variety to takedowns. First off, we designed an all-new ankle pick takedown as an alternative to the single leg takedown.

via GIPHY
The ankle pick is only available to fighters with a takedown rating of 87 or higher. To perform the ankle pick, you simply execute a single leg takedown from step kick-range, or a single leg takedown from kick-range when your opponent is retreating, or a single leg takedown from any range if your opponent is using the evasive retreat.

The ankle pick is a more difficult takedown to deny and ends up in side control position, so it should improve the utility of the single leg takedown for higher-rated fighters. We’ve also added ways to help you set up regular takedowns in game.

If your opponent is moving towards you, the denial window for a double leg takedown you attempt will be reduced by 20%. Similarly, if your opponent is moving away from you, the denial window for an attempted single leg takedown will be reduced by 20%. These new rules will act in conjunction with any existing setups, be they leg damage, counter windows, hit stuns, or when your opponent has their back to the cage. This adds one more thing to consider when deciding when to attempt a takedown, and should make takedowns more viable when set up correctly.

via GIPHY
Finally, based on community feedback, we've increased the range on cage takedown entries from two feet to three feet, making it easier to achieve these takedowns when your opponent has backed up to the cage.

Utilize a Push Off

In an attempt to give players yet another tool to create space against aggressive opponents, we’ve added a push off feature to the standup game. To perform the push off, hold block and press the same input as a lead uppercut. The push off will shove your opponent back, allowing you to easily create space on your opponent without needing to use kicks. The push off will interrupt hooks, uppercuts, knees and elbows if it lands early enough, but will not interrupt straight punches or kicks

via GIPHY
In addition, the push off will combo the same as a jab. This means you’ll be able to combo the push off with a head kick, making it a great setup to attack with.

Better Cage Cutting

Finally, we’ve made some significant improvements to cage cutting. First we made defensive blocks break down faster when circling into a round strike (hook/roundhouse) on the same side you’re moving to. In addition, we made your locomotion speed drop during the block stun in this same scenario.

Lastly, we’ve reduced striking power when your back is against the cage. We hope these changes make it easier to cut the cage, and more dangerous to have your back against the cage.

A Few More Taunts

Many of you have been asking for Cody Garbrandt’s robot dance taunt. So we captured it, along with three other taunts from his fight against T.J. Dillashaw, and we’ve added these animated taunts in-game.
via GIPHY


#18
Live Tuner Set Update [21.06.2018]
Gameplay Changes:
  • reduce stopping power of jab from 0.5 to 0.3
  • add muscle modifier support for SUB transition to OU from cage TD positions
  • slight slow down of the break from SUB cage single leg to give it utility and differentiate from cage double leg
  • reduce the block recovery frames on landed roundhouse leg kicks to make it so you can no longer land three unblockable strikes after a landed leg kick
  • damage increase to uppercut in back side
  • increase to GA lost while throwing uppercut in back side
  • slight speed increase on block to hook and hammer in back side
  • increase in damage when hammer in backside intercepts the roll to guard
For some fighters were changed/tuned their Moves and Attributes.


#17
Patch 1.07 [12.06.2018]
Various bug fixes.
A few bug & stability fixes, no changes to gameplay or any added features on this one.
Most notably it should resolve the error messages that some players were reporting when playing online matches that would prevent them from playing further matches until rebooting the game.


#16
Patch 1.06 [31.05.2018]
Added 2 new fighters:
Curtis Blaydes in Geavuweight, ketlen Vieira in Women’s Bantamweight.
Takedowns
The biggest change to grappling comes in the form of a new feature, allowing you to perform takedowns on your opponent that cannot be denied when setup in the proper context. In order to perform these takedowns, you’ll need to use a fighter who has a double leg takedown and has a takedown rating of 90 or higher.
via GIPHY
The first scenario in which to execute this takedown is against a forward-moving leg kick that lands on the outside of your lead leg. A window will open up just before the leg kick lands, and if you execute a double leg takedown attempt inside that window at proper range, you will perform a takedown that cannot be denied.
via GIPHY
The next scenario is when your opponent misses a strike. In this case, a small window will open after the strike misses. During this window, you’ll be able to execute an undeniable double leg takedown. It’s important to note that you need to be in proper range in order to hit these takedowns. If your opponent misses a forward moving strike, you will need to execute the takedown from within kick range. If your opponent misses a standing strike, you would have to execute the takedown from within punching range.
via GIPHY
The final scenario happens when you duck under a rear strike that your opponent misses, which will open a small window before the strike would land, in addition to the window described above. It’s important to note that the takedown windows scale with the different strike types and the stamina advantage you have over your opponent. Less committal strikes, like jabs and straights, won’t open a viable window until you’ve earned at least a small stamina advantage. More committal strikes, like superman punches and overhands, will open a viable window with no stamina advantage, and may still present a viable window even with a moderate stamina disadvantage.

The next big change to takedowns occurs when your opponent’s back is to the cage. Prior to this content update, the only way to enter into the single leg and double leg against the cage positions was if a takedown was denied late when the opponent was near the cage.
via GIPHY
With this content update, any takedown performed when the opponent’s back is within two feet off the cage will end in the new cage positions.
via GIPHY
New transitions have been added to that position, allowing the DOM to throw their opponent to side control as well as finish the takedown. This gives you two directional transition options to bring the fight to the ground.

We’ve also slowed down the SUB transition to over-under, putting the onus on the defensive player to deny the transitions.

