The Vitor punch flail animation needs removing

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  • GameplayDevUFC
    Former EA Sports UFC Gameplay Developer
    • Jun 2014
    • 2830

    #16
    Re: The Vitor punch flail animation needs removing

    Originally posted by Bigg Cee
    This interest me a lot!

    What does that mean???
    LOL, don't get all excited.

    It just means I'll be able to prove to you that slowing down the retreating fighter, or speeding up the attacking fighter, doesn't fix the problem.

    It's attached to something else fun that's getting added.

    Don't even try to guess, you won't be able to.

    Comment

    • Trillz
      MVP
      • Apr 2016
      • 1369

      #17
      Re: The Vitor punch flail animation needs removing

      Originally posted by GameplayDevUFC
      Because it won't work.

      I'll be able to prove that once the next patch drops, but it's something I've known for a long time.

      Movement speed isn't the issue, it's deeper than that.
      is the issue is when you get to the opponent and press to strike the fighter will miss if the opponent is moving back? like how some punch strikes misses from really close if they move back. Is the striking ranges the issue when trying to hit your opponent if the other person isnt stationary?
      Youtube: https://www.youtube.com/user/im2good4u1
      PSN: Headshot_Soldier

      Comment

      • GameplayDevUFC
        Former EA Sports UFC Gameplay Developer
        • Jun 2014
        • 2830

        #18
        Re: The Vitor punch flail animation needs removing

        Originally posted by Trillz
        is the issue is when you get to the opponent and press to strike the fighter will miss if the opponent is moving back? like how some punch strikes misses from really close if they move back. Is the striking ranges the issue when trying to hit your opponent if the other person isnt stationary?
        Yes, that's pretty much it.

        Comment

        • HereticGabriel
          Pro
          • Apr 2016
          • 614

          #19
          Re: The Vitor punch flail animation needs removing

          Although this is off topic, since you're commenting in here I'll hijack the thread for a second... But is there any way we can fix their sue with winning a fight via leg kick tko? I don't know if the loser is, but the winner is forced to watch the entire end fight scene, announcement, celebration etc... Kind of annoying as it can't be skipped

          Comment

          • Bigg Cee
            MVP
            • Apr 2016
            • 4676

            #20
            Re: The Vitor punch flail animation needs removing

            Originally posted by GameplayDevUFC
            LOL, don't get all excited.

            It just means I'll be able to prove to you that slowing down the retreating fighter, or speeding up the attacking fighter, doesn't fix the problem.

            It's attached to something else fun that's getting added.

            Don't even try to guess, you won't be able to.

            Comment

            • WhoDatNinja
              Rookie
              • May 2016
              • 100

              #21
              Re: The Vitor punch flail animation needs removing

              I think the problem is with the control scheme. You guys use back/forward as strike inputs instead of how FNC had it, where back/null threw stationary punches (back + strike the punch animation was the same as stationary but you were moving backwards) and forward threw reaching punches. Full spectrum punching was great.

              Back+strike feels way too arcadey. Fwd+X YY back+X is more of MK combo than for a sports sim

              Comment

              • Trillz
                MVP
                • Apr 2016
                • 1369

                #22
                Re: The Vitor punch flail animation needs removing

                Originally posted by WhoDatNinja
                I think the problem is with the control scheme. You guys use back/forward as strike inputs instead of how FNC had it, where back/null threw stationary punches (back + strike the punch animation was the same as stationary but you were moving backwards) and forward threw reaching punches. Full spectrum punching was great.

                Back+strike feels way too arcadey. Fwd+X YY back+X is more of MK combo than for a sports sim
                that was great for a boxing game but for MMA it will make other aspects much harder. But i agree the abiltity to throw and move forward/backwards was great.
                Youtube: https://www.youtube.com/user/im2good4u1
                PSN: Headshot_Soldier

                Comment

                • fishingtime
                  Handling it
                  • Aug 2013
                  • 1738

                  #23
                  Re: The Vitor punch flail animation needs removing

                  Not the control scheme. Scheme is fine. It is the fact that you don't stumble backwards in a straight line. What are you usually doing when chasing someone down? Adjusting your movement to try and stay in front of them. That is what I am doing.

                  They need to change the movement here not effecting the other fighter. Maybe shifting the camera angles to do this. No clue, but the problem is the stumble and the way you have to adjust to keep them in striking range.
                  @bikingforjesus on Instagram

                  Comment

                  • WhoDatNinja
                    Rookie
                    • May 2016
                    • 100

                    #24
                    Re: The Vitor punch flail animation needs removing

                    You can say the mortal kombat directional based scheme is fine, but if you could actually attack while moving fwd instead of constantly trying to make sure you're in range because your legs cant function while you punch unless you're "finishing the fight" that would help a ton.

