Head Movement: Final Boss Thread
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Re: Head Movement: Final Boss Thread
Okay this is the my final post on it since GPD has returned lol
I wanted to make sure he sees 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
Here's a bunch of slips on the outside that use minimal head movement. This is what I want in the game. It will make the game feel much better and look much more realistic. You'll also be able to chain these little slips into swaying all the way down like Barboza does above. I just really don't like the way you have to bend all the way down currently. I mean could you imagine being able to move more like the GIFs below?
I could keep going and going but I don't want to crash people's computers lolComment
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Re: Head Movement: Final Boss Thread
On time means neither late nor early. Just looking at the animations from a realistic standpoint, not treating it as a game. You went too early and should've gotten punched in the face.
By the time McGregor threw that punch, you were sitting comfortably in that leaning position and should've been a sitting duck for someone with McGregor's accuracy. But, he wasn't aiming at your head. And even if he did, some magic force field would've protected you from getting hit like I've seen in some gifs, because that lean > that punch.
In the first Gif, that wouldn't have looked like I leaned forever if the damn straight didn't have such a long wind-up.
If someone throws a quick cross at you at 60% power, that's different timing than if someone really tries to knock you and loads up their cross.
So if you expected a punch at a certain timing and move your head but your opponent's windup was a little bit longer than you expected, you've just showed your hand and you'll likely get hit.
Example
- Conor throws a cross
* Eddie slips
- Conor throws a jab
* Eddie slips
- Conor fakes a jab and throws a cross instead, slightly altering the timing of his punch
* Eddie moves his head to avoid the fake jab
Because Eddie was already leaning when Conor threw his cross, Eddie's leaning position was essentially the new center line Conor was aiming at. He connects on Eddies temple and knocks him down.
That's the way it should be and not at all what I saw with that Barboza lean.
This is the start of that straight animation:
[ATTACH]144497[/ATTACH]
Conor McGregors arm should've been extended at least halfway by this point in the lean animation but it's still in the wind-up phase:
[ATTACH]144498[/ATTACH]
This by the way isn't even an argument in favor of 360 head movement. It's something we should have regardless of the system we've got. If your head isn't moving at least a certain distance after a strike's active frames started, you should get hit.
What that distance should be is something worth discussing, but that lean definitely wouldn't have made that threshold.Last edited by DaisukEasy; 12-29-2017, 04:20 PM.Comment
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Re: Head Movement: Final Boss Thread
I don't want a s*** system thrown together that will have back lean cheese, completely unrealistic like in UFC 2. UFC 3 did solve that problem, let's give credit where it is due there.
I would just be happy with the addition of 4 diagonal positions.
They could be treated the exact same way as the current side leans, and just make everything much more aesthetically pleasing and flow better:
Treat backward diagonals as side leans to their respective sides.
Treat forward diagonals as side leans to their respective sides.
This would have the added gameplay benefit of making it quicker to go from back lean or forward lean to side leans.
Definitely wouldn't feel as clunky as the 4 directional system.
Sent from my MotoG3 using TapatalkLast edited by MalformedDC2009; 12-29-2017, 06:59 PM.Comment
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Re: Head Movement: Final Boss Thread
I don't want a s*** system thrown together that will have back lean cheese, completely unrealistic like in UFC 2. UFC 3 did solve that problem, let's give credit where it is due there.
I would just be happy with the addition of 4 diagonal positions.
They could be treated the exact same way as the current side leans, and just make everything much more aesthetically pleasing and flow better:
Treat backward diagonals as side leans to their respective sides.
Treat forward diagonals as side leans to their respective sides.
This would have the added gameplay benefit of making it quicker to go from back lean or forward lean to side leans.
Definitely wouldn't feel as clunky as the 4 directional system.
Sent from my MotoG3 using Tapatalk
But personally, I'd still like to see 360* HM with an analog accuracy system atleast reconsidered for UFC 4.Last edited by AeroZeppelin27; 12-30-2017, 12:10 AM.Comment
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Re: Head Movement: Final Boss Thread
So collectively most people are asking for 8 directional sways.
Any possibility of this being introduced by release or at least through patches?
The demand seems to be there.Comment
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Re: Head Movement: Final Boss Thread
There isn't a clear demand regarding their functionality, though.Comment
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Re: Head Movement: Final Boss Thread
It's pretty clear from reading this thread, the majority are in favor of more responsive head movement.
Namely 8 directional sways.Comment
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Re: Head Movement: Final Boss Thread
The majority of 50-60 hardcore gamers on a hardcore UFC 3 board. I'm not saying our opinions arent legit or that this shouldnt be added. We should just have a little perspective that this thread or this board dont represent the majority of people playing the game. Just because we want a change doesnt mean its good for the entire community.Comment
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Re: Head Movement: Final Boss Thread
The majority of 50-60 hardcore gamers on a hardcore UFC 3 board. I'm not saying our opinions arent legit or that this shouldnt be added. We should just have a little perspective that this thread or this board dont represent the majority of people playing the game. Just because we want a change doesnt mean its good for the entire community.Comment
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Re: Head Movement: Final Boss Thread
Yeah just like they possibly couldn't know that body 121212 would become the 'community's' dominant strategy even tho no one has yet to provide an example of a body 121212 finish irl MMA.Comment
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Re: Head Movement: Final Boss Thread
This is probably my first post in this topic. I would just like to say that the entire new stand-up system that we enjoy right now is based also on the current head movement situation, and vice-versa. They're connected. So that being said, it probably isn't easy at all to implement what "the majority" wants. Also, the kind of head movement that "the majority" loves, the UFC 2 one, is very often pants, as strikes magically do not land even though they should + leaning back makes one near invincible to shots to the head until they mercifully decide to assume a neutral position again. Now, this may work much better with the new system as you can strike and make a step forward, true. Anyway, I'm all for making the game as good as it can be, I'm just saying that changing the head movement system may not be as easy as some may think.Comment
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