EA Sports UFC 3 Beta Feedback Video #2

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  • Solid_Altair
    EA Game Changer
    • Apr 2016
    • 2043

    #136
    Re: EA Sports UFC 3 Beta Feedback Video #2

    Originally posted by Lake the striker
    Based on your argument, they should add the same punish potential to all neutral strikes if they whiff too, after all, you can have your neutral hooks, straights, jabs, uppercuts e.t.c whiff/ or blocked and still block oncoming strikes, correct?

    You can also make it hard for your opponent to intercept you by comboing your whiffed neutral strikes, right? Then why should a hook thrown during leaning or weaving have different properties than if its thrown during a neutral position? In terms of balance and realism it makes absolutely no sense for them to be different in that regards, so why are they?

    If anything, I mean if the game developers actually knew how to balance properly, the change they should have made to leaning/weaving strikes is to reduce their execution/active/recovery frames and damage output so they match those of standard strikes, or strikes thrown from neutral position. Right now the leaning hook, as GDP said, is faster and stronger than the neutral strikes which makes no sense at all in terms of balance or realism.

    He acknowledges this with the jab-body kick combo VS the standard body kick, by rightfully saying the kick following a jab shouldn’t be faster than a neutral kick, but for some reason allows this discrepancy to occur between leaning strikes and neutral strikes, then proceeds to further imbalance the defensive meta by excessively reducing the recovery frames for leaning/weaving strikes, christ!!!

    The incompetence is so stupidly frustrating and disappointing I might not get the game, what's the point if game breaking changes will be made, in the form of 'patches', whilst the game changers and developers cant see them as such.
    Hold your horses. You're getting a few things wrong.

    As you've noted, the leaning punches aren't suppose to be treated just like the normal ones, because the leaning version has some benefits. The main benefit is the evasion. It allows you to win engagements even from frame disadvantage and offers usually a high pay off in damage. And punching after the lean is fast, which is different from punching be faster even hough added to the lean. Leaning and punching is still slowr than just punching. But if you lean, the punch after it is faster than usual. It will also deal more damage.

    Why not nerf them by just making them like regular punches, then? Because:

    1- The lean acts as the wind up, so it makes sense for the punch to be faster (maybe not so much for ducking hooks, but certainly for the other punches).

    2- The lean provides a spring, the wind-up, more torque, so it makes sense for the punch to be stronger.

    3- It is very important that the punch is fast, to make sure that you get the opportunity to intercept the opponent's follow up shot, even if you're using a slow fighter. In FNC, that wasn't the case - could keep comboing you quickly and often hit you as you were throwing the slip counter, but since the game severely lacked stopping power, you'd go through his shot to land your own, which had stopping power because it was a slip counter. The whole thing was far from clean.

    And as to the jab-body kick thingy, it was changed because the whole combo was faster than the single strike. The issue wasn't that a body kick was faster after a jab. That's usually how combos work. The problem was that it was faster with the jab, including the jab's execution. That's why it had to change. This is very different from what happens to the leans and the other combos. Therefore, there is no inconsistency here.

    Comment

    • Haz____
      Omaewa mou shindeiru
      • Apr 2016
      • 4023

      #137
      Re: EA Sports UFC 3 Beta Feedback Video #2

      Is there anyway we could get this 1 back?

      The step in jab off the lead lean?


      Lean Jab:
      <iframe width="560" height="315" src="https://www.youtube.com/embed/nhYd8aZ3UuI" frameborder="0" allowfullscreen></iframe>

      The lead lean is the most common generally, because it's the most defensive. Your back and shoulder act as a shield for income strikes. It's common for fighters to use this position to feel out the opponent, act as a feint, or bait, and often as a safe place to launch a step in jab from.

      For some reason the step in jab lean jab has been removed from UFC 3.