                    Worked well in ea mma also. Body modifier and kick modifier. Was dying to see the fnc version of striking in an mma game, instead they thought mk2 on genesis was the right control fit.

                    Comment

                    • fishingtime
                      Handling it
                      • Aug 2013
                      • 1738

                      #25
                      Re: The Vitor punch flail animation needs removing

                      Originally posted by WhoDatNinja
                      You can say the mortal kombat directional based scheme is fine, but if you could actually attack while moving fwd instead of constantly trying to make sure you're in range because your legs cant function while you punch unless you're "finishing the fight" that would help a ton.

                      Worked well in ea mma also. Body modifier and kick modifier. Was dying to see the fnc version of striking in an mma game, instead they thought mk2 on genesis was the right control fit.
                      You aren't understanding. It isn't just that you can't go forward while striking. When you move towards a rocked opponent, they will stumble to the side, while you are still going straight. This makes you have to adjust your fighter to compensate. Which takes time and they usually come out of it if they are in open area. Especially if it was something like a head kick that rocked them and put even more distance between the two.

                      This rock that is being talked about actually works, even though it isn't the best looking. You are already moving forward most times. So that distance is very short.

                      The one thing that isn't being talked about in this thread is the fact that a top player lost because of bleed through damage/block breaking down, and there is going to be close to a 20% decrease in its effectiveness. How was this achieved? Arms redden quicker? This tactic will be very effective with 100 OVR STU UT players with 5 star cards for jabs/straights.
                      @bikingforjesus on Instagram

                      Comment

                      • WhoDatNinja
                        Rookie
                        • May 2016
                        • 100

                        #26
                        Re: The Vitor punch flail animation needs removing

                        I understand what you're saying, that its tough to hit the person because of the awkward stumble. What I'm saying, is since you're always facing the other guy, if you could keep coming forward you'd catch up to them. You never see the bullrush lose the guy, it catches them very quick. So I'm thinking that with normal speed movement, if you could move forward throwing reaching punches, without having to plant your feet for every punch, you could get close enough to actually set up an attack. The controls make it feel like an arcade fighter to me. Step side body kicks are like the projectiles.

                        Comment

                        • fishingtime
                          Handling it
                          • Aug 2013
                          • 1738

                          #27
                          Re: The Vitor punch flail animation needs removing

                          Originally posted by WhoDatNinja
                          I understand what you're saying, that its tough to hit the person because of the awkward stumble. What I'm saying, is since you're always facing the other guy, if you could keep coming forward you'd catch up to them. You never see the bullrush lose the guy, it catches them very quick. So I'm thinking that with normal speed movement, if you could move forward throwing reaching punches, without having to plant your feet for every punch, you could get close enough to actually set up an attack. The controls make it feel like an arcade fighter to me. Step side body kicks are like the projectiles.
                          You do catch up though. You just can't land strikes because of their position. Which is why you have to adjust. Think of it this way. You never stop running until you catch the opponent. You would still be out of position because you would run up to their left or right. Depending on which side the stumble was. Depending on the distance, you would actually run past them if the game allowed it.

                          Basically, they would have to make the sprint curve towards the way they are stumbling to actually put you in the right place to strike.
                          Last edited by fishingtime; 08-09-2016, 11:16 PM.
                          @bikingforjesus on Instagram

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                          • tissues250
                            MVP
                            • Apr 2016
                            • 1526

                            #28
                            Re: The Vitor punch flail animation needs removing

                            I really hate this ugly animation, I really hope that get rid of it in the game. Hopefully, please don't put in it again to EA UFC3. The FTF must leave to the care of user's control.

                            Comment

                            • fishingtime
                              Handling it
                              • Aug 2013
                              • 1738

                              #29
                              Re: The Vitor punch flail animation needs removing

                              Originally posted by tissues250
                              The FTF must leave to the care of user's control.
                              Exactly. Give a stamina boost, etc. Just the tools to help FTF. I quit punching as soon as I see those hooks.
                              @bikingforjesus on Instagram

                              Comment

                              • Morgan Monkman
                                North of 60
                                • Apr 2016
                                • 1385

                                #30
                                Re: The Vitor punch flail animation needs removing

                                It's the game engine guys.

                                I've been saying this since the first game, this game was designed for GRAPHICAL POWER and LOOKS, not fighting.

                                It's what thq had to do, make the game have worse graphics but you get a better engine. ( I remember a dev specifically saying they sacrificed graphics for better gameplay)

                                I don't think this engine would allow running, or a lot of the stuff we are asking for.

                                I mean a guy simply leaning backwards makes him invulnerable to like 2 body shots.
                                PSNID: B_A_N_E

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