UFC 3 - RPM TECH STRIKING DEEP DIVE

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  • TheVirus
    Rookie
    • Oct 2017
    • 162

    #451
    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

    Originally posted by GameplayDevUFC
    Yes, but they can also block on the way back up.

    You can knock them out on the way down too, which is really cool when it happens.
    Not too sure if you can say at the moment but do any of the active knockdowns end up with the fighter falling on to all fours instead of backwards?

    Also, if you throw a knee to the body and someone slips downwards thinking you're throwing a punch, can you knock them out with a knee?

    Comment

    • Dave_S
      Dave
      • Apr 2016
      • 7835

      #452
      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

      I think I'm reading this wrong. For like a 1-1-2 can you just press buttons fast and the whole combo happens, or do you have to wait until the animation for the second 1 to happen when you press button for the 2?

      I like to mix up the cadence of my combos in earlier ea ufc games, is this possible in UFC 3?

      Originally posted by GameplayDevUFC
      Yes, muscle memory for combos is way more important in UFC 3.

      You really have to practice them.

      And don't forget about south paw vs. orthodox.

      I still haven't learned all my combos in southpaw so I always fight orthodox.

      If my lead leg health gets critical I'm forced to fight southpaw and my striking skill drops significantly.

      Something I really need to invest time in.

      Is fighting switch the same as earlier ufc games, where you still have all the same strikes they are just mapped to the opposite side of the control pad?

      Would switch stats just effect speed and power of strikes thrown in switch stance?

      Straight Punch: A straight punch has the highest stamina floor. If you only throw straight punches, you will only drain your stamina to a minimal level. If your stamina happens to be below that level, throwing straight punches will still allow your stamina to regenerate to that level.

      All straight punches, or only "straights" (do jabs fall in that category)?

      Knockdown: The next level of severity is the Knockdown. This is a state where your opponent does not recover as they hit the ground, and are left in a vulnerable position until they do. If you attack your opponent in this state, you will have an opportunity to finish the fight in a dominant ground and pound position, either by throwing strikes or by attempting one of the new finish the fight submissions. If your opponent manages to survive a knockdown from this state, you are still left in a dominant ground position from which to work.

      If you try and finish with a submission do you still get dominant position if opponent survives? (I'm not sure how the gates will work in that scenario)


      Legs: Any time a step is being taken, the legs become vulnerable. This is amplified when the character is moving forward.

      I'm not understanding this, but I don't train or anything. Frequently doesn't the most damage from leg kicks happen when opponent has a lot of weight on a particular limb and when they are stationary?
      Last edited by Dave_S; 11-25-2017, 03:06 AM.

      Comment

      • Malaach
        Pro
        • Aug 2017
        • 503

        #453
        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

        McGregor Vs Alvarez to me looks like it showed examples of active Knockdowns. I tried to find a gif but one of the Knockdowns McGregor got on Alvarez he tried to jump in and GnP him but Alvarez scrambled back up quickly. Is such a situation possible with active Knockdowns?

        Spoiler


        Spoiler


        Spoiler

        Comment

        • Dave_S
          Dave
          • Apr 2016
          • 7835

          #454
          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

          In those gifs to me the first looked like an "alert knockdown" with the second and third ones being "knockdowns" and a tko after the second "knockdown" picture

          Comment

          • Solid_Altair
            EA Game Changer
            • Apr 2016
            • 2043

            #455
            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

            Originally posted by The_Waterboy92
            I’ve been away from the forum and the ufc game for a while and reading through this thread hasn’t gotten me very excited. Want to first say thank you to the developer and all the game changers for providing this information ahead of time even though they do not necessarily have to. I have something I would like explained.

            Can someone explain the concept of block bleed through for me? IF someone is holding down block constantly and I am throwing smart combos will the block eventually wear off and they will be unable to? Or will the strikes just start damaging them even with their block held up? ALso what will that animation look like? If you can answer the thank you!
            Both. Stuff gets through partially more and more, until it gets through completely. And it doesn't take many shots.