      It was awesome for things like slipping a strike and hopping in, cracking with the 1-2.

      kinda like this-
      <iframe width="560" height="315" src="https://www.youtube.com/embed/9r4KnMaQUxE" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
      Last edited by Haz____; 12-28-2017, 05:41 PM.
      PSN: Lord__Hazanko

      Just an average player, with a passion for Martial Arts & Combat Sports

      Comment

      • AeroZeppelin27
        MVP
        • Nov 2017
        • 2287

        #138
        Re: EA Sports UFC 3 Beta Feedback Video #2

        Originally posted by Solid_Altair
        Wow! Really?! That must have escaped my attention, too, when I was looking at his moves. His lead leg kick shuld be very good, too. He used them a lot against Pettis.

        BTW, good combos for it are:

        lead leg kick - rear leg kick
        2-lead leg kick
        1-2-lead leg kick
        3-2-lead leg kick

        But whenever you can finish the combo with the rear leg kick, it's better, because it deals more damage. So... 1-rear leg kick, 3-rear leg kick, 4-3-rear leg kick...

        Sure was! I'm sure that was an oversight though and will be fixed by retail, as yeah, his inside is fantastic, not as good as his outside, but still NASTY.

        And the 2-lead body was one I liked to throw, I used most of those Leg Kick combos too, I loved his rear leg kick, I managed to take out an overhand spammer with exactly 5 of them haha, it felt really good, the animation looks tight, too.

        One thing I tried, but never could chain as Barboza was the Lead-rear body kick combo that was on the Lvl 4 MT combo list GPD posted (I don't think I misread it) dunno if there was a certain way to chain it like a whiffed high kick into spin backfist, did you have any luck testing that one?

        Comment

        • Haz____
          Omaewa mou shindeiru
          • Apr 2016
          • 4023

          #139
          Re: EA Sports UFC 3 Beta Feedback Video #2

          Originally posted by Haz____
          Is there anyway we could get this 1 back?

          The step in jab off the lead lean?


          Lean Jab:
          <iframe width="560" height="315" src="https://www.youtube.com/embed/nhYd8aZ3UuI" frameborder="0" allowfullscreen></iframe>

          The lead lean is the most common generally, because it's the most defensive. Your back and shoulder act as a shield for income strikes. It's common for fighters to use this position to feel out the opponent, act as a feint, or bait, and often as a safe place to launch a step in jab from.

          For some reason the step in jab lean jab has been removed from UFC 3.

          It was awesome for things like slipping a strike and hopping in, cracking with the 1-2.

          kinda like this-
          <iframe width="560" height="315" src="https://www.youtube.com/embed/9r4KnMaQUxE" frameborder="0" gesture="media" allow="encrypted-media" allowfullscreen></iframe>
          Can someone like Solid maybe give me some insight on this? Any idea why this technique was removed?
          PSN: Lord__Hazanko

          Just an average player, with a passion for Martial Arts & Combat Sports

          Comment

          • Lake the striker
            Rookie
            • May 2016
            • 48

            #140
            Re: EA Sports UFC 3 Beta Feedback Video #2

            Originally posted by Solid_Altair
            Hold your horses. You're getting a few things wrong. As you've noted, the leaning punches aren't suppose to be treated just like the normal ones, because the leaning version has some benefits. The main benefit is the evasion. It allows you to win engagements even from frame disadvantage and offers usually a high pay off in damage. And punching after the lean is fast, which is different from punching be faster even hough added to the lean. Leaning and punching is still slowr than just punching. But if you lean, the punch after it is faster than usual. It will also deal more damage.
            The leaning strike is thrown after the leans execution, it isn’t an integrated strike, it's an offcentre one.

            The strike does not and should not have evasive property during its recovery/active/execution frames, so, all else equal, why did what are essentially off-centre strikes need different properties from neutral ones? Unless you believed neutral strikes in this game are inherently unbalanced too?

            Again the "leaning strike" in this game is a neutral strike thrown of centre, they do not and should not have evasive properties, or for that matter any differing properties, from their neutral counterparts.

