Most Important Improvement Needed For UFC 3

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  • fishingtime
    Handling it
    • Aug 2013
    • 1738

    #16
    Re: Most Important Improvement Needed For UFC 3

    Originally posted by Morgan Monkman
    I think it's because I always finish my combos with a left high kick, so you need to hold back to do the kick, I will then release the backwards motion for the kick and then immediately push forward because I want to chase the rocked opponent, but it will make me step backwards before moving forwards. It's a glitch between finishing the quick and wanting to move forward, it somehow reads the kick as backward movement.

    Sent from my SM-G920W8 using Tapatalk
    Remember there is a queue. You likely still had the stick back after you pressed the button to kick. So you moved back when they were rocked, but couldn't change directions right away because of the queue.
    @bikingforjesus on Instagram

    Comment

    • Morgan Monkman
      North of 60
      • Apr 2016
      • 1385

      #17
      Re: Most Important Improvement Needed For UFC 3

      Originally posted by fishingtime
      Remember there is a queue. You likely still had the stick back after you pressed the button to kick. So you moved back when they were rocked, but couldn't change directions right away because of the queue.
      I only hold back for the duration of the kick and then I try to move forward but it moves me backwards if i don't release the stick and then try and move forward.

      Sent from my SM-G920W8 using Tapatalk
      PSNID: B_A_N_E

      Comment

      • fishingtime
        Handling it
        • Aug 2013
        • 1738

        #18
        Re: Most Important Improvement Needed For UFC 3

        Originally posted by Morgan Monkman
        I only hold back for the duration of the kick and then I try to move forward but it moves me backwards if i don't release the stick and then try and move forward.

        Sent from my SM-G920W8 using Tapatalk
        Queue. You only have to input the commands. The queue remembers your next move. Which, if you let off the button first, would make it think you want to go away. Without the queue, we would have robotic looking striking like Undisputed. There was no queue there.
        @bikingforjesus on Instagram

        Comment

        • Dave_S
          Dave
          • Apr 2016
          • 7835

          #19
          Re: Most Important Improvement Needed For UFC 3

          Not the most important by a longshot, but adding grapple advantage gauges or HUD to practice mode only would be pretty big improvement imo.

          Comment

          • TheGentlemanGhost
            MVP
            • Jun 2016
            • 1321

            #20
            Re: Most Important Improvement Needed For UFC 3

            Ground-N-Pound
            I know the Beta testers demanded more damage from the GnP, but I knew it was gonna become too OP after those demands. The side back mount strikes are even more OP and for the life of me, I don't logically understand why they made those strikes so easy to put away the opponent. GnP needs to have more of a lasting effect than be fight ending, esp if they didn't get hurt prior to the GnP in most cases.

            Clinch
            Balance it out, please! There have been a few cases irl where the clincher is hurt by the person they put into the clinch. The MT clinch shouldn't be a desperation move that actually works because one MT knee is death sentence. Lower the knee damage more and make the clinchee's strikes cause more damage.

            Submissions
            Go back to the EA MMA way of subs, mostly how the chokes were done. Most of the details were already talked about here... http://www.operationsports.com/forum...ok-awsome.html

            But it was the best way to implement subs imo. Stamina cost was balanced, the time it could take to finish or escape a sub was so much better and more intense and it was just fun. I liked actually FEELING my way in or out of a sub rather than just seeing and filling bars up within a pretty specific amount of seconds automatically.

            Bring back the combo speed ratings!
            While I'm on the subject of EA MMA, bring those combo ratings back. They made a huge difference in fighting styles. Right now in UFC 2, it's pretty much as long as the fighter has high striking speed, his combos will be lighting fast too. That shouldn't be the case, there are fighters that can throw a swift punch or kick but not really put together effective combos.
            Last edited by TheGentlemanGhost; 07-20-2016, 12:49 AM.

            Comment

            • manliest_Man
              MVP
              • May 2016
              • 1203

              #21
              Re: Most Important Improvement Needed For UFC 3

              Originally posted by Morgan Monkman
              It would be cool if you could do a reversal into a submission.

              I was practising my ground game last night and some guys just kept spamming transitions and i thought to myself, wouldn't it be cool if i could just counter his transition into a submission?

