I don't think anyone would say otherwise that the standup game needed a major overhaul beyond anything else. Yet like someone else said, UFC 2 only with good AI logic, would have been a much better experience. It goes a long way.
Issues you hope get addressed in UFC 3
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Re: Issues you hope get addressed in UFC 3
I don't think anyone would say otherwise that the standup game needed a major overhaul beyond anything else. Yet like someone else said, UFC 2 only with good AI logic, would have been a much better experience. It goes a long way. -
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Re: Issues you hope get addressed in UFC 3
Any date yet for the game
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Re: Issues you hope get addressed in UFC 3
I know from the little we have heard, it sounds like the striking is getting an overhaul this time around like the ground did for UFC 2 and if it was a complete overhaul like i'm thinking, these things should more than likely be fixed. However, just in case it isn't these are a few things I hope they don't miss with it or overlook...
1. Unrealistic Strike Speed: This has been a little pet peeve of mine since I started playing the game. The striking speed is pretty ok when your right up on your opponent (punches in particular) but once you get a bit of a distance away, all of a sudden punches are coming out like you are stuck in mud or something. Idk if the devs were trying to emulate whiffing or something by doing this, but it wasn't a good idea cuz it's not realistic. If a fighter is a certain speed, he will be that same speed whether he is near or far from his opponent. Keep striking speed consistent and leave those kind of animations for when the fighter is tired or low on stamina or something.
2. Broken Evasive Movement: The evasive head movement and back dashing are a bit broken in the game. With head movement, sometimes you can sway back and not get hit in the body even though the opponent is right up on you. Then the other is back dashing. The thing with this is it actually shortens/stiffles incoming strikes, which shouldn't happen. If you throw a strike when someone back dashes it's like your arm won't fully extend on a punch all of a sudden. The last issue on this topic is both those type evasive movements (back dashing and swaying back) work when your back is against the cage! How can you back dash or sway back if your back is right up against the cage? Needs to be fixed...you should only be able to move forward or to either side if your back is against the cage.
3. Combo Multiplier: Strikes are not boosted in damage cuz they are at the end of combos. Then on top of that to make matters worse, it gets a bunch of hit stun too? Hit stun should be solely dependant on move and perk lvls and damage to the area being hit. This has got to go. MMA meets Tekken? No thank you.
4. Parry System: Lastly is the parry system. My thing with this is if it isn't done realistically, it needs to go. But it seems to be EA's thing and it is a realistic part of MMA, so i'm pretty sure they won't do away with it. In this game, it feels more like a gimmick to assist the noobs though. It's current state totally ruins the flow of the striking cuz of how it freezes the opponent and then the damage done is pretty ridiculous. It's basically like something to use to land a free strike on your opponent. As a result you have tons of players just fishing for parries the whole fight. So i'll break down what I think needs to be fixed with it into four parts...
a). Parry Counter Damage: The damage done by parries are a bit much. A parry counter doesn't mean a death sentence or near death experience. Currently it's like parry counters are the most damaging thing in the game but if you counter freely, it doesn't do as much damage? Needs to be toned down a bit. It's to over the top and thus that makes it feel gimmicky.
b). Openings After Parries: I think the openings to land counter shots after a successful parry needs to be dependant on the strike parried. For example, if I parry a jab/straight, I shouldn't be able to counter with a head kick or some huge fancy strike. The opening created after I parry should only buy me enough time to counter with say a jab/straight of my own. Having it like this along with toning down the damage a bit, you won't have these over rewarded scenarios where ppl are parrying jabs and countering with these huge strikes or spinning crap.
c). Counter Hit Damage on missed Parries: I feel this isn't punishing enough which is why some ppl still parry spam. If you miss time a parry and get tagged, the strike should do counter hit damage. Irl missing a parry can be brutal cuz of the fact that you don't expect what's coming. Depending on the strike they throw, if you parry a strike to the wrong side or height, it could cost you your consciousness. Don't believe me? Just ask J Lo...
d). Parries "Freezing" the Opposition: Sure a parry should allow you an opening to land a counter on your opponent, but it also shouldn't freeze your opponent. Irl after you swat the opponents strike away and attempt to land a counter, he doesn't freeze in his tracks so you can hit him. Whatever he was doing, he will still be doing after he gets parried. Like say he was throwing a jab followed by a straight...you parrying his jab doesn't mean he freezes and his follow up punch will no longer come at you. Not a ton of fighters parry in mma tbh, but fighters I can think of that do it alot are Conor and Machida, so i'll use some examples with them...