Finally, we’ve tuned the grapple advantage you get when you evade your opponent's strike to make the window bigger, making it easier to capitalize on a successful slip to earn a takedown. These changes should give players a more diverse set of tactics to bring the fight to the ground, making strike selection, timing, and cage position more important factors in the battle between the striker and the grappler.
Muscle Modifier
Once the fight makes it to the ground, the player can now take advantage of a new feature which allows you to use more strength and energy to complete certain transitions before your opponent is able to complete theirs. We call this the Muscle Modifier.

By pressing R1/RB when performing a grappling transition, certain transitions are now sped up at the cost of considerably more stamina. How much the transition is sped up depends on your stamina. If your stamina is full, the transition speed will be doubled. The less stamina you have, the slower the speed of the transition. When stamina becomes low enough, the increase in speed becomes negligible. Stamina cost is always the same, so it will be up to you to decide when and where this feature is worth using.
via GIPHY
Not all transitions can be sped up using the Muscle Modifier. Only transitions that require strength and explosiveness to complete in real life will apply.

The current list of transitions that support this feature are:
  • Any getup from a SUB position on the ground
  • The takedown transitions from single leg and double leg against the cage
  • Posturing up from a DOM position on the ground
  • Transitioning from SUB back mount flat to back mount
  • Sit out sweep from back side
  • Getup from SUB sprawl to back clinch
Ground and Pound
The last big change to grappling involves ground and pound. In an attempt to make finishing the fight from the ground more viable, we’ve slowed down head health regeneration on the ground. This will make damage persist for longer, making it possible to use strikes more strategically to setup finishes.

We’ve also made the grapple advantage gained from blocking strikes expire, which will put the onus on the defensive player to act quickly to take advantage of it, quickening the pace of the fight on the ground.


via GIPHY
Finally, we’ve increased the speed of ground strikes from both back mount and stacked guard, and increased the damage strikes deal from stacked guard.
Footwork
The biggest change to the standup game with this content update involves the footwork of forward-moving combinations. We’ve added the concept of range reduction when throwing multiple forward-moving strikes.

Any forward-moving combination will start to lose range and speed on the third consecutive strike thrown, unless you are switching between body and head strikes, in which case the range reduction begins immediately.
via GIPHY
Range reduction means your fighter won’t track as well against a backwards-moving opponent. In fact, as soon as the range of your forward-moving combination gets reduced, a retreating fighter will start to avoid your strikes and create space without having to perform any evasive maneuvers. This will make aggressive fighting much riskier, and players will have to be mindful of what combinations they are throwing when moving forward if they want to maintain pressure.

If the attacking fighter wants to cover more distance and maintain pressure on a retreating opponent, they can still do so, but they will have to modulate their strike output in order to maximize their range. Once a combination is about to be range reduced, simply slowing down the input of the combination by approximately a quarter of a second will be enough for the fighter to reset their footwork and achieve maximum range once again.


via GIPHY
This adds a new skill element to forward pressure and distance management. Mindless forward aggression will be far less successful, but deliberate forward pressure with awareness of footwork limitations can still be successful when done properly. These brief delays in output can leave a window open for the retreating fighter to land a strike in between the opponent’s forward-moving strikes, if timed properly.

In order to ensure that balance doesn’t shift too far towards the retreating fighter, we’ve also tuned the movement speed curve to make cage cutting much more effective. This, combined with the new cage takedown entries, should give skilled players who control the center of the Octagon more tools to control their opponent.

Finally, we’ve tuned the advanced side lunges to have more range, and further reduced the evasive retreat stamina tax by 50%. These changes should give more options to every playstyle when it comes to footwork.

See below for a complete list of gameplay changes coming with this content update.
Game Modes
  • Gameplay Sliders added to Event Mode
  • Health Events added to Post-Fight Statistics
  • Added more potential Rivals to Career Mode
  • Added indicator to schedule camp screen to display the last gym trained at
  • Added icon on tabs when new moves are earned in Career Mode
  • Added Random Fighter option to Fighter Select screens
  • Ultimate Team Customization improvements
  • Updated New Zealand and Australian Fight Kits
  • Opponent HUD removed for Division 6 or higher in Ranked Championships and all LEC matches
  • Fighter Grades added to Ranked Championship Fighter Select, which determines potential Rank Point gain or loss
  • Misc. Ranked Point improvements for Ranked Championships
  • Added Fighter Select back-out option for high latency matchups
AI
  • Added ability for AI to use grapple fakes depending on difficulty
  • Decreased aggression of AI on Pro & Legendary difficulty
  • Fix AI defense in practice mode sparring
  • Properly defend against muscle modified transitions.


#15
Live Tuner Set Update [16.05.2018]
Gameplay Changes
- reduce stopping power of the jab from 0.7 to 0.5
- slight increase in transition speed from top Sprawl to top Backside

Move Set Changes
Cezar Ferreira - Arm Triangle Level 2
Jon Jones - Muaythai level 1 > Muaythai level 3
Jon Jones - Traditional level 4 > Traditional level 2
Lyoto Machida - Back Front Kick level 2 > Back Front Kick level 4

In addition there are various ratings and records updates:
https://www.ea.com/games/ufc/ufc-3/n...update-ufc-224


#14
Live Tuner Set Update [09.05.2018]
Gameplay Changes
  • slight reduction to the evasive retreat stamina tax
  • slight buff to 5,4,3 and 1 stage submissions
  • damage increase to spinning side kicks
  • damage bleed through on block reduced for body kicks
  • minor frame tuning for various Kicks

In addition there are move set changes for the following fighters:
  • Aljamain Sterling
  • Dan Hooker
  • Eddie Alvarez
  • Jeremy Stephens
  • Jon Jones
  • Josh Emmett
  • Yair Rodriguez
  • Lyoto Machida.


