UFC 3 - RPM TECH STRIKING DEEP DIVE

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

    #31
    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

    Originally posted by HereticGabriel
    Are there also different submissions abailable during the Finish the fight sequence depending on the position they are in, or aame sub for all?
    Different depending on the position, and possibly based on move sets. Can't remember if we had multiple subs from each position or not.

    Comment

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

      #32
      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

      Originally posted by lahonda
      Question for the recovery animation: Can we sway if we are rocked and on the ground or how does we recover faster? Is it time effected?
      Same as UFC 2, but some tuning done on recovery times.

      Originally posted by lahonda
      Also leg damage. Does it effect TD defense if we already executed 5-12 legkicks?
      Again, same as UFC 2 in the sense that leg damage affects GA. It's just leg damage is a lot more meaningful and permanent this time around.

      Comment

      • emmdeekay
        Rookie
        • Nov 2017
        • 102

        #33
        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

        Just gonna rattle off some more questions if you don't mind :

        1) Does the stun meter scale in relation to the overall health of a fighter. i.e As the fight goes on it becomes easier and easier to stun someone and they don't just go straight into being knocked down due to their low health.

        2) Is the concept of the 'Chin' meter tied specifically to head health events or is it just a generic term that applies to body rocks also.

        3)When front kicks and side kicks are described as being caught, is this a timing based counter similar to the leg check or something else.

        4) Seems like there are a lot of tools for retreating fighters to interrupt an advancing fighters attacks. Is the idea that the main benefit for an advancing fighter is to use the extra punch range afforded by advancing strikes to whittle down people retreating?

        God bless, you're the man.

        Comment

        • Pappy Knuckles
          LORDTHUNDERBIRD
          • Sep 2004
          • 15966

          #34
          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

          I just posted the other day that I was hoping there was bleed through of blocked strikes, but I didn't expect it. I'm so happy I was wrong about that. Let's go!

          The different knockdown states sound great. Maybe I'll actually get some submissions in this game now.

          Stamina management being more important is huge. I was already good at that, but knowing that it will have a greater effect on a gassed fighter is good to hear.

          Checked leg kicks can cause health events? What?! Oh yeah, this is what I'm talking about.

          I'm a bit bummed we'll still see opponent health, but it sounds like the system behind everything will be much better. I'll have to play the beta and see how I feel about it.

          Back to reading...



          Sent from my Z981 using Tapatalk
          Last edited by Pappy Knuckles; 11-23-2017, 01:47 PM.

          Comment

          • Malaach
            Pro
            • Aug 2017
            • 503

            #35
            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

            Awesome! Thanks GDP for taking your time to deliver this write up for us. There's so much going on behind the scenes of EA UFC 3. Every thing has been changed for the better.

            I really like the amount of scenarios that can alter the amount of damage, based off stamina, range, timing, framing, and movement. This is alot more realistic to the sport then the combo multiplier that EA UFC 2 has.

            4 levels of Knockdowns I'm excited about that as well.

            Active, Alert, Knockdown & Knock Out. These 4 scenarios will make fights exciting seeing each one occur in a fight.

            The new stamina system is music to my ears. I've always been one to try and manage my stamina well, try to land most of my shots and make my over agressive opponents miss a lot, but in EA UFC 2 it didn't seem as much rewarding to fight that way unless you were in 5 round fights.

            Double rocks and double knockdown is a nice addition to the game as well, making mitrione vs Fedor situations possible.

            Now I'm glad to see we have three types of lunges now. But do strikes have a lunge without the flick of the left stick as it is in EA FNC. In the trailers it looks this way. I just want to make sure I'm understanding the locomotion correctly. If I'm just standing stil striking my jab or hook will just be stationary right? And if I move forward then jab or hook it will also be able to cover distance like the three left stick flick lunges having more power then a stationary strike?

            Comment

            • TheJamesKraus
              Pro
              • Oct 2017
              • 573

              #36
              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

              I'm skeptical on the assigned combos fighters have.

              Can you tell us the assigned combos for fighters like Khabib and Kevin Lee. Two very basic strikers but great wrestlers, do their assigned combos include takedowns?

              Comment

              • MysticJack541
                Rookie
                • Nov 2017
                • 253

                #37
                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                How rare are double knockdowns?

                How effective are the set combinations for certain fighters? Are they still vulnerable while throwing them? my only concern is that people will just throw the set combos and just recover and keep at causing big damage with them.

