Add Depth, control simplicity, and fluidity to takedowns and clinch in UFC 4

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  • godway
    Banned
    • Sep 2014
    • 488

    #31
    Re: Can’t wrestle like DC in the game, takedowns too linear

    I thought the Stipe/Ngannou fight was a very good template for how to start making takedowns/clinch/stamina matter in this game. While stamina matters in the standup game, it doesn't seem to matter at all when it comes to takedowns, clinch, ground game. And something like that has bothered me since UFC 2.

    As far as I know, stamina doesn't really affect anything when it comes to takedowns/ground game and if it does, it is barely noticeable. This fight was a great example of how a fighter used takedowns/wrestling to completely exhaust and destroy their bigger and stronger opponent. You can't recreate something like that in the UFC games.

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    • rob3563
      Rookie
      • Mar 2016
      • 365

      #32
      Re: Can’t wrestle like DC in the game, takedowns too linear

      forget balance and casual players,you idiot. If the game becomes too sim like sales will forever be poor,the way EA look to have UFC3 seems to be just right by what we have seen before release.

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      • theonlywoj
        Rookie
        • Nov 2009
        • 97

        #33
        Re: Can’t wrestle like DC in the game, takedowns too linear

        Originally posted by Serengeti95
        No way we get this in UFC 3 but would be a great addition in the next game. There's definitely room for the takedown game to be more dynamic.
        I think there's an easy fix that at least moves in this direction -- depending on the denial window (or window points +/- due to grappling stats).
        - first 35% of the window: you completely shrug the takedown or hard-sprawl.
        - in 35-85% of window: depending on type of takedown attempted and difference in grappling stats between the fighters, it puts you in a clinch position. Closer to 35% or front of this range, position is better for defender and/or gives a grapple-advantage for defender to break clinch if they want to.
        - 85% to 99% of window: best clinch position for the aggressor, and if aggressor immediately performs another takedown then it only costs 50% of stamina (incentivizes chain takedown attempts)

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        • Not_Entertained
          Rookie
          • Jul 2017
          • 314

          #34
          Re: Can’t wrestle like DC in the game, takedowns too linear

          Originally posted by rob3563
          forget balance and casual players,you idiot. If the game becomes too sim like sales will forever be poor,the way EA look to have UFC3 seems to be just right by what we have seen before release.
          I take it you're one of these "moronic casual players"? If so, piss off. Games get ruined because of you fools wanting games to be babified.

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          • iceberg3445
            Rookie
            • Dec 2017
            • 431

            #35
            Re: Can’t wrestle like DC in the game, takedowns too linear

            Originally posted by theonlywoj
            I think there's an easy fix that at least moves in this direction -- depending on the denial window (or window points +/- due to grappling stats).
            - first 35% of the window: you completely shrug the takedown or hard-sprawl.
            - in 35-85% of window: depending on type of takedown attempted and difference in grappling stats between the fighters, it puts you in a clinch position. Closer to 35% or front of this range, position is better for defender and/or gives a grapple-advantage for defender to break clinch if they want to.
            - 85% to 99% of window: best clinch position for the aggressor, and if aggressor immediately performs another takedown then it only costs 50% of stamina (incentivizes chain takedown attempts)


            I agree with this 100%. Anyone know if this could be patched into UFC 3?

            I would add that better wrestlers should have the ability to sprawl for early TDD, whereas everyone else can only shrug off the TD.

            Also, the middle TDD window clinch should give he defender somewhat of a grapple advantage to perform a counter takedown of their own (only for wrestlers/judo/Greco Roman players).

            Ideally, the later stage TDD would lead to new animations such as the single leg standing or charging takedown against the cage, but that probably requires creation of a new game to incorporate into the gameplay.


            Sent from my iPhone using Operation Sports

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            • TheShizNo1
              Asst 2 the Comm Manager
              • Mar 2007
              • 26341

              #36
              Re: Can’t wrestle like DC in the game, takedowns too linear

              Originally posted by Not_Entertained
              I take it you're one of these "moronic casual players"? If so, piss off. Games get ruined because of you fools wanting games to be babified.
              Originally posted by rob3563
              forget balance and casual players,you idiot. If the game becomes too sim like sales will forever be poor,the way EA look to have UFC3 seems to be just right by what we have seen before release.
              If you guys can't discuss the game without insulting eachother, don't post.

              Sent from my SM-G950U using Tapatalk
              Originally posted by Mo
              Just once I'd like to be the one they call a jerk off.
              Originally posted by Mo
              You underestimate my laziness
              Originally posted by Mo
              **** ya


              ...

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              • iceberg3445
                Rookie
                • Dec 2017
                • 431

                #37
                Re: Add Depth, simplicity, and fluidity to takedowns and the clinch in UFC 4

                Hope the game devs are listening. Seem to avoid any and all discussions about takedowns and clinch.

                Just to clarify, these changes would be incorporated in UFC 4, not 3.


                Sent from my iPhone using Operation Sports

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                • TheVirus
                  Rookie
                  • Oct 2017
                  • 162

                  #38
                  Re: Add Depth, simplicity, and fluidity to takedowns and the clinch in UFC 4

                  I don't know about you guys but i'm praying UFC 4 is all about overhauling the clinch and ground systems in the exact same way the striking was worked on for UFC 3.

                  I've said it before a million times but if the clinch and ground can be overhauled like the striking has been on both the control and visual aspects, UFC 4 could be one of the greatest MMA games ever made.

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                  • iceberg3445
                    Rookie
                    • Dec 2017
                    • 431

                    #39
                    Add Depth, control simplicity, and fluidity to takedowns and clinch in UFC 4

                    Originally posted by TheVirus
                    I don't know about you guys but i'm praying UFC 4 is all about overhauling the clinch and ground systems in the exact same way the striking was worked on for UFC 3.



                    I've said it before a million times but if the clinch and ground can be overhauled like the striking has been on both the control and visual aspects, UFC 4 could be one of the greatest MMA games ever made.


                    I’m not necessarily calling for an overhaul to the grappling mechanics. I like the grapple dial, but I do think things could be tuned (for instance not every fighter should be able to take your back from half guard bottom, etc).

                    I think the same depth we see on the ground should be incorporated into takedowns via more diverse takedown defense post animations. For instance, defending a single leg late in the takedown defense window results in a new standing single leg animation; from where both players have numerous grapple dial (and maybe striking) options. The takedown against the cage animation should also be more common.

                    ALSO defended takedowns should result in the clinch FAR more often (i.e. intertwine the clinch with takedowns) by incorporating the takedown to clinch animation into the standard TDD control scheme. Currently, takedowns are either shrugged off or sprawled far more often in the game than in real life. As a result, the clinch is underutilized (primarily because the animation to engage in the clinch is super dangerous with the new striking mechanics).


                    Sent from my iPhone using Operation Sports
                    Last edited by iceberg3445; 01-24-2018, 09:05 AM.

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