#13
Live Tuner Set [30.04.2018]
- speed up Head Health regeneration.


#12
Patch 1.05 [26.04.2018]
FULL detailed description of all new techniques in the patch:
https://www.ea.com/games/ufc/ufc-3/n...eplay-update-5
For starters, thank you to everyone who has been playing EA SPORTS UFC 3 and contributing feedback on the gameplay, fighters, and ratings changes you would like to see happen in game. We take your feedback seriously and have made key updates to various areas of the game, including: countering off head movement, slipping the jab, height dependent ducking, how range affects back swaying, balancing “sway n' pray”, and much more.
See which prospects enter the Octagon with UFC 3 Content Update #5.
In-Depth Gameplay Updates
- Head Movement
Gameplay update #5 brings with it some significant changes to how head movement works in the game. This will likely be the biggest change to the meta since launch, and as such understanding the details of these changes will be extremely important for players who want to remain competitive.
- Head Movement and Combinations
The single biggest change to head movement is in how it interacts with combinations. Prior to this content update, successfully slipping a strike would give you a guaranteed window of 36 frames in which you were safe to throw a counter strike. Now, the type of strike you evade and how you evade it will give different results, which provide you with different levels of safety.
Successfully evading a jab will no longer provide you with a safe counter striking window. This means that if you successfully slip a jab, throwing a counter strike will leave you open for potentially getting hit with a follow up strike that was thrown in combination with the jab.
via GIPHY
For example, if I slip a jab-straight combination and go to throw a hook, the straight is likely going to land before the hook, preventing my counter strike from successfully landing.
This makes a combination off of a jab a really strong deterrent to people abusing head movement.
If you successfully evade a straight, you will get a window of 20 frames to land a counter strike. This is enough time to capitalize with a faster counter, but not enough time to be considered safe. So strike selection in this case will be important.
Finally, if you evade any other type of strike (uppercut, hook, etc.) you will get a window of 36 frames in which to safely land a counter strike. This is the same behavior you’ve come to expect prior to this content update. So, evading a power strike is still very safe and rewarding, however evading jabs and straights does not provide the same safety.

Dealing with the Jab
With these changes, the jab becomes much more powerful as a leading strike. With the ability to slip and counter the jab diminished, it’s important to understand what options you have for dealing with it if you have successfully evaded one.
via GIPHY
The first and safest option is to block the strike that follows the jab after successfully slipping it. This functionality is new with this content update. You are now able to block your head as you return to center after successfully evading a strike using head movement. So, if you slip a jab and are unsure if you will be able to counter it in time, you always have the option to block any follow up strike. One exception to this is with the back sway. You are only able to block a round strike (hooks, head kicks, etc.) while returning to center after a successful back slip. This was done to balance the strength of the back slip as it relates to other changes detailed below.

via GIPHY
The next safest option is to counter a slipped jab with a straight of your own. The counter strikes off of slips have been sped up in this content update, to the point where a slipping straight is likely to beat most strikes thrown in combination. As you strike speed diminishes with reduced stamina, this may not always be the case, but the speed of the slipping straight gives you the safest counter option and should work against most follow up strikes.

via GIPHY
Finally, if you have a high level of confidence that your opponent is going to throw a particular combination, you can chain multiple slips together to avoid both strikes. The speed and effectiveness of chained head movement has been greatly improved with this content update to make sure that consecutive slips are an effective strategy for punishing predictable combinations, especially when initiated using a jab.

Ducking
Prior to this content update, ducking was the single most effective way in which to move your head. It successfully evaded or mitigated all strike types except for uppercuts and leg kicks. Players had come to rely on these properties to the point where ducking was a little too prevalent in the game and was considered by many players to be over powered.
This content update includes some important changes to better balance ducking with the other defensive options, while making its representation in the game much more realistic.
With these changes to ducking, the height of the fighters will now play a much more significant role in the effectiveness of the duck. In order for the duck to be successful, the fighters head will have had to go lower than the opponents shoulder as measured when the opponent is standing in their idle pose with the lead arm extended.
via GIPHY
If a hook lands to the head of a ducking fighter who hasn’t met these height requirements, the hook will still land, but it will land higher on their head and not interrupt the duck animation. But it won’t counter as an evaded strike either.
If a straight punch lands the head of a ducking fighter who hasn’t met these height requirements, the punch will interrupt the duck.
This makes timing and height much more significant factors in how successful the duck will be, to the point where an extreme height different (think Struve vs. Cormier) will render the duck a completely ineffective tool for the taller fighter.

Back Sways
To balance out the changes to ducking, which makes evading hooks much more difficult (especially for taller fighters) we’ve improved the ability for the back sway to evade hooks and uppercuts.
Prior to this content update, the effectiveness of back sway was highly dependent on range. Back slipping standing a hook or uppercut would work from punching range, but from the same range a forward moving hook or uppercut would land.
via GIPHY
After this content update, the back sway will now always evade a hook or an uppercut, regardless of range. This makes the back sway the go to slip direction for avoiding hooks.
To make sure the back sway wasn’t too powerful, we made a few other changes.
The first was in the ability to block while returning to center. As described earlier, you will only be able to block the side of your head while returning to center after a successful back slip. You will be open to straights and uppercuts.
Related to this, any uppercut to straight combo will not be slowed down when evaded with a back sway. This means the lead uppercut to rear straight combination would be evaded by a back sway, but would return back into the straight unless first chained to a side sway.