Aldo vs Mcgregor: Ah the famous Aldo KO. Will be one of the most memorable ko's in history and it was done via parry(this doesn't validate the current horrible parry system btw lol) smh. So notice Aldo comes in with a double feint left and right, and then follows through with a left hook. Even though the 2nd punch was a feint and Aldo didn't intend to land it, Conor was still able to parry it and land the counter left straight. However, the big takeaway from this is that even though Conor parries and lands that counter, it does not stop Aldo from attacking with what he was following up with. Aldo get's SLEPT and STILL lands the left hook on Mcgregor. He didn't freeze in place (until he hit the floor lol) for Conor to land his shot.
Machida vs Evans: Evans paws out with the lead hand to follow up with a straight right. Machida then parries the lead hand of Evans and that gives him the opening to land his left straight. Notice even after Machida lands the parry counter, Evans still comes in with his follow up strike. He isn't frozen in place or anything...he still throws the straight right while getting cracked. Machida even has to slip out of the way of it after he lands his counter.
Ok rant over lol. What are you guys thoughts on all this and what are some other things you guys hope get changed/fixed in the upcoming game?
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Re: Issues you hope get addressed in UFC 3
I want to be able to knock people out with punches in the clinch. They are so weak in 2. I should be able to land upper cuts and hooks with DC in the clinch and hurt someone, not just turn their head red after 10. UD3 had the clinch right, but I know it won't be that good.Comment
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Re: Issues you hope get addressed in UFC 3
I want to be able to knock people out with punches in the clinch. They are so weak in 2. I should be able to land upper cuts and hooks with DC in the clinch and hurt someone, not just turn their head red after 10. UD3 had the clinch right, but I know it won't be that good.Comment
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Re: Issues you hope get addressed in UFC 3
Yup UD3 had clinch about right for sure and this is definitely something that's needed in the game. Rocks in the clinch, smoother more fluid clinch locomotion and also the clinch locomotion should be based on stats. For example, a guy like DC should be able to move guys around in clinch much easier than say OSP and someone like OSP shouldn't be able to move DC around in the clinch easy at all. There also needs to be various ways to break the clinch like striking your way out or moving away from your opponent. You never see fighters stuck in the clinch too long in real fights, unless it's guys like DC or Cain fighting.Comment
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Re: Issues you hope get addressed in UFC 3
I don't even think EA UFC 2 has a ground game rocked state now that I think about it. UFC Undisputed had it, EA MMA also had it as seen here at the 1:49/1:50 mark of the video.
It made submissions more dangerous in UFC Undisputed if you rocked your opponent. But it also gave a risk of the attacker being caught in a submission as well by trying to finish a rocked ground opponent similar to nogueria vs mir.
EA MMA it just left you at a higher risk of getting knocked out. Which UFC Undisputed did as well but Undisputed also would make the ref stop the fight if you got rocked on the ground and just took unanswered shots.
Some might not want such a mechanic back, but does it make sense to only be able to rock from a standing or clinch position.
The ability to pull guard or fall to your back is something that UFC Undisputed & EA MMA had as well. It's another means to get the fight to the ground so why not let that return. Diaz used it on Silva actually as a taunt. I remember I found out EA MMA had it by accident holding the takedown button and then trying to dash backwards is what allowed your fighter to fall to his back.
Hopefully bottom elbows are better in EA UFC 3 as well.Comment
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Re: Issues you hope get addressed in UFC 3
Yh I remember making a post on here a while back asking for rocks states on the ground and in clinch. Also posted about them adding catching strikes into submission attempts and this could easily work the same the arm traps do. Hold submission modifier (L2/LT) and flick the stick. But the thing about having rocked states on the ground though is you need a proper system to give the defender options as well. For example in UD3 when you got rocked on the ground, you could sway to avoid strikes and catch a strike and pull their posture back down. In this game you get hurt and it's just "wiggle the stick" to recover.Comment
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Re: Issues you hope get addressed in UFC 3
hopefully, they revamped the clinch & takedown mechanics. i think that i am the only person care about them on here. i feel that every guys interested only the striking and stand up.