              I think that should be added, gives the defensive player some more tools.
              uhmm, some of them already are in the game on the attacker,but i agree there could be some from the submissive fighter's positions.

              2 that i know of is, on the half guard, when the submissive fighter transitions torwards the back side, the attacker can reverse the transition into a heelhook 2-gate submission.

              on Sprawl, when the submissive fighter tries to go to over under, the attacker can reverse it into a flying Guilotine 2 gate choke submission

              Comment

              • Dave_S
                Dave
                • Apr 2016
                • 7835

                #22
                Re: Most Important Improvement Needed For UFC 3

                Originally posted by manliest_Man
                uhmm, some of them already are in the game on the attacker,but i agree there could be some from the submissive fighter's positions.

                2 that i know of is, on the half guard, when the submissive fighter transitions torwards the back side, the attacker can reverse the transition into a heelhook 2-gate submission.

                on Sprawl, when the submissive fighter tries to go to over under, the attacker can reverse it into a flying Guilotine 2 gate choke submission
                Not that many fighters have those. Something like the guillotine should be available to many more fighters imo.

                Comment

                • Boiler569
                  MVP
                  • Apr 2016
                  • 2006

                  #23
                  Re: Most Important Improvement Needed For UFC 3

                  Originally posted by TheGentlemanGhost
                  Ground-N-Pound
                  I know the Beta testers demanded more damage from the GnP, but I knew it was gonna become too OP after those demands. The side back mount strikes are even more OP and for the life of me, I don't logically understand why they made those strikes so easy to put away the opponent. GnP needs to have more of a lasting effect than be fight ending, esp if they didn't get hurt prior to the GnP in most cases.

                  Clinch
                  Balance it out, please! There have been a few cases irl where the clincher is hurt by the person they put into the clinch. The MT clinch shouldn't be a desperation move that actually works because one MT knee is death sentence. Lower the knee damage more and make the clinchee's strikes cause more damage.

                  Submissions
                  Go back to the EA MMA way of subs, mostly how the chokes were done. Most of the details were already talked about here... http://www.operationsports.com/forum...ok-awsome.html

                  But it was the best way to implement subs imo. Stamina cost was balanced, the time it could take to finish or escape a sub was so much better and more intense and it was just fun. I liked actually FEELING my way in or out of a sub rather than just seeing and filling bars up within a pretty specific amount of seconds automatically.

                  Bring back the combo speed ratings!
                  While I'm on the subject of EA MMA, bring those combo ratings back. They made a huge difference in fighting styles. Right now in UFC 2, it's pretty much as long as the fighter has high striking speed, his combos will be lighting fast too. That shouldn't be the case, there are fighters that can throw a swift punch or kick but not really put together effective combos.
                  good stuff

                  I do think GnP is a bit overpowered *in certain positions* --- but I was definitely someone who begged GPD and Friends to boost damage of GnP during the Beta, and I'm very very glad they did. GnP was totally worthless before the boost.

                  Back Side Mount is lethal, and maybe a bit OP, but hey did you see Hendo knock out Fedor from that position with just one strike pretty much?

                  I've been *finished* from that position a dozen times at most....there are ways to defend/escape for sure. That said, sometimes you end up in that position after being knocked down, and one strike that you block ends your night lol it's a bit goofy to say the least.

                  Clinch --- I really think DOUBLE UNDERHOOKS needs major love!! Should be a very dominant position. If D/U was buffed...ESPECIALLY its denial window...more people would go 'that way' in the clinch progression, rather than only going for MT Clinch. That said, I do have fun w/ Over/Under, and back mount, so there's a lot more than MT in the clinch game But I agree that MT is too powerful compared to the rest. So, either nerf MT...or boost D/U ...probably a little bit of both

                  (Nothing like my Joe Frazier Boxer CAF with LLP and RLP of about 35 getting a one-shot knockdown from a MT Knee....yea...that's definitely dumb...at least make knees/elbows in MT much more reliant on stats!!!)

                  I definitely agree w/ your statement on Subs that in EA MMA the best part of the sub game was that it was a prolonged battle; it wasn't a set number of gates, with a set number of seconds til a colored bar appears, and you either advance, or sub fails.