Major/Minor Head Movement
The final changes to head movement are related to the controls, with the addition of the concept of major and minor head movement.
Starting with this content update, there are now two styles of head movement, each with their own sets of animations and control inputs.
via GIPHY
With a light flick of the right stick, your fighter will now use minor head movement. These are new animations that don’t move the head as far off the center line, use less stamina, expose the fighter to less vulnerability, allow for faster counter strikes but are more difficult to pull off.
via GIPHY
With a slightly longer press of the right stick, your fighter will now use major head movement. These use the same animations that were in the game prior to the content update, but use more stamina, expose the fighter to more vulnerability, and allow for slower counter strikes. They are generally easy to pull off compared to their minor counterparts. Each head movement direction has different properties to differentiate major and minor.
The minor duck will not move the head down very far at all. In fact, the minor duck will really only be useful for fighters who are considerably shorter than their opponent. In any other situation, the only effective duck will be the major duck, which is similar to the duck you have been using prior to this content update.
The minor back sway will still be range dependent vs. forward moving hooks and uppercuts, where the major back say will always work against a hook or an uppercut. The minor back sway will never explicitly evade a straight trajectory strike, where the major back sway can evade straight trajectory strikes if the range requirements are met.
The minor side sway is more timing sensitive and will not sustain automatically when input in advance of a strike. The major side sway is more forgiving in terms of timing and behaves the same as the side sways before the content update.
The stamina tax on head movement has been redesigned, with the standing minor costing the least, followed by standing major, moving minor and moving major costing the most.
In general, the minor head movement gives you a lower risk option to use when trying to evade your opponent’s strikes but requires more skill and timing with which to be effective.

Sway n’ Pray
Another change to head movement is something we’ve done to try and eliminate what the community has coined “sway n’ pray,” which is the practice of initiating every exchange with a slip followed immediately by a strike in an attempt to fish for counters. Aside from being unrealistic, this tactic forced players into a 50/50 and was really hurting the balance of the standup game.
To curtail this practice, we’ve made some significant changes to the stopping power of strikes that follow a slip that didn’t evade a strike. We’ve refer to these as “empty slip strikes.”
If an empty slip strike lands first against a regular strike, the empty slip strike will have zero stopping power. This means the regular strike will still come out, regardless of the timing of when the empty slip strike lands. The regular strike will then land during the recovery frames of the empty slip strike.
via GIPHY
We’ve also tuned the vulnerability so the empty slip strike is just a little bit more vulnerable than the regular strike, so as to ensure that the regular strike will always win the exchange in terms of damage done, when traded with a strike of equal or lower power.
This makes it easy to punish someone who is initiating every exchange with an empty slip strike. It also makes it very important to confirm evasion before throwing a strike out of a slip, for risk of taking extra damage.
One of the most dangerous things to do after this content update is to recklessly slip and then strike, especially at low stamina. You expose yourself to more vulnerability if the slip is unsuccessful and that damage can add up quickly.

Evasive Movement
In an effort to help people create space against overly aggressive opponents, we’ve added some new footwork tools in the form of a faster evasive movement option.
via GIPHY
By holding R1 and R2 and pressing away from your opponent with the left stick, you will now retreat at an increased pace, with your arm out to maintain distance. Any strikes your opponent throws and misses while you are doing this count as wiffed strikes, not evaded strikes, and there are no counter bonuses applied. This is simply meant as a way of relieving pressure and resetting to kicking range when faced with overwhelming forward pressure.
This action does cost extra stamina, so it is something you will have to use sparingly. And it will not work at all when your back is against the cage or when you are in a health event. A forward sprinting fighter will still be able to catch someone using this new movement option.
You can think of this as a backwards moving sprint of sorts.

Back Lunges and Straight Intercepts
via GIPHY
We’ve made another small change to back lunges to further empower evasive footwork. If a back lunge gets intercepted with a straight punch, it will no longer be interrupted. The strike will still land and do damage, but the lunge will be allowed to complete, and the backwards momentum of the fighter preserved.

Front Kicks and Sways
via GIPHY
Another change in the spirit of giving players more tools for outside fighting, we’ve fixed a bug that prevented the full push hit reaction from playing when a front kick to the body landed while a fighter was swaying. This change should help players who use the front kicks to create and maintain distance.

Catch Kick Counter Punch Block
You will now be able to block the counter strike that follows a catch kick. However, it will only be a partial block that protects you from half the damage. The other half of the damage will still bleed through the block.
via GIPHY
This should make body kicks a little less risky to throw, but will also open up the mix up between counter punching, tripping and takedowns off the catch kick.

Leg Damage and Grapple Advantage
We’ve made changes to how leg damage affects grapple advantage. Before this content update, current leg damage would grant grapple advantage, but long term damage did not.
We’ve changed that so that long term leg damage now plays a role, meaning investing in leg kicks, or checking your opponents leg kicks, will allow you to take your opponent down much easier in the later rounds.
Conversely, a grappler who eats too many leg kicks will have a much harder time completing takedowns in the later rounds.