            BTW, did you mean that "hasn't", or was it a typo?

            Comment

            • Generative James
              VideoGame PseudoScientist
              • Jun 2016
              • 463

              #456
              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

              Originally posted by Dave_S
              Legs: Any time a step is being taken, the legs become vulnerable. This is amplified when the character is moving forward.

              I'm not understanding this, but I don't train or anything. Frequently doesn't the most damage from leg kicks happen when opponent has a lot of weight on a particular limb and when they are stationary?
              I also thought this was the case IRL. Also that it is easier/faster IRL to check kicks if you don't have your feet planted.

              Perhaps, if your moving and don't block, you should be receive some damage but also be more vulnerable to trips. If your stationary and don't block, your should be less vulnerable to trips but also receive full damage.

              If your moving and block, the block or check should come easier than if your standing still and blocking.
              Last edited by Generative James; 11-25-2017, 05:55 AM.
              Testing.... Testing....

              Youtube:Generative James's Games's
              Helpful EA UFC 2&3 info with No Commercials!!!

              Comment

              • Malaach
                Pro
                • Aug 2017
                • 503

                #457
                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                Originally posted by Dave_S
                In those gifs to me the first looked like an "alert knockdown" with the second and third ones being "knockdowns" and a tko after the second "knockdown" picture
                That's true but the second gif didn't show the situation I was curious about so I made it here.

                Spoiler


                Eddie was knocked down but when Conor went for the GnP finish he popped right back up. So technically Alvarez wasn't as rocked as it looks.

                Comment

                • Boiler569
                  MVP
                  • Apr 2016
                  • 2006

                  #458
                  Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                  Helluva Read, both the original post and this full thread, thanks a ton GPD and Gamechangers!!!

                  A few questions I have that I don't believe have been addressed (or if so I missed 'em sorry!)

                  * Checking Leg Kicks. Please and Thank You! It was specifically noted that if you check two leg kicks in a row, opponent goes into a stun state (and incurs leg damage i would imagine?) --- do they incur leg damage if you check just one at a time? Hopefully each individual check also does some long-term damage, in additon to the leg stuns, which sound like require 2 checks within a specified time frame.

                  * Knockdown/KO Power --- these different types of knockdowns (and yes, FLASH KOs!) really sound fun. There are a ton of variables which affect the type of KD/KO as covered in the article ---- but does the weight class itself matter? i.e. Flash KOs should be possible both with HW and with WSW......but of course, should happen at a significantly higher rate @ HW.

                  Let's say a HW with 'good' power gets a great counter one-shot uppercut to a HW with 'average' chin attribute, and has already eaten a few good shots in the fight. More often than not, that should put him on his butt, possibly flash him. But for a WSW, it may require a 3-strike combo to generate that KD, perhaps a 3-strike combo ending with a huge headkick to get the flash ---

                  Essentially, if I'm a HW throwing wildly, I want to feel the danger of such big boys throwing bombs --- if my opponent and I are trading, I want it to be very likely that one of us is going out, even if it's halfway thru the first round and neither of us have taken too much damage yet (but one of us gets stuck by a huge Overhand, etc).

                  Whereas, smaller Weightclasses can stand and bang a bit more --- yes they can still get one-shot KDs and maybe even KOs, but just at a lower rate relative to the big boys.

                  Man I hope this BETA CODE comes soon !!!!
                  PSN: Boiler569
                  Have Fun, It's Just A GAME!
                  Top 10 (Fight Night Series) R.I.P. Joe Frazier
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                  Ranked #1 (EA MMA)

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

                  Comment

                  • Sirsunny2
                    Rookie
                    • Nov 2017
                    • 155

                    #459
                    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                    Regarding the ko's, this was exactly what i was thinking and one of the things a really want to test. I will create a heavyweight on the first day and practice for a full day. Then going to test the stopping power etc. with this guy and compare it to the lightweights, if im allowed ot play it of course...

                    Comment

                    • Boiler569
                      MVP
                      • Apr 2016
                      • 2006

                      #460
                      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                      Originally posted by ZombieRommel
                      @Haz

                      I had similar fears as you about the pre-set combos...very similar. When it was revealed to me conceptually I threw a fit and allowed it to basically completely ruin my mojo for the game. It brought up memories of the Playstation 2 era Mortal Kombat games where everything felt robotic and funky and you couldn't just do what you wanted and had to memorize several different combinations to have a hope in hell of winning.

                      After playing, my fears were allayed. You can throw almost every basic 2 hit combo with almost every fighter. Single strikes all come out without issue. There are a large amount of strikes that "soft combo." Some stuff didn't naturally soft combo at the event so I made a point to the devs about that and asked them to allow certain missing chains to work for everyone.

                      But what you need to keep in mind is that these generic soft combos are still in. The fighter specific "hard combos" leverage fighter styles and real-life sequences in targeted ways that add to the feeling of true fighter differentiation. Even if Nick Diaz can throw a wheel kick, you don't want him to be able to combo it fluidly from punches like Thompson can. That should be a Thompson-specific "feature." Some of the lengthier punch combos would make sense to give to someone like Eddie Alvarez but wouldn't make a lot of sense to give to Gunnar Nelson.

                      In practice, the combo system ends up feeling like an addition to the game rather than a restrictive subtraction. You're getting added differences between fighters, added nuance, a higher skill ceiling, and the essential soft combos that you need for utility are all there (and if they aren't, then say something during the beta).

                      To be clear, I fully agree that basic 2-3 hit combos should chain for pretty much everyone, especially sequences that you need to deal with certain common strategies.
                      What are your thoughts on the fact these combos can be queued up?

                      I suppose if people queue-up combos, and don't cancel them when out of position, a savy opponent will actually be able to better-time a future counter since they'll be able to predict the timing of the hard combo perfectly (since there is no variation in timing between a pre-programmed combo, if that makes sense).

                      I think it's a bit gimmicky to be able to queue-up strikes beforehand, and not have to input everything in real-time with accuracy, but maybe it won't be a big deal. Just about everything else I've read = AWESOME So I'm not too worried too worried about this one detail
                      Last edited by Boiler569; 11-25-2017, 04:28 PM.
                      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

                      • The_Waterboy92
                        Pro
                        • Mar 2016
                        • 528

                        #461
                        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                        I would love it if someone could explain the stamina reserve concept that was mentioned in the blog. If I understand correctly, we get the choice between rounds how much stamina we want to replenish, pulling a percentage of whatever our fighter has stored based on endurance? I’m excited for the new stamina system to manage things better but was confused as to how this particular concept is implemented. Thanks to anyone who can provide specific insight into this mechanism.

                        Comment

                        • smokeface
                          Rookie
                          • Aug 2017
                          • 415

                          #462
                          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                          Originally posted by The_Waterboy92
                          I would love it if someone could explain the stamina reserve concept that was mentioned in the blog. If I understand correctly, we get the choice between rounds how much stamina we want to replenish, pulling a percentage of whatever our fighter has stored based on endurance? I’m excited for the new stamina system to manage things better but was confused as to how this particular concept is implemented. Thanks to anyone who can provide specific insight into this mechanism.
                          The way I understand it is you don't have a choice. Here is a scenario explaining the way I understand the stamina regeneration between rounds.

                          Let's say you have 100 stamina and 100 reserve. You are allowed you use up to 50% of your reserve to replenish your stamina between rounds. This is not a choice for you, but instead the game will use as much as possible to replenish your stamina.

                          So let's say in round 1 you use 20 of your stamina. Round is over and you go to your corner.

                          Stamina = 80
                          Reserve = 100
                          Reserve Available to replenish stamina = 50

                          You use 20 of your reserve to replenish the stamina.

                          Stamina = 100
                          Reserve = 80
                          Reserve available to replenish stamina when this round ends = 40

                          In round 2 you use 30 of your stamina. Go back to your corner.