            Why not nerf them by just making them like regular punches, then? Because:

            1- The lean acts as the wind up, so it makes sense for the punch to be faster (maybe not so much for ducking hooks, but certainly for the other punches).
            Are you talking about spring motion? Yea that would be a viable factor if the strike was thrown during the execution/recovery of a lean and on the correct side of the load. What you seem to be forgetting is that the leaning strike is thrown after a lean execution or recovery; the strike is not integrated into the animation of the lean.

            2- The lean provides a spring, the wind-up, more torque, so it makes sense for the punch to be stronger.
            This would only be realistic if the strike was thrown during the leans execution or recovery frames but it isn’t, so where is this toque coming from? Throwing a strike during a complementary motion will provide additional momentum, true, but throwing one whilst simply being off-centre will not.

            3- It is very important that the punch is fast, to make sure that you get the opportunity to intercept the opponent's follow up shot, even if you're using a slow fighter. In FNC, that wasn't the case - could keep comboing you quickly and often hit you as you were throwing the slip counter, but since the game severely lacked stopping power, you'd go through his shot to land your own, which had stopping power because it was a slip counter. The whole thing was far from clean.
            The big difference is the GDP had finally increased stopping power and added a well crafted definitive counter system. The foundation is already much different from the examples you provided.

            The ultimate issue here seems to be a lack of integrated striking, which is strange because GDP had the insight to add that option to standing footwork mechanics (e.g. striking whilst moving). “Leaning strikes” are thrown well after a lean, not only is this unrealistic, it makes close range counter play look jarring/non-fluid.

            In real life you will seldom be able to counter a combination by simply slipping it then striking, unless the slipped strike throw has incredible momentum. Most successful intercepting counters in real life are integrated strikes (strikes thrown whilst slipping, not after).

            By implemented the option to throw integrated leaning strikes into the game you can essentially counter and interrupt a combo without having to impose unrealistic and pointless balances, so long as the counter and damage system are constructed correctly. I think that implementing an option to throw integrating leaning strikes – with a realistic toque system – whilst eliminating the silly unrealistic, balances made to the beta (guaranteed strike from whiff or block leaning strikes, speed/power enhancement of strikes thrown off centre e.t.c) should be the next patch to striking.

            And as to the jab-body kick thingy, it was changed because the whole combo was faster than the single strike. The issue wasn't that a body kick was faster after a jab. That's usually how combos work. The problem was that it was faster with the jab, including the jab's execution. That's why it had to change. This is very different from what happens to the leans and the other combos. Therefore, there is no inconsistency here.
            GDP acknowledge himself, in this very thread, that the issue was the dependency in speed.
            Last edited by Lake the striker; 01-01-2018, 02:36 PM.

            Comment

            • MartialMind
              EA Game Changer
              • Apr 2016
              • 321

              #141
              Re: EA Sports UFC 3 Beta Feedback Video #2

              Every time I watch Gameplay this bugs the hell out of me.

              EA Sports UFC 2 Jab from close boxing range:



              EA Sports UFC 3 Jab from close boxing range:



              Does anyone here actually feel that UFC3's close jab animation looks better? I brought this up before and people said it was fine because the fighter are too close so there's no way for the hand to extent, but that's not accurate... even if you're close to the opponent, you can still wind-up and extend the punching arm because when you hit the opponent you knock his head backwards.

              It just looks terrible.

              My question is: "Is there a way to just transfer the UFC2 version to UFC3 without having to recapture it completely?

              Comment

              • MMAFRoO
                Rookie
                • Apr 2016
                • 59

                #142
                Re: EA Sports UFC 3 Beta Feedback Video #2

                Originally posted by MartialMind
                Every time I watch Gameplay this bugs the hell out of me.

                EA Sports UFC 2 Jab from close boxing range:



                EA Sports UFC 3 Jab from close boxing range:



                Does anyone here actually feel that UFC3's close jab animation looks better? I brought this up before and people said it was fine because the fighter are too close so there's no way for the hand to extent, but that's not accurate... even if you're close to the opponent, you can still wind-up and extend the punching arm because when you hit the opponent you knock his head backwards.