                  In EA MMA you could get *that close* to sinking in a sub...only to have opponent nearly break-free...only for you to grind them for a solid 10 seconds, and win the war of attrition, finally getting the finish!

                  More dynamic than this system which is very linear
                  PSN: Boiler569
                  Have Fun, It's Just A GAME!
                  Top 10 (Fight Night Series) R.I.P. Joe Frazier
                  FNR4 Gamestop Vegas Tournament Qualifier
                  Ranked #1 (EA MMA)

                  UFC 3 LEC: 2x Diamond; 6x Plat.
                  @Boiler569 on Twitter & Twitch

                  Comment

                  • Haz____
                    Omaewa mou shindeiru
                    • Apr 2016
                    • 4023

                    #24
                    Re: Most Important Improvement Needed For UFC 3

                    Originally posted by manliest_Man
                    uhmm, some of them already are in the game on the attacker,but i agree there could be some from the submissive fighter's positions.

                    2 that i know of is, on the half guard, when the submissive fighter transitions torwards the back side, the attacker can reverse the transition into a heelhook 2-gate submission.

                    on Sprawl, when the submissive fighter tries to go to over under, the attacker can reverse it into a flying Guilotine 2 gate choke submission
                    False.

                    The *Kneebar* reversal in halfgaurd is 4 gates.
                    PSN: Lord__Hazanko

                    Just an average player, with a passion for Martial Arts & Combat Sports

                    Comment

                    • Shogun474
                      Rookie
                      • May 2016
                      • 220

                      #25
                      Re: Most Important Improvement Needed For UFC 3

                      Vastly improved scoring logic!! My toughest opponents in this game are the bent judges
                      Last edited by Shogun474; 07-20-2016, 04:07 PM.

                      Comment

                      • TheGentlemanGhost
                        MVP
                        • Jun 2016
                        • 1321

                        #26
                        Re: Most Important Improvement Needed For UFC 3

                        Originally posted by Boiler569
                        good stuff

                        I do think GnP is a bit overpowered *in certain positions* --- but I was definitely someone who begged GPD and Friends to boost damage of GnP during the Beta, and I'm very very glad they did. GnP was totally worthless before the boost.

                        Back Side Mount is lethal, and maybe a bit OP, but hey did you see Hendo knock out Fedor from that position with just one strike pretty much?

                        I've been *finished* from that position a dozen times at most....there are ways to defend/escape for sure. That said, sometimes you end up in that position after being knocked down, and one strike that you block ends your night lol it's a bit goofy to say the least.

                        Clinch --- I really think DOUBLE UNDERHOOKS needs major love!! Should be a very dominant position. If D/U was buffed...ESPECIALLY its denial window...more people would go 'that way' in the clinch progression, rather than only going for MT Clinch. That said, I do have fun w/ Over/Under, and back mount, so there's a lot more than MT in the clinch game But I agree that MT is too powerful compared to the rest. So, either nerf MT...or boost D/U ...probably a little bit of both

                        (Nothing like my Joe Frazier Boxer CAF with LLP and RLP of about 35 getting a one-shot knockdown from a MT Knee....yea...that's definitely dumb...at least make knees/elbows in MT much more reliant on stats!!!)

                        I definitely agree w/ your statement on Subs that in EA MMA the best part of the sub game was that it was a prolonged battle; it wasn't a set number of gates, with a set number of seconds til a colored bar appears, and you either advance, or sub fails.

                        In EA MMA you could get *that close* to sinking in a sub...only to have opponent nearly break-free...only for you to grind them for a solid 10 seconds, and win the war of attrition, finally getting the finish!

                        More dynamic than this system which is very linear
                        I agree, but Hendo/Fedor doesn't happen too often (at least compared to this game). We also had Rumble/Gus & Bader but Gus was already in trouble and Rumble and Hendo are just ridiculous with their power. But my UT fighter and most UFC roster guys shouldn't just be able to stop a takedown in the beginning of the fight and KO a guy from side back mount with 3 or 4 punches to the side of the face 9/10 times lol.