AI Updates
  • Add seven new fighter customizations and apply existing customizations to numerous templated fighters
  • Reduce frequency of sweeps on the ground from standup-oriented AIs
  • Re-tune AI submission competency on attack and defense on all difficulties
  • Allow AI to perform correct evasion at the wrong time, mimicing users
  • Increase blocks vs. slips, and increase leg catches
  • Greatly increase grapple-oriented AIs tendency to takedown after catch-kicks
  • Increase grapple-oriented AIs tendency to takedown after successful defense
  • Improve AIs cage awareness
  • Add tuning tendency for using strikes vs. denials to stop transitions
  • Greatly improve AIs logic for defending takedowns in the clinch/standup
  • Remove the ability for boxing-oriented AIs to throw as many kicks while at range
  • Reduce tendency for AI to spam takedowns from certain clinch positions
  • Split AI strike targetting tendencies for kicks vs punches
  • Allow AI to make proper use of new major/minor slips
  • Fix various holes in AI logic causing AI to idle unintentionally


#12
Patch 1.05 [26.04.2018] DOUBLED Short version log
Added new fighters:
- 3 new fighters: Mike Perry in WW, Josh Emmett in FW, Paulo Costa in MW.
Gameplay changes:
  • Added the ability to partially block the counter strike after a catch kick. An unblocked strike will deal the same damage as before, a blocked strike will reduce the damage by 50%.
  • Add seven new AI fighter customizations and applied existing customizations to numerous templated fighters.
  • Reduced the frequency of sweeps on the ground by the AI for standup-oriented fighters.
  • New feature! Added a new, faster retreating evasive movement option performed by holding R1+R2 and moving away from your opponent.
  • Made it so block breaks down faster when you are moving forward.
  • Allow the AI to perform the correct evasion at the wrong time, better mimicing how users play.
  • Greatly increase grapple-oriented AIs tendency to takedown after catch-kicks
  • Remove the ability for boxing-oriented AIs to throw as many kicks while at range.
  • Make long term leg damage have a significant and permanent impact on grapple advantage.
  • Reduce tendency for AI to spam takedowns from certain clinch positions.
  • Add AI tuning tendency for using strikes vs denials to stop grappling transitions.
  • Give priority to undeniable get ups and breaks when first entering into a dominant grappling position.
  • Improve AIs cage awareness.
  • Made it so when you intercept a back lunge with a straight strike, the back lunge doesn’t get interrupted and continues its backwards momentum, making it easier to create space.
  • Greatly improve AIs logic for defending takedowns in the clinch/standup.
  • Revamped how combinations interact with head movement. Slipping a jab will no longer slow down combinations coming off the jab, and the follow up strike off the jab will track the fighter unless they slip again to avoid that second strike.
  • Improved head movement responsiveness and effectiveness, particularly around chained head movement, to make double slipping more effective. This will be one of the counters to the 1-2 which has obviously seen a major buff.
  • Added special tuning for chain submissions to make them more survivable.
  • Increase grapple-oriented AIs tendency to takedown after successful defense.
  • Fix various holes in AI logic causing AI to idle unintentionally.
  • Added the ability to block while you return your head to the center line after a successful slip.
  • Added the ability to side step the oblique kick with the regular lunge.
  • Made the effectiveness of ducking a strike highly dependant on the height of the fighters involved. If a hook lands before you get low enough, the duck will continue, but if a straight punch lands before you get low enough, it will interrupt the duck.
  • Split AI strike targeting tendencies for kicks vs punches.
  • Re-tune AI submission competency on attack and defense on all difficulties.
  • Made back sways better at evading hooks and uppercuts.
  • Added a new set of sway animations to support the new concept of minor vs major sways. To perform a minor sway, lightly flick the right stick. A harder press for the major sways.
  • Minor sways are harder to pull off but expose you to less vulnerability, cost less stamina and give you faster counter strikes. Major sways are easier to pull off but cost more stamina, expose you to more vulnerability and have slower counter strikes.






#11
Live Tuner Set [03.04.2018]
- tuned up stamina tax on blocked, whiffed and evaded strikes out of a slip


#10
Patch 1.04 [28.03.2018]
  • Add stamina tax when using head movement
  • Added body knee catch animations
  • Increase grapple advantage when you evade a strike.
  • Tune counter strike damage bonus per strike type. Jabs will now be safer to throw and having a head kick ducked will no longer be a fight ending mistake every time.
NOTE: In general, this change brings a better risk/reward balance to striking and slipping than we had with a flat counter vulnerability multiplier.
  • Remove the ability to block and lunge at the same time and fix bug where you could occasionally slip and block at the same time.
Also of note, a new Live tuner update is also scheduled to release today:
  • Update vulnerability curve tuning
  • Add a damage multiplier when a strike redirects from body to head, making ducking into a knee more damaging
  • Improve the evasion frames on back lunge making it more effective.


#9
Live Tuner Set [21.03. 2018]
Gameplay changes:
- further reduction to the counter strike vulnerability multiplier
- further tuning to the shape of the vulnerability curves while slipping to better balance with the above change.


#8
Patch 1.03 [15.03.2018]
Added:
Dana White to Light Heavyweight Division.
Gameplay changes:
  • Tuned takedown and clinch denial stamina logic to make consecutively denied attempts more punishing
  • Tuned clinch denial block recovery frames to remove free head kick after clinch denial, while also tuning vulnerability to be high for longer after a clinch denial.
  • Make it possible to evade body knees with side lunges
  • Reduce AI tendency to throw body kicks.
  • Tune the tendency for the AI to successfully block high/low based on the opponents previous strike patterns
  • Tune damage logic for close range straights so they don’t lose as much damage landing against someone who is leaning back. This will make it easier to punish someone in close with a straight while they are kneeing you or swaying back for example.
  • Added new block animations to give better visual feedback on block breakdown mechanic
  • Reduce stamina tax on health events and knock downs
  • Reduce evaded strike stamina penalty
  • Remove strike specific bonus damage on uppercut following a duck
  • Increase recovery time until you can slip after a body jab
  • Vulnerability tuning while ducking and side slipping, making the vulnerability higher on ducks, and making vulnerability last longer on side sways.
  • Eliminate evasion on body punch combo strikes, so the first punch gets evasion, any follow up combo punches won’t.
  • Slow down body jab by 4 frames, slow down body straight by 2 frames
  • Reduce counter vulnerability multiplier. Special note on this one. After play testing, we don’t feel we tuned this one back enough. We plan on further reducing it in a future tuner set, but had to release this one as is to meet the deadline.


