Head Movement: Final Boss Thread
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Re: Head Movement: Final Boss Thread
It's literally in slow motion. We can all see him just moving his head and holding his guard up. His arms drop after he gets hit on the head and goes limb.
No attack buddy.
Here's a different angle.
when it may not even look like you're starting one.
Did he want to counter? Maybe. But he never got passed the ducking part because he got hit.Comment
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Re: Head Movement: Final Boss Thread
I can see what you're talking about, just before he gets hit his left hand moves out slightly like he's about to throw a hook or something. As Martial posted, Poirier does that, so it's actually a fairly reasonable opinion. Obviously no one knows because his head got clattered off the canvas, but seeing that as the early beginnings of a hook or something is reasonable.**** off, Nugget7211 - GPD, 2017 & 2018
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Re: Head Movement: Final Boss Thread
- Head movement should feel more responsive
- There should be minimal slips on the outside. Whether you can interrupt the sway or not to throw back a straight shouldn't really matter (I haven't tested how reliable this is or seen how it looks). The aesthetic is off. If I decide not to throw a counter I still have to sway all the way to the side. I want to be able to slip a bit and then go down further as well. It would help aesthetics and realism a ton particularly. It's basic head movement.
The most important thing from a gameplay perspective is that the head movement should just feel more responsive and easier to use. I'm not sure why it feels as slow/clunky as it does but yeah.
Whether everybody needs 360 head movement or not... The idea that anyone is happy with 4 directional movements for head movement is strange to me. More range of motion and control is needed to enhance the gameplay experience. As well as responsiveness. It just feels bad in general. It's a shame some others aren't seeing this.
I want the game to be balanced too. I don't want head movement to be easy mode. But with my time spent playing the beta... It seemed much more useful as a way of initiating offence than anything else. Namely, moving forward, and ducking and uppercutting.Comment
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Re: Head Movement: Final Boss Thread
I can see what you're talking about, just before he gets hit his left hand moves out slightly like he's about to throw a hook or something. As Martial posted, Poirier does that, so it's actually a fairly reasonable opinion. Obviously no one knows because his head got clattered off the canvas, but seeing that as the early beginnings of a hook or something is reasonable.
Counter or no counter. Move his head an inch or two further down and/or forward and he successfully slips that punch, which is the whole actual point I'm trying to hit home here.Last edited by DaisukEasy; 12-28-2017, 10:58 PM.Comment
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Re: Head Movement: Final Boss Thread
"It's not about moving a lot. It's about moving a little. You can move a little from any position. And that's really how to use slipping technique, because your opponent is going to throw punches from all angles all the time, everywhere."
<iframe width="560" height="315" src="https://www.youtube.com/embed/V84r8Cf5DTc?start=131" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
That's straight from the mouth of a boxing trainer. I'm not sure how anyone can watch and listen to that and still defend the 4-way full-commitment system we have now. It flies directly in the face of what this guy is saying. And notice how natural this guy's movement looks. Because his torso has more than 4 fixed angles it can rotate at any moment, since he's a human being and not a robot.Last edited by ZombieRommel; 12-28-2017, 09:58 PM.ZombieRommel on YouTube - UFC3 coverage has begun!Comment
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Re: Head Movement: Final Boss Thread
I'll tell you why (with the risk of sounding pretentious). It's because they don't appreciate or understand the subtlety of head movement. With that said, I think this thread has taught people a lot. But you simply cannot say you're all for realism and defend the current system.Comment
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Re: Head Movement: Final Boss Thread
The current system results in a competitive composition that is more realistic than ever.Comment
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Re: Head Movement: Final Boss Thread
I'll tell you why (with the risk of sounding pretentious). It's because they don't appreciate or understand the subtlety of head movement. With that said, I think this thread has taught people a lot. But you simply cannot say you're all for realism and defend the current system.
I do agree that there's no reason to be against some hypothetical perfect realistic head movement system, but I also think there's a reason to be worried about it being implemented poorly and ending up worse than 3's head movement, like, I really doubt that the fact that back leans dodged almost everything in 2 was intentional, so it's fair to assume that kind of oversight is possible in a 360 degree head movement system.**** off, Nugget7211 - GPD, 2017 & 2018
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Re: Head Movement: Final Boss Thread
Fight Night is still light years ahead of it. Other MMA games? Sure
And for the 100th time. What do you think of this?
Originally posted by AydinDubstepRegarding moving the stick 30% vs going 100% whilst keeping the analogue 1 / 0 system as opposed to a 360 volleyball system:
Final point, going into the coloured / safe zones makes your counters deliver with damage whereas staying in the centre zone keeps them regular.
Where the colour starts, your 1 / 0 system kicks in.
Not sure if this is a good solution but it could very well be an improvement in terms of giving us more control.
Also, really struggling to remember if we are forced to go through centre line when switching so can't answer your question Solid. I do recall being annoyed that punches force your head back to centre though.
If we go with the 4 direction system, the amount we move the stick should correspond to how far our character's head moves, a quick flick should be a 100% movement to the edge of that character's head zone so a slip.
I think this is a very fair compromise. It’s still more movement and control but isnt changed drastically. Also need to remove when punches knock you back to centerline. If you get staggered sure but if you roll with /away from a punch you should be able to still use head movement.
To compensate for the buff to head movement just make it so that you’re at a huge disadvantage in terms of GA. Also chaining sways should take some long term stamina (head movement rating would dictate how quickly stamina depletes)
Anyone disagree with this?Comment
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Re: Head Movement: Final Boss Thread
I think a valid defence (not one I agree with 100%, but valid) is that this current head movement system works great on an actual gameplay level, not a realism one, but as a mechanic in a video game it's pretty great, and it's entirely reasonable to fear that an attempt at a more realistic system would be implemented poorly or in such a way that it adversely the gameplay.
I do agree that there's no reason to be against some hypothetical perfect realistic head movement system, but I also think there's a reason to be worried about it being implemented poorly and ending up worse than 3's head movement, like, I really doubt that the fact that back leans dodged almost everything in 2 was intentional, so it's fair to assume that kind of oversight is possible in a 360 degree head movement system.
8 directions would help more so from a realism stand point (a GREAT deal in fact) but would still help from a gameplay stand point too. I have faith that they'd implement it correctly if they attempted it. Doubt they'd make the same mistake twice. Also, GPD's main focus wasn't the stand up last time around. Where as this time it was so he'd be the one in control of adjusting it as far as I'm aware.Comment
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Re: Head Movement: Final Boss Thread
The mechanic on a gameplay level needs improving in terms of responsiveness.
8 directions would help more so from a realism stand point (a GREAT deal in fact) but would still help from a gameplay stand point too. I have faith that they'd implement it correctly if they attempted it. Doubt they'd make the same mistake twice. Also, GPD's main focus wasn't the stand up last time around. Where as this time it was so he'd be the one in control of adjusting it as far as I'm aware.**** off, Nugget7211 - GPD, 2017 & 2018
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