EA UFC Retail Impressions Thread
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Re: EA UFC Retail Impressions Thread
Can anyone comment on the effective of leg kicks? They don't seem to do nearly enough damage.
Watching this stream (http://www.twitch.tv/deepboyce/b/538770400 1 Hour into the stream) Rousey completes destroys Cat Zingano's leg. You can even see the visual damage.
Cat's mobility appears completely unaffected. In fact she's able to easily pull off flying knees and stuff takedowns without any issues. Hell she finishes the fight with flying knee.
I've played the demo countless times now and leg kicks seem to be a waste of time.
I guess what's the point to even attack your opponents legs? It's been confirmed there aren't any Leg TKO's. Almost no mobility penalty.
GameplayDevUFC, Can you provide some insight on how leg damage works in this game?
Thanks
During development we experimented with various other things during the different health events. We had a takedown attempt that kind of started but failed as the fighter hopped gingerly on the leg. We also tried disabling takedowns altogether. Stuff like that. In the end the feedback on that wasn't good so we went with what you see in the game now. I think if we'd had time to capture more animations that sell the leg damage that may have made some of those features work better, but we weren't in a position to capture more, and they didn't look good so we had to drop them. Oh, and I think we also drop your ratings when you're in a health event.
Someone also asked if damage accumulates over multiple rounds, and it does. So punishing the legs in the early rounds could pay off in later rounds with an easier leg damage health event. The damage tuning has the same caveat that the stamina tuning does though, in that it is much more apparent in real time rounds over accelerated clock as we don't currently have tunings sets for the different modes.
The other place legs kicks are useful is in sweeping the leg of your opponent when he is balanced only on one leg. This is driven entirely by physics, but should be something I expect people to master eventually and use as a tactic.
Hope that answers your question.Comment
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Re: EA UFC Retail Impressions Thread
i learn the hard way dont trust anyone online that you are fighting if they not from this board. this guy was streaming the fight. good fight and we talking and we talking about submission. im like im still learning how do you defend against submission. he like just rotate the right analog. my dumb self listen and got tap out. so far from what im seeing online kinda punish you if you just mash the buttons due to the fatigue which is a good thing.Comment
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Re: EA UFC Retail Impressions Thread
GameplayDevUFC- what's the stamina logic your team implemented? That seems to be the big buzz here. Seeing fighters going into the final rounds with 80 percent or more stamina doesn't seem to add up. Fight Night seemed to make you pay more for going nuts early on once you reached the latter rounds.Comment
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Re: EA UFC Retail Impressions Thread
Having fun with UFC. Finishing up my 38th and probably final career fight when this happened : <iframe width="560" height="315" src="//www.youtube.com/embed/pJcl0JM269M" frameborder="0" allowfullscreen></iframe>
I hope you guys get a good giggle out of this.
Good to see an EA UFC Dev on here, makes my opinions feel wanted :P
I'll be back to vent on the 10 CAF slot issue which is so far my only major gripe with this game. 10x more powerful than a ps3, 368GBs of storage, Cloud Power and 300,000 XBox live servers somehow = 10 CAF Slots and 5 Career Mode slots.
Guess that was a bit of a vent, carry on.
Aholbert> can you make an official Highlight Reel/Lowlight Reel thread. Not sure if what i posted belongs here.
Aside: Has anyone else felt that the Ground attribute "Fight Dirty"(Increases the damage of your strikes in the clinch and on the ground.) is the most OP'd in the game so far? Daniel Cormier absolutely destroyed me with this a number of times in HW career. Personally, I will not go online without it...
GameplayDEV UFC > Try recreating this : Thats submissive side saddle or crucifix, before and as the AI's sub attempt was sinking in, I was clicking My Xbox Controller's Left stick to see if I could stand up from this position. I think without this glitch you can't stand from this position but alas; I broke your gameThis animation appeared to have no end and i was forced to quit the fight.
Last edited by 2k10Fonzarelli; 06-16-2014, 11:06 PM.Ignorance of evidence is evidence of ignorance...Comment
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Re: EA UFC Retail Impressions Thread
gameplayufc any tips for when u stun is there a way to get to the down fighter quicker?Comment
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Re: EA UFC Retail Impressions Thread
Is there a way to get past blocks? Seems like someone can just hold RT and it blocks everything
I know you can take them down but does the hit still do slight damage even when blocked? Doesn't seem like itComment
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Re: EA UFC Retail Impressions Thread
The longer you hold it the less effective it is. I've been KOd by strikes when I've held the button too long.Comment
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Re: EA UFC Retail Impressions Thread
Holding square/triangle with R2 is a high strong block
Holding x and circle with R2 is a low strong block.