#7
Patch 1.02 [05.03.2018]
Fighter Updates
  • Added three new fighters;
    • Colby Covington in Welterweight
    • Tom Duquesnoy in Bantamweight
    • Gökhan Saki in Light Heavyweight
  • Moved Yancy Medeiros to Welterweight; Moved Jake Matthews to Welterweight
Career
  • Difficulty tuning; reducing jump in difficulty at Contender
  • Stamina increase for first WFA fight
Ultimate Team
  • Fighter and Move Items may now include a temporary boost effect
  • Multi-Boost Items are now available
  • UI improvements made to Solo Challenges
Gameplay AI Tuning
  • Reduced AI aggression
  • Reduced AI tendency to leg check
  • Reduced AI grappling transition frequency following denials
  • Reduced AI tendency to throw strikes from poor grappling positions
  • Tuned AI to throw more standing strikes
  • Added Justin Gaetjhe custom block to his AI
Gameplay Fixes
  • Fixed (= removed) various combinations that did not trigger properly
  • Fixed free strike after an active knockdown, getup, or catch kick counter
  • Fixed free strike in Side Control after a Power Takedown
  • Fixed a hang in Guard Arm Trap Triangle
  • Fixed stamina bug with Holloway Custom Taunt
  • Many more various bug fixes
Gameplay Additions
  • Added Referee break interactions during Finish the Fight
  • Added Gokhan Saki signature combinations
  • Added Max Holloway signature switch stance combination
  • Added Anderson Silva signature taunts
  • Added a new backwards moving slip animation
  • Added ability to queue takedowns and clinch attempts after strikes
  • Added ability to quick transition to takedown attempts after ducking and striking
  • Added stamina penalty to health events
Gökhan Saki Combination List
Like every fighter, Gökhan has a unique set of combinations that can be performed. Use the legend below to try and string together his moves:
1 – Jab
2 – Straight
3 – Lead hook
3b – Lead body hook
4 – Back hook
5 – Lead uppercut
6 – Back uppercut
7 – Lead overhand
8 – Back overhand
Combination list:
  • 1-2-5-4-3
  • 1-2-3-3b-Back Leg Kick
  • 1-2-3b-5-4-back leg kick
  • 2-3-5-5
  • 2-5-4-3
  • 2-5-2-3-3b
  • 2-3b-3-4-3
  • 2b-3-3b-Back Ducking Roundhose
  • 3-3b-Back Ducking Roundhouse
  • 3-5-5-8
  • 3-3b-5-8-3
  • 3-3b-4-3-4
  • 3-4-3b-4-3
  • 3-4-3-4-3
  • 5-5-8
  • 8-7
Gameplay Tuning
  • Tuned block to come up quicker when switching between High and Low block
  • Tuned stopping power rules for Jabs and Straights against forward moving opponents
  • Tuned health event frequencies and thresholds
  • Tuned grapple ratings impact on transition speeds
  • Tuned contact frames logic for slipping strikes
  • Tuned stamina on missed and blocked slip strikes
  • Removed double Uppercut combination coming out of a slip
  • Tuned block breakdown
  • Tuned referee standup/break timer on the ground and in the clinch
  • Reduced range on Iminari Roll
  • Tuned Submission Gates
  • Tuned damage logic on combination exchanges
  • Tuned counter damage bonus per weightclass
  • Reduced number of strikes before Referee steps in during Finish the Fight
  • Force denial to sprawl on takedown attempts from the clinch
  • Allow health regen to a limit determined by chin damage during health events
  • Slow down movement speed while holding block and moving forward when a straight punch is thrown at your block
  • Add slip vulnerability to slip strikes
  • Add momentum advantage off sub (Bottom) crucifix transition cancel - You can now "rock the boat" in crucifix: Transition left, cancel then transition right and you'll get a faster transition. Same in the opposite direction.
  • Turn off grapple advantage when holding block in single collar
  • Add counter damage bonus to back lunge evasion - Counter damage bonus is only given if you successfully evade a strike in range. Unfortunately this was making it so backwards lunges never got the counter bonus because they took you out of range. Fixing this bug should make pull straight counters deal a lot more damage.
  • Add a small amount of side head vulnerability to forward moving strikes
  • Tune takedown speed and ranges.