                It just looks terrible.

                My question is: "Is there a way to just transfer the UFC2 version to UFC3 without having to recapture it completely?
                Why not have 2 different lead straights.

                1. Regular quick snapping jab, that will not have the arm extend at a closer range.
                2. Stronger, bit slower & pushing lead straight that will cause the arm extension at all ranges (also snapping opponent's head back).

                Comment

                • Nugget7211
                  MVP
                  • Nov 2017
                  • 1401

                  #143
                  Re: EA Sports UFC 3 Beta Feedback Video #2

                  Originally posted by MMAFRoO
                  Why not have 2 different lead straights.

                  1. Regular quick snapping jab, that will not have the arm extend at a closer range.
                  2. Stronger, bit slower & pushing lead straight that will cause the arm extension at all ranges (also snapping opponent's head back).
                  The arm should always extend, what you can take out is the shoulder "pop", call it a flicking jab or something, slightly shorter range, quicker, less power/stopping power. The fighters should never really shortarm their punches that badly, unless the opponent run into their fist early in the punch.

                  Also, in relation to Martial's video, is it possible that this difference is because the UFC 3 video shows a neutral jab, with no step, but every straight punch in UFC 2 has a little step on it? Like, maybe the forward jab looks the same as it did in UFC 2. To be clear, the stationary jab should have full extension, but I have no real issue with it lacking the shoulder pop that the jab in 2 had.
                  **** off, Nugget7211 - GPD, 2017 & 2018
                  Internet Hero - Jack Slack, 2018

                  Comment

                  • Solid_Altair
                    EA Game Changer
                    • Apr 2016
                    • 2043

                    #144
                    Re: EA Sports UFC 3 Beta Feedback Video #2

                    Originally posted by Lake the striker
                    The leaning strike is thrown after the leans execution, it isn’t an integrated strike, it's an offcentre one.

                    The strike does not and should not have evasive property during its recovery/active/execution frames, so, all else equal, why did what are essentially off-centre strikes need different properties from neutral ones? Unless you believed neutral strikes in this game are inherently unbalanced too?

                    Again the "leaning strike" in this game is a neutral strike thrown of centre, they do not and should not have evasive properties, or for that matter any differing properties, from their neutral counterparts.

                    Are you talking about spring motion? Yea that would be a viable factor if the strike was thrown during the execution/recovery of a lean and on the correct side of the load. What you seem to be forgetting is that the leaning strike is thrown after a lean execution or recovery; the strike is not integrated into the animation of the lean.

                    This would only be realistic if the strike was thrown during the leans execution or recovery frames but it isn’t, so where is this toque coming from? Throwing a strike during a complementary motion will provide additional momentum, true, but throwing one whilst simply being off-centre will not.

                    The big difference is the GDP had finally increased stopping power and added a well crafted definitive counter system. The foundation is already much different from the examples you provided.

                    The ultimate issue here seems to be a lack of integrated striking, which is strange because GDP had the insight to add that option to standing footwork mechanics (e.g. striking whilst moving). “Leaning strikes” are thrown well after a lean, not only is this unrealistic, it makes close range counter play look jarring/non-fluid.

                    In real life you will seldom be able to counter a combination by simply slipping it then striking, unless the slipped strike throw has incredible momentum. Most successful intercepting counters in real life are integrated strikes (strikes thrown whilst slipping, not after).

                    By implemented the option to throw integrated leaning strikes into the game you can essentially counter and interrupt a combo without having to impose unrealistic and pointless balances, so long as the counter and damage system are constructed correctly. I think that implementing an option to throw integrating leaning strikes – with a realistic toque system – whilst eliminating the silly unrealistic, balances made to the beta (guaranteed strike from whiff or block leaning strikes, speed/power enhancement of strikes thrown off centre e.t.c) should be the next patch to striking.