Strong blocks are harder to time, but will catch your opponent in a counter state if timed correctly.Moderator
YouTube: DirtyJerz32
Twitter: DirtyJerz32
Twitch: DirtyJerz32
Originally posted by bluengold34_OSNo longer shall you be referred to as DirtyJerz32, but simply BOSS -Comment
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Re: EA UFC Retail Impressions Thread
if he throws a high kick am i using square or triangle to attempt to parry even though those are punch buttons?Comment
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Re: EA UFC Retail Impressions Thread
parrying correct? question on that. if my opponent is throwing a high right hand. so triangle. do i have to block and guess triangle as well to get that counter? i thought block plus x or o was for kicks? im not clear on the parry system at all.
if he throws a high kick am i using square or triangle to attempt to parry even though those are punch buttons?Comment
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Re: EA UFC Retail Impressions Thread
What's so bad about only being able to create 10 fighters? Why would you want to create any more than that?... who has that kinda time!Comment
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Re: EA UFC Retail Impressions Thread
GameplayDevUFC- what's the stamina logic your team implemented? That seems to be the big buzz here. Seeing fighters going into the final rounds with 80 percent or more stamina doesn't seem to add up. Fight Night seemed to make you pay more for going nuts early on once you reached the latter rounds.
Every action in the game has a stamina cost associated with it. There is a giant table of tuning values for everything (each individual strike, takedown, block, etc, etc). They are all affected by various ratings.
The action performed will take a percentage of your short term and long term stamina.
There's short term stamina regen that's always on, and a percentage of the long term stamina is regenerated between rounds.
Lower stamina affects things like:
-playback rates of animations
-timing windows for things like takedown defense, sweeps, passes
-effectiveness of strikes
-etc
All pretty straight forward and what you'd probably expect.
One problem is that we only have one tuning set for real time clock and accelerated clock. As such, the long term stamina was tuned for the real time clock. The result of this is long term stamina drain is "as designed" for the real time clock, and you get much less long term stamina drain for an accelerated clock in the later rounds.
I suspect if you played a real time clock you would see more of what you came to expect from Fight Night in terms of paying the price in later rounds for over exerting in early rounds.
So the feedback I'm taking away from the demo reaction threads and this thread is that people here feel that:
1. Short term stamina regens too fast, allowing too many strikes per round for their taste
2. Long term stamina isn't drained enough over the course of a fight in the accelerated clock, but is more appropriate in the real time clock.Comment
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Re: EA UFC Retail Impressions Thread
Having fun with UFC. Finishing up my 38th and probably final career fight when this happened : <iframe width="560" height="315" src="//www.youtube.com/embed/pJcl0JM269M" frameborder="0" allowfullscreen></iframe>
I hope you guys get a good giggle out of this.
Good to see an EA UFC Dev on here, makes my opinions feel wanted :P
I'll be back to vent on the 10 CAF slot issue which is so far my only major gripe with this game. 10x more powerful than a ps3, 368GBs of storage, Cloud Power and 300,000 XBox live servers somehow = 10 CAF Slots and 5 Career Mode slots.
Guess that was a bit of a vent, carry on.
Aholbert> can you make an official Highlight Reel/Lowlight Reel thread. Not sure if what i posted belongs here.
Aside: Has anyone else felt that the Ground attribute "Fight Dirty"(Increases the damage of your strikes in the clinch and on the ground.) is the most OP'd in the game so far? Daniel Cormier absolutely destroyed me with this a number of times in HW career. Personally, I will not go online without it...
GameplayDEV UFC > Try recreating this : Thats submissive side saddle or crucifix, before and as the AI's sub attempt was sinking in, I was clicking My Xbox Controller's Left stick to see if I could stand up from this position. I think without this glitch you can't stand from this position but alas; I broke your gameThis animation appeared to have no end and i was forced to quit the fight.
Thanks! This is the first bug I've seen posted so far that we hadn't already fixed for launch. Never seen this one before at all actually. I'll be sure to point QA to your video tomorrow morning and see if we can get it reproduced.Comment
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