#6
Live Tuner Set [15.02.2018]
Gameplay Changes
  • hooks, elbows, superman punches and overhands will now interrupt clinch attempts
  • added damage bleed through on a blocked overhand
  • increased health regen cooldown on landed overhand
  • tuned damage bleed through on block for various kicks
Move Set Details
Carlos Condit
  • -Back Question Mark Kick
  • +Back Ducking Roundhouse
Jussier Formiga
  • +Back Spinning Backfist
Michelle Waterson
  • +Combos Boxing Level 1
Ovince Saint Preux
  • +Back Oblique Legs
  • +Back Front Kick Body
  • +Back Knee Body
Minotauro Nogueira
  • +Submission Dom Fullmount Triangle Armbar
Nick Diaz
  • +taunt updates
The new dynamic rating updates allow fighters the ability to improve their in-game ratings based on their real-life performances. Subsequently, fighters who have been slumping will see a decline in their attribute ratings.
The first update will come to those fighters who are currently featured in EA SPORTS UFC 3 and were featured in UFC 221. To access this update, you will be required to download a Fighter Update when accessing any online mode. You will be prompted to download the update to continue into any online mode. If you do not accept, you will only be able to continue offline. This fighter update will hold all records, moves, and attribute updates.
UFC 221 Main Card:
  • Yoel Romero
    • Blocking: 91 to 92
    • Wins: 12 to 13
  • Luke Rockhold
    • Losses: 3 to 4
  • Mark Hunt
    • Losses: 11 to 12
    • Takedown Defense: 88 to 87
  • Jake Matthews:
    • Head Movement: 83 to 88
    • Chin: 86 to 88
    • Strike Speed: 86 to 87
    • Submission Offense: 86 to 88
    • Wins: 12 to 13
UFC 221 Prelims:
  • Jussier Formiga
    • Submission Offense: 94 to 95
    • Wins: 20 to 21
  • Ben Nguyen
    • Losses: 6 to 7
    • Submission Defense: 88 to 87
UFC 221 Early Prelims:
  • Ross Pearson:
    • Strike Speed: 88 to 89
    • Wins: 21 to 22
  • Teruto Ishihara
    • Losses: 4 to 5
    • Clinch Grapple: 84 to 83
    • Strike Speed: 85 to 86
    • Takedown Defense: 83 to 82.


#5
Live Tuner Set [07.02.2018]
Gameplay changes:
  • Reduced recovery frames on punches to the body (only punches, not kicks)
  • Reduced long term stamina drain on opponent when landing body punches
  • Remove side evasion frames from body uppercut and lead body hook
  • Speed up clinch escape from Thai, Single collar and Over under
  • Various move set, ratings and record changes
Fighters with move set changes:
  • Al Iaquinta
  • Alistair Overeem
  • Anthony Pettis
  • Carlos Condit
  • Daniel Cormier
  • Derrick Lewis
  • Georges St-Pierre
  • Joe Soto
  • Jon Jones
  • Jose Aldo
  • Leonardo Santos
  • Luke Rockhold
  • Nate Diaz
  • Nick Diaz
  • Rafael Dos_Anjos
  • Rampage Jackson
  • Robert Whittaker
  • Thomas Almeida
  • Uriah Hall
  • Yair Rodriguez
  • Yoel Romero
  • Glover Teixeira
  • Jessica Penne
  • Joe Lauzon
  • Junior Dos Santos
  • Minotauro Nogueira
  • Tarec Saffiedine


#4
Patch 1.01 [02.02.2018]
Videos:
https://www.ea.com/games/ufc/ufc-3/n...3-beta-updates
Added 2 new fighters: Darren Till in Welterweight and Justin Gaethje in Lightweight.
Standup
  • Ragdoll Tuning - See video above for details
  • Slow down combo speed and locomotion speed based on stamina - See above video for more details
  • Add fatigued lunges
  • Visual improvements to falls and getups
  • Added superman elbow
  • Added second back overhand animation
  • Reduce overhand vulnerability and adjust it to start later in animation
  • Add missing McGregor taunts
  • Added all missing feints
  • Added more jab and straight animation variety
  • Add an extra range to the superman punch
  • Make it so side kicks to the head can be evaded with movement
  • Add the ability to strike quickly out of switch stance
  • Fix bug that prevented blocking during a feint animation
  • Removed the restriction that only the first kick in a combo can be caught
  • Tuned judge scoring logic
  • Make standing TD slams deal damage to only the body
  • Increase long term block breakdown
  • Make it so CAFs can use base fighter custom animations and features
  • Fixed bug that caused damage spikes in first ten seconds of a round
  • Fixes for several sliding and warping issues while striking
  • Tuned impact of perks on gameplay
  • Tuned blocked and missed frames for strikes out of slips
  • Fixed several bad animation transitions on several hit reactions
  • Fixed bugs where fighters would get stuck mid takedown
  • Moved some combos into lower combo packages
  • Fix input queuing bug during hit reactions
  • Fixed input bug that delayed strikes out of a sustained lean in some cases
  • Fixed several broken combos
  • Fix bugs preventing diving punches when opponent is knocked down
  • Only count blocked strikes as landed when bleed through is greater than 25%
  • Ensure that reach penalty as applied to strike speed gives at least a 2 frame advantage
  • Make Iminari Roll take longer to initiate so it is more deniable and make sure it goes to a 4 stage submission instead of the 2 stage
  • Fix mirroring bug related to stopping power and movement
  • Turn off strike IK targetting when hand on floor in active KD for head strikes
  • Reduce the number of evasion frames on the tail end of a forward slip
  • Clear evasion state when cancelling a strike
  • Tune combos so no combo has contact frames shorter than 12
  • Tune safe frames on block up by 4, making slipping off a blocked strike more viable
  • Fix bug where advanced lunges could get stuck on cage
  • Fix evasion against the cage when mirrored
  • Tuned catch kick break animations to look more athletic
  • Increase the impact of the switch stance rating
  • Disable combos during a liver health event
  • Add post KO reaction animations
  • Add Gaethje signature block and strike animations and logic
  • Reduce leg and body vulnerability while taunting
  • Fix crazy leg perk
  • Add rear leg hit reactions
  • Remove stamina cost on leg checks
  • Make it so leg knock downs do not put you in a finish the fight position
Camera
  • Make camera side switches less frequent
  • Tuned the in-game camera
  • Removed KO camera zoom
AI
  • Rewrite of AI cage control movement logic
  • Fix bug with AI blocking too late for leg checks
  • Fixes to AI clinch and takedown attempt range logic
  • Fix AI locomotion jittering
  • Fix bug that made the AI catch too many body kicks
  • Reduce easy AI blocking and denial rates
  • Tune submission AI to make normal and everything below it slightly easier
  • AI tuning - don't allow getups from top for grappling specialists, and disable getups from bottom on submission specialists
  • Allow AI to perform finish the fight submissions if they are submission specialists
  • Add grapple momentum advantage knowledge to AI transition denials
  • Allow AI to properly chain imanari roll into heel hook submission
  • Increase AI tendency to block grapple-based strikes as health goes down based on competency
  • Adjust average AI reaction time to make AI a bit better at defending and finishing subs
  • Adjust AI difficulty tuning curve to make AI submissions significantly more dangerous at legendary skill level
  • Made AI with tendency to switching stance do so when hurt
  • AI - add checks for min health or grapple advantage when trying to escape certain dangerous situations
Ground & Clinch
  • Make finish the fight moment more survivable from strikes
  • Tune transition speeds in single collar and over under
  • Added new clinch entry into cage over-under animations
  • Submission gate speed tuning, including a better emphasis on stamina
  • Improved visuals on side control KO animation
  • Better integration of ground arm damage with standup long term block breakdown
  • Diaz fingers tuned to Westside in signature triangle submission.