                    GDP acknowledge himself, in this very thread, that the issue was the dependency in speed.
                    What makes you think strikes are happening after the execution and recovery of the lean? The recovery of the lean would be returning to center. And the strikes from the leans are integrated, in the sense that not ony do they not require you to go through the full recovery of the lean (going back to center, before you throw), but also cut some of the execution for the punch, both in speed and in visuals, because you're already "springing". You're making it sound as if there is a terrible pause in the animation.

                    Furthermore, you can strike during the execuion of the lean. With the back lean (which is based on range) you can strike before your head gets all the way back.

                    I'm not sure if you lose evasion frames as soon as you start to strike. I suspect that if you quickly input a side lean and a straight, you can keep evading during the straight's execution. But I need confirmation on this.

                    The only way to execute a more naturalistic balance as you wish would be to throroughly allow evasion frames during the strikes. This is already the case with body punches, for instance. But with them, I don't think it'd be possible to block, then go for a body punch an get the lean to work in time, becaus ethe combos are fast and you'd just get blasted at the very beginning of the body punch (if you get to start it at all). With the regular slips, we can break out of the block stun sooner than normal and evade a follow up. But the regular slips wouldn't allow a counter by your standards.

                    The only way to counter would be to start your own strike before the opponent's strike would connect... as you would evade during your execution. The controls could be a bit of an issue for this stuff (the right thumb has to lean and strike). But assuming you'd get this sorted, that would mean that your counter options would decrease quite a bit, as they would have to work much like the body punches do, the evasion happening during the execution. A ducking uppercut, for instance, would likely be too slow.

                    I didn't get that part. Was that a disagreement to the stuff I said about it?

                    Comment

                    • RetractedMonkey
                      MVP
                      • Dec 2017
                      • 1624

                      #145
                      Re: EA Sports UFC 3 Beta Feedback Video #2

                      Originally posted by Solid_Altair
                      What makes you think strikes are happening after the execution and recovery of the lean? The recovery of the lean would be returning to center. And the strikes from the leans are integrated, in the sense that not ony do they not require you to go through the full recovery of the lean (going back to center, before you throw), but also cut some of the execution for the punch, both in speed and in visuals, because you're already "springing". You're making it sound as if there is a terrible pause in the animation.

                      Furthermore, you can strike during the execuion of the lean. With the back lean (which is based on range) you can strike before your head gets all the way back.

                      I'm not sure if you lose evasion frames as soon as you start to strike. I suspect that if you quickly input a side lean and a straight, you can keep evading during the straight's execution. But I need confirmation on this.

                      The only way to execute a more naturalistic balance as you wish would be to throroughly allow evasion frames during the strikes. This is already the case with body punches, for instance. But with them, I don't think it'd be possible to block, then go for a body punch an get the lean to work in time, becaus ethe combos are fast and you'd just get blasted at the very beginning of the body punch (if you get to start it at all). With the regular slips, we can break out of the block stun sooner than normal and evade a follow up. But the regular slips wouldn't allow a counter by your standards.

                      The only way to counter would be to start your own strike before the opponent's strike would connect... as you would evade during your execution. The controls could be a bit of an issue for this stuff (the right thumb has to lean and strike). But assuming you'd get this sorted, that would mean that your counter options would decrease quite a bit, as they would have to work much like the body punches do, the evasion happening during the execution. A ducking uppercut, for instance, would likely be too slow.

                      I didn't get that part. Was that a disagreement to the stuff I said about it?
                      He didn't articulate his points very well and he's wrong on some accounts. The lean is its own thing, the jab is its own thing. But, when you lean and push the jab right afterwards, it's almost indistinguishable from being simultaneous. The lean jab DOES and SHOULD have evasive properties. You dodge the opponent's own punch and land yours. This is true in both real life and in the game. I honestly don't know what he's talking about. Not to mention that even if the jab happened separately from the lean by half a second, it's a game. Having the lean jab be it's own button combination takes up valuable controller real estate. Flicking to lean and then pressing the button for your punch is the best way to do it.

                      Comment

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