Fighter AI Realism vs Difficulty

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • ERsports
    Rookie
    • Sep 2012
    • 241

    #241
    Re: Fighter AI Realism vs Difficulty

    Please add AI taunting. As of now they never taunt. Not only is this not realistic but really dampens the immersion when fighting against guys like the diaz brothers. Cafs should be able to taunt as well in career mode depending on their personality.

    Also when I have the ai fully mounted in the top position they do not have the ability to hold. I can literally strike them in top mount down over and over. All they can do is try and transition. It would really add to the immersion if the ai actually could perform all of the moves flthat th player can.

    Finally, make the simple subs rhythm based, nerf the ai's ability to block leg kicks, Randomize rivals in career mode for replayability purposes, fix the audio in tournament mode with combined weight classes and always saying it is a one night tournament even when I turn off persistent damage, and last but not least nerf the ai's ability to sub you on pro difficulty. If these things are done this game would be near perfect for me.

    Comment

    • iceberg3445
      Rookie
      • Dec 2017
      • 431

      #242
      Re: Fighter AI Realism vs Difficulty

      AI on hard does not ever block grapple transitions unless they are grapple-oriented. I think this should be adjusted so that AI block transitions occasionally even if not a grappler.

      Stand up is challenging for me on hard, but it’s way too easy for me to take my opponent down and dominate them on the ground, despite them occasionally getting up or getting a sweep. Blocking some transition attempts would ultimately make the ground game more gratifying on hard difficulty.


      Sent from my iPhone using Operation Sports

      Comment

      • MeowingForVengeance
        Pro
        • May 2016
        • 576

        #243
        Re: Fighter AI Realism vs Difficulty

        Originally posted by iceberg3445

        Stand up is challenging for me on hard, but it’s way too easy for me to take my opponent down and dominate them on the ground, despite them occasionally getting up or getting a sweep. Blocking some transition attempts would ultimately make the ground game more gratifying on hard difficulty.
        Same exact experience for me. If I play a striker on legendary career and stand with everyone, I literally can't get out of the WFA. When I play a submission specialist, I can dominate UFC fighters by taking them down and denying their transition spam.

        The AI is a genius on the feet and a moron on the ground. I am desperately hoping this gets addressed when we finally get that mythical patch.

        Comment

        • iceberg3445
          Rookie
          • Dec 2017
          • 431

          #244
          Re: Fighter AI Realism vs Difficulty

          Originally posted by iceberg3445
          AI on hard does not ever block grapple transitions unless they are grapple-oriented. I think this should be adjusted so that AI block transitions occasionally even if not a grappler.

          Stand up is challenging for me on hard, but it’s way too easy for me to take my opponent down and dominate them on the ground, despite them occasionally getting up or getting a sweep. Blocking some transition attempts would ultimately make the ground game more gratifying on hard difficulty.


          Sent from my iPhone using Operation Sports


          CORRECTION: non-grappling oriented AI will sometimes block the transition to back mount AND transitions in the clinch while against the fence. It would make more sense for them to also (occasionally) block transitions from full guard, half guard and when trying to gain top mount.

          Atm, I’m almost always guaranteed to get the sweep from full or half guard against hard AI


          Sent from my iPhone using Operation Sports

          Comment

          • Skynet
            EA Sports UFC Developer
            • Mar 2015
            • 703

            #245
            Re: Fighter AI Realism vs Difficulty

            The AI's ground defense depends largely on stats, stamina, and grapple advantage.

            Should a player be good enough, they could technically fight even Damien Maia and never get denied if they keep themselves in so superior a situation that he never deems it reasonable to deny. Since the AI doesn't spam transitions post-patch, hopefully you won't be able to as easily get such an advantage over the AI.

            Previously, there was a decent amount of luck/randomness to the AI denials, which was not good. It did allow the higher level AI to deny good players, sure. But it would do so with no rhyme or reason, and was not a good experience either.

            I've got other threads going right now where players are complaining about the exact opposite thing, that AI denies everything all the time...and it's not even on legendary!

            To be honest, I don't think this will really change one way or the other because the skill level of the player base is simply too wide, and any change made will negatively effect one side :\

            Comment

            • iceberg3445
              Rookie
              • Dec 2017
              • 431

              #246
              Re: Fighter AI Realism vs Difficulty

              Originally posted by Skynet
              The AI's ground defense depends largely on stats, stamina, and grapple advantage.