#3
Live Tuner Update [01.02.2018]
Live Tuner Set Update - Jan 31 2018
Gameplay Changes
- tuned down the long term stamina drain when being denied while grappling
- remove the stamina tax on wrong direction denials while grappling


#2
Live Tuner Set Update [30.01.2018]
Gameplay Tuning
- increase long term stamina loss inflicted on opponent when striking to the body while grappling to make it net profitable

- slightly decrease long term stamina cost of grappling in general to counter balance

Move Set Updates

Bobby Green
+Back Oblique Kick

Choi Doo-Ho
+Lead Roundhouse Head
+Back Roundhouse Head

Conor McGregor
+Lead Side Kick Body

Minotauro Nogueria
+Clinch Attempt Double Under
-Back Roundhouse Head
+Submission Dom Crucifix_Americana
+Transition Dom Sidecontrol To Crucifix

Robert Whittaker
+Lead Roundhouse Head

Thomas Almeida
+Lead Flying Double Knee Head
+Back Spinning Elbow

Carlos Condit
+Added Submission Rubber Guard Omoplata
+Added Transition Guard To Rubber Guard

Charles Oliveira
+Added Submission Clinch Dom Thai Flying Guillotine

Daniel Cormier
+Added Submission Ground Dom Backside Bulldog

Perk Changes

Anthony Johnson
+Game Changer Level 5

Choi Doo-Ho
+Wakeup Call Level 3

Minotauro Nogueria
-Off The Back
+Dirty Boxer Level 2
+Guard Specialist Level 4

Nick Diaz
-Carved of Wood
+Fluidity Level 3

Raphael Assuncao
+Tree Chopper Level


#1
EA UFC3 Live Tuner Set Incoming [27.01.2018]
Gameplay Changes

- big increase to max stamina drain while grappling
- submission gate speed increase making it easier to escape submissions

Move Set Changes


Conor McGregor

- added back spinning side kick to the body

Cub Swanson

- Added back superman punch
- Added back spinning elbow

Various Stat and Record Changes.


Last edited by SUGATA; 08-21-2018 at 02:18 PM.
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Old 08-21-2018, 02:19 PM   #2
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Re: Full PATCH and Live tuners LIST for EA UFC 3

That,s nice work
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Old 08-21-2018, 02:21 PM   #3
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Re: Full PATCH and Live tuners LIST for EA UFC 3

Quote:
Originally Posted by The meticulous Esp
That,s nice work
21 patches & updates... _Dev's_ nice work.
I hope they will keep it up and will be even closer to community wishes and complaints/reports
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Old 08-21-2018, 02:26 PM   #4
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Re: Full PATCH and Live tuners LIST for EA UFC 3

Damn thats a long *** list.
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Old 08-21-2018, 02:50 PM   #5
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Re: Full PATCH and Live tuners LIST for EA UFC 3

Quote:
Originally Posted by aholbert32
Damn thats a long *** list.
no, dude, this is not long list. it is just 9000 words

i am completing the entire game Meta (which is nearly complete except the upcoming huge patch and some advanced grappling stuff from UFC 2) which is in very laconic and thesis form and is multiple times more than this - this IS long***list )

Last edited by SUGATA; 08-22-2018 at 01:16 PM.
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Old 08-21-2018, 04:52 PM   #6
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Re: Full PATCH and Live tuners LIST for EA UFC 3

супер. очень тебе благодарен

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Old 08-22-2018, 01:48 AM   #7
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Re: Full PATCH and Live tuners LIST for EA UFC 3

Пожалуйста, бро
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Old 08-22-2018, 01:59 AM   #8
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Re: Full PATCH and Live tuners LIST for EA UFC 3

Great stuff Sugata!

Very helpful to have these all in the one place!

Thankyou!
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