+ tko scenarios (Pls remove the recover system as fill up meter)
+ the ref stoppage animation and logic.Last edited by tissues250; 10-16-2017, 01:11 PM.Comment
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Re: Issues you hope get addressed in UFC 3
I'd seriously love to see the slams fixed or at least implemented better.
With the really nice ragdoll system they implemented with UFC 2, slamming fighters on their head and causing a knockout could be one of the best looking systems we've ever seen in a UFC/MMA fighting game if it was implemented right and slams actually had physics behind them.
Slams right now feel nice, but knockouts are very underwhelming and feel like a complete afterthought, you pick them up, slam them on the ground, get in to the predetermined position, then the fighter twitches and passes out like someone shot them from the crowd.
Obviously there's a lot of other more important issues to fix, but I don't really see a lot of people talking about this.Comment
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Re: Issues you hope get addressed in UFC 3
Yh I remember making a post on here a while back asking for rocks states on the ground and in clinch. Also posted about them adding catching strikes into submission attempts and this could easily work the same the arm traps do. Hold submission modifier (L2/LT) and flick the stick. But the thing about having rocked states on the ground though is you need a proper system to give the defender options as well. For example in UD3 when you got rocked on the ground, you could sway to avoid strikes and catch a strike and pull their posture back down. In this game you get hurt and it's just "wiggle the stick" to recover.
Rocked positions in EA UFC & EA MMA both functioned of a mini game recovery vs having ground Headmovement, and transitions to try and survive it's ground rocked states.
The game doesn't have true TKO's either. Getting TKO'd because a meter didn't fill up isn't true to me. You don't have full control of that mechanic. Vs say your opponent had mount or back mount and just kept dropping bombs but you just blocked a bunch of strikes so the ref stopped it since you didn't try to escape or strike back.
Standing TKO's I feel should be in the game as well if done right. RDA was dethroned from such a finish. It's realistic, and we are seeing them more often now like Nunes vs Rousey.
Cut/ damage Stoppages they won't give us unless they give us a Fight Night corner mini game to do something about the cut or damage. Or at least that's what Brian Hayes said.
If such things aren't in, if EA wanted they can add it. EA UFC 1 had so many features added into that game.Comment
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Re: Issues you hope get addressed in UFC 3
It's probably already been said but I'll say it again. Have a Copy CAF feature into EA UFC 3. It made creating fighters easy in Fight Night.
Any game actually with this feature was easy to make multiple characters. I did this in UFC Undisputed to make the same fighter at each weightclass. Or also to modify that fighter into a new one quickly.
Fight Night Champion I have a McGregor & Mayweather at a few different weight divisions because it was simple to duplicate boxers. It's a shame EA doesn't utilize this tool from Fight Night.
Also EA Canada please learn from Fight Night, UFC Undisputed, & EA MMA to make fighter stance it's own choice when creating your fighter. Right now you guys have stance tied to Attribute Style.
EA MMA, & UFC Undisputed did not function like this. I could be a wrestler with a boxing stance, Just Jitsu fighter with a Karate stance. We need this in EA UFC 3.Comment
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Re: Issues you hope get addressed in UFC 3
Takedown defense really needs to be looked at. It was way too easy to block takedowns after missed strikes.
Get rid of the ability to pre deny takedowns. It should work the same as the parry. Too early and you’re on your back. This was the most frustrating part of UFC2 for me. Duck a spinning kick, go for takedown, opponent standing on one leg stuffs TD. It has to go.
The other thing is the ease in which submissions are initiated. Constant submission attempts one after another should not be a viable defense strategy.
Tone down the rubber guard.
Arm trap mechanic needs work. Getting arm trapped and then getting out and maintaining position should not drain all the dominant fighters stamina."Faith: Not wanting to know what is true." Friedrich Nietzsche
PS4- zappaforeverComment
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