              Should a player be good enough, they could technically fight even Damien Maia and never get denied if they keep themselves in so superior a situation that he never deems it reasonable to deny. Since the AI doesn't spam transitions post-patch, hopefully you won't be able to as easily get such an advantage over the AI.



              Previously, there was a decent amount of luck/randomness to the AI denials, which was not good. It did allow the higher level AI to deny good players, sure. But it would do so with no rhyme or reason, and was not a good experience either.



              I've got other threads going right now where players are complaining about the exact opposite thing, that AI denies everything all the time...and it's not even on legendary!



              To be honest, I don't think this will really change one way or the other because the skill level of the player base is simply too wide, and any change made will negatively effect one side :\


              Maybe that means it’s time for me to move up to pro and test my luck there. Either way, thank you for the prompt and detailed response good sir.


              Sent from my iPhone using Operation Sports

              Comment

              • iceberg3445
                Rookie
                • Dec 2017
                • 431

                #247
                Re: Fighter AI Realism vs Difficulty

                Also just realized I’ve never seen the AI reverse a clinch against the cage (I.e. switch to put a players back against the cage). I would think grapplers like Khabib would use this.

                The AI also seems uncharacteristically good at blocking strikes & defending transitions when clinched against the cage. Difficult to hold an AI opponent against the cage and beat them up or transition as a result.


                Sent from my iPhone using Operation Sports

                Comment

                • aholbert32
                  (aka Alberto)
                  • Jul 2002
                  • 33106

                  #248
                  Re: Fighter AI Realism vs Difficulty

                  Originally posted by iceberg3445
                  Also just realized I’ve never seen the AI reverse a clinch against the cage (I.e. switch to put a players back against the cage). I would think grapplers like Khabib would use this.

                  The AI also seems uncharacteristically good at blocking strikes & defending transitions when clinched against the cage. Difficult to hold an AI opponent against the cage and beat them up or transition as a result.


                  Sent from my iPhone using Operation Sports


                  It’s rare but I’ve seen it once or twice. Needs to happen more. I didn’t even know you could do that until I saw the ai do it.


                  Sent from my iPhone using Tapatalk Pro

                  Comment

                  • iceberg3445
                    Rookie
                    • Dec 2017
                    • 431

                    #249
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by aholbert32
                    It’s rare but I’ve seen it once or twice. Needs to happen more. I didn’t even know you could do that until I saw the ai do it.


                    Sent from my iPhone using Tapatalk Pro


                    It’s a pretty cool reversal. Was playing against Cat Zingano and getting continuously put up against the fence. Would use that reversal after defending a couple takedowns and quickly break.

                    Problem I’ve noticed is that it’s fairly easy to hold the AI against the fence bc they’ll try to break and that’s easy to defend. Would make sense if AI sometimes incorporated that cage reversal and then broke the clinch that way.


                    Sent from my iPhone using Operation Sports

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #250
                      Re: Fighter AI Realism vs Difficulty

                      Alright, so after 3 weeks of no Muay Thai, I was starting to get a little crazy, so I decided to spend this week working out how to reliably break the AIs legs using some of that sweet sweet Muay Thai.

                      And, break legs I did! That godly AI check defence has its holes, mmyessir!

                      So, here's how.

                      Side leg and Oblique kicks: These two are wonderful against the AI in that it'll check them often, but you won't take leg damage, allowing you to use them more often, the left/right stepping side leg kick is also extremely useful to circle off the cage as the opponent moves in.

                      Fient the 2, throw the rear low: My favourite. When the AI moves in, fient a cross and immediately blast out a rear low kick, 95% of the time the AI will bite and you'll catch the leg hard on a counter.

                      Stepping into the rear leg kick as you throw it (left/right stance contextual) will also make it more powerful and avoid cross counters) Edit: just to clarify. This means sidestep left/right with the kick, not throw the advancing variation. So for a rear low from orthodox you'd be holding RS up with the kick command to throw it if you were in the red corner.

                      Sadly, most other combos will cop the instant check, buy essentially those are methods to reliably kick the AIs leg.

                      It's also lazy on checking your first kick attempt as it steps into striking range from experience, I often land a flush low kick as the AI moves into engage, then it becomes check city.

                      Edit: Whiffed Kicks also leave openings for leg kicks, as does catching the kick, taking the opponent down