                        But that's another thing, those failed takedowns should end up in some type of clinch, not with the grappler on all fours waiting to get hit (granted, I'm fine with it now since this current clinch isn't quite right). But this is what should happen after most of those TDs that manage to put the grappler on all fours in UFC 2 (all depending on the fighter's ratings as well of course)...


                        With more balance to the clinch, it would be great. Then as the grappler you could transition yourself up to the standing clinch or continue to work the takedown. As the player defending, they could then have the option to put the opponent on hands and knees, but it should happen as is now in this game.

                        Comment

                        • SisterRay
                          Rookie
                          • May 2016
                          • 289

                          #27
                          Re: Most Important Improvement Needed For UFC 3

                          -realistic well timed strikes causing signifcant damage.
                          -improve head movement,sway and side stepping in and out.
                          -no more guanrteed hit stuns with free follow up strikes and combo multiplayer
                          -more cage fighting/grappling,takedowns and slams
                          -being able to move around in the groundgame
                          -improve career mode
                          -knockdown animations should have them covering up not look like they are knocked out unconscious

                          Comment

                          • Ksearyback
                            Pro
                            • Jun 2016
                            • 639

                            #28
                            Re: Most Important Improvement Needed For UFC 3

                            Originally posted by manliest_Man
                            uhmm, some of them already are in the game on the attacker,but i agree there could be some from the submissive fighter's positions.

                            2 that i know of is, on the half guard, when the submissive fighter transitions torwards the back side, the attacker can reverse the transition into a heelhook 2-gate submission.

                            on Sprawl, when the submissive fighter tries to go to over under, the attacker can reverse it into a flying Guilotine 2 gate choke submission
                            Unfortunately, those are the only two transition reversals (and the half guard one is a 4 gate kneebar, not a heel hook).

                            Comment

                            • Boiler569
                              MVP
                              • Apr 2016
                              • 2006

                              #29
                              Re: Most Important Improvement Needed For UFC 3

                              Some more good suggestions

                              and I'm definitely a big fan of *more* end results from takedown attempts!

                              Right now there's...push-off...sprawl...and 'hard sprawl', which pretty much is the same thing as sprawl, but louder and more violent? lol

                              There are takedown reversals and what not I guess. Perhaps I should try putting those into my game. But that's a whole different controller input lol will be hard to re-train myself but maybe worth looking at.

                              that said --- as there is on the ground, when you deny someone very early, there's a reversal --- would be great if this applied to some degree to takedown attempts.

                              i.e. you're Yoel Romero and you stuff someone's takedown within first 20% of the denial window --- you end up hip throwing the dude into side saddle, rather than just pushing him off, or sprawling out.

                              Or a guy trys to clinch you against cage but you deny in the first 20% of the denial window --- isntead of just 'pushing him back' --- you reverse and slam him into the cage; now who's screwed??
                              PSN: Boiler569
                              Have Fun, It's Just A GAME!
                              Top 10 (Fight Night Series) R.I.P. Joe Frazier
                              FNR4 Gamestop Vegas Tournament Qualifier
                              Ranked #1 (EA MMA)

                              UFC 3 LEC: 2x Diamond; 6x Plat.
                              @Boiler569 on Twitter & Twitch

                              Comment

                              • Ksearyback
                                Pro
                                • Jun 2016
                                • 639

                                #30
                                Re: Most Important Improvement Needed For UFC 3

                                ^ Agree with some different takedown defense scenarios, but don't really like the high amplitude ideas. How often does that actually happen? Not that it hasn't, I'm just saying.

                                Would be more realistic if the common defense was a sprawl like is currently in the game, and one in which the defender digs underhooks. The underhooks can be used to reverse into the cage like you said.

                                Also, I like the idea of the scenario being more fluid, less static in one place. Kinetic energy may take you into the cage where it becomes a grinding war of attrition digging for hooks, or the offensive wrestler switching from a double to a single (high crotch etc.). Cage fighting can include various strikes as well as the foot sweeps, body lock, and hip throws which currently exist. A lot of this stuff already exists actually, there just seems to be a level of fluidity missing from this aspect of the game.

                                Best way I can put it is, when I'm winning or losing in striking or grappling I know why. When it's in the clinch or against the cage, I just feel like it's clunky and almost a little bit of a guessing element (maybe that is user error).

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