                          Stamina = 70
                          Reserve = 80
                          Reserve available to replenish stamina = 40

                          The game uses the reserve to replenish your stamina.

                          Stamina = 100
                          Reserve = 40
                          Reserve available to replenish stamina when this round ends = 20

                          In round 3 you use 40 of your stamina trying to finish the fight. Go to your corner.

                          Stamina = 60
                          Reserve = 40
                          Reserve available to replenish stamina = 20

                          The game uses the 20 to replenish your stamina.

                          Stamina = 80
                          Reserve = 20
                          Reserve available to replenish stamina when this rounds ends = 10

                          In round 4 you use another 40 trying to finish the fight but are unsuccessful. Go to corner.

                          Stamina = 40
                          Reserve = 20
                          Reserve available to replenish stamina = 10

                          Game uses 10 to replenish stamina.

                          Stamina = 50
                          Reserve = 10
                          Reserve available to replenish stamina = 5

                          Now for the rest of the fight you have 50 of your orignal stamina to work with to finish the fight in round 5.

                          Comment

                          • The_Waterboy92
                            Pro
                            • Mar 2016
                            • 528

                            #463
                            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                            Originally posted by smokeface
                            The way I understand it is you don't have a choice. Here is a scenario explaining the way I understand the stamina regeneration between rounds.

                            Let's say you have 100 stamina and 100 reserve. You are allowed you use up to 50% of your reserve to replenish your stamina between rounds. This is not a choice for you, but instead the game will use as much as possible to replenish your stamina.

                            So let's say in round 1 you use 20 of your stamina. Round is over and you go to your corner.

                            Stamina = 80
                            Reserve = 100
                            Reserve Available to replenish stamina = 50

                            You use 20 of your reserve to replenish the stamina.

                            Stamina = 100
                            Reserve = 80
                            Reserve available to replenish stamina when this round ends = 40

                            In round 2 you use 30 of your stamina. Go back to your corner.

                            Stamina = 70
                            Reserve = 80
                            Reserve available to replenish stamina = 40

                            The game uses the reserve to replenish your stamina.

                            Stamina = 100
                            Reserve = 40
                            Reserve available to replenish stamina when this round ends = 20

                            In round 3 you use 40 of your stamina trying to finish the fight. Go to your corner.

                            Stamina = 60
                            Reserve = 40
                            Reserve available to replenish stamina = 20

                            The game uses the 20 to replenish your stamina.

                            Stamina = 80
                            Reserve = 20
                            Reserve available to replenish stamina when this rounds ends = 10

                            In round 4 you use another 40 trying to finish the fight but are unsuccessful. Go to corner.

                            Stamina = 40
                            Reserve = 20
                            Reserve available to replenish stamina = 10

                            Game uses 10 to replenish stamina.

                            Stamina = 50
                            Reserve = 10
                            Reserve available to replenish stamina = 5

                            Now for the rest of the fight you have 50 of your orignal stamina to work with to finish the fight in round 5.

                            This actually makes a lot of sense. Helps me to really understand the system better. I hope that there is a mechanism in there where you don’t always make it make to 100 percent stamina in the 2 or 3 round. I can remember some fights where the fighter was gassed out by the middle of the second or third and couldn’t recover from it. Thank you for the detailed reply

                            Comment

                            • Dave_S
                              Dave
                              • Apr 2016
                              • 7835

                              #464
                              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                              Also I'm thinking with new button combination for low block it's going to be much easier to execute. Might see even more camping on high block depending on how it breaks down.

                              Comment

                              • Solid_Altair
                                EA Game Changer
                                • Apr 2016
                                • 2043

                                #465
                                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                                I think I remember one thing that wasn't mentioned, yet.

                                I'm almost sure of this, but if you're gonna freak out, do wait for GPD's confirmation:

                                There is a drawback between power and stamina. That means that even if we have the same stamina stats, if I have more power, I'll consume more. It means that even some high level fighters whose stamina stats aren't terrible end up needing to manage their stamina carefully. IMO, it's good in theory and felt good when we played. Discuss.

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