                Now the biggest question I have is the judging logic, since counter fighting is now a more effective option in EA UFC 3 will the judges reward a fighter who is clearly dominating a fight despite being on the backfoot. In UFC 2 you could back-up, circle, and keep your range and completely destroy your opponent, however who ever moved forward would almost always win on the judges scorecard.

                Lastly thank you GPD, this was an amazing write-up and the striking sounds amazing.

                Comment

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

                  #38
                  Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                  Originally posted by emmdeekay
                  Just gonna rattle off some more questions if you don't mind :

                  1) Does the stun meter scale in relation to the overall health of a fighter. i.e As the fight goes on it becomes easier and easier to stun someone and they don't just go straight into being knocked down due to their low health.
                  The stun meter doesn't scale, but the thresholds for the health events do. Based on long term health.

                  Originally posted by emmdeekay
                  2) Is the concept of the 'Chin' meter tied specifically to head health events or is it just a generic term that applies to body rocks also.
                  It applies to body and legs as well. It was just implemented on the head first, I called it chin, then decided it makes sense for the others but the name stuck.

                  It has very different tuning for each region though.

                  Originally posted by emmdeekay
                  3)When front kicks and side kicks are described as being caught, is this a timing based counter similar to the leg check or something else.
                  For round kicks it's timing based, for front kicks it's automatic with low block, no timing necessary.

                  Originally posted by emmdeekay
                  4) Seems like there are a lot of tools for retreating fighters to interrupt an advancing fighters attacks. Is the idea that the main benefit for an advancing fighter is to use the extra punch range afforded by advancing strikes to whittle down people retreating?
                  Yes, exactly. And cover the extra range to counter. Imagine playing right on the edge of kicking range to bait a wiff, you'd need a forward moving strike to punish.

                  Comment

                  • Sirsunny2
                    Rookie
                    • Nov 2017
                    • 155

                    #39
                    Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                    Sounds really really good! It seems that it is easy to learn hard to master. On paper it sounds sooo good! Thanks!,,

                    Comment

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

                      #40
                      Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                      Originally posted by Malaach
                      I just want to make sure I'm understanding the locomotion correctly. If I'm just standing stil striking my jab or hook will just be stationary right? And if I move forward then jab or hook it will also be able to cover distance like the three left stick flick lunges having more power then a stationary strike?

                      [/B]
                      Yes, that's correct.

                      Comment

                      • Evil97
                        MVP
                        • Apr 2016
                        • 1099

                        #41
                        Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                        How many hard combos exist in the game? I would imagine many fighters having the same ones. Probably going to learn them all. Not to use them, but to know what strike is coming next.

                        Comment

                        • lahonda
                          Rookie
                          • Nov 2017
                          • 147

                          #42
                          Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                          Now im trough all the text, im really happy what i red! Those are huge improvements and i think this game will show what today CPU can calculate because its a deep complex system. UFC 2 was a big improvement in the ground game and is solid imo. 10 years back games were also fantastic so it was sad to see there was not a big improvement in the calculation. The best thing here is that the muliplier of strikes is gone and the parrys also. Instead we have different recovery frames and thats fantastic!!!! Im loving it!
                          I was scared we will go arcadish but wroooong. GPD,again THANKS to all this stuff and you listened to the community and gave us something back.

                          I have such a huge smile on my face and wish all to you a happy thanks giving then GPD gave us some!
                          He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.

                          Comment

                          • aust9n
                            Rookie
                            • Nov 2017
                            • 49

                            #43
                            Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                            Originally posted by GameplayDevUFC
                            Different depending on the position, and possibly based on move sets. Can't remember if we had multiple subs from each position or not.
                            About combos, If i wanted to jab to the body then cross to the head, Jab the body then rear round kick to the head. Would a combo like that not be available without having it set? Or is using set combos just significantly better?
                            Last edited by aust9n; 11-23-2017, 01:50 PM.

                            Comment

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

                              #44
                              Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                              Originally posted by Evil97
                              How many hard combos exist in the game? I would imagine many fighters having the same ones. Probably going to learn them all. Not to use them, but to know what to see what strike is coming next.
                              I don't know the exact number, but it's over 500.

                              A lot of the low level ones are obvious and you don't really need to learn them. Like a 1-2.

                              It's the 4 strike combos and combos involving kicks and spinning attacks that get very specific and not necessarily obvious.

                              Comment

                              • lahonda
                                Rookie
                                • Nov 2017
                                • 147

                                #45
                                Re: UFC 3 - RPM TECH STRIKING DEEP DIVE

                                Originally posted by MysticJack541
                                my only concern is that people will just throw the set combos and just recover and keep at causing big damage with them.
                                Whats wrong with it? Its like IRL.
                                He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.

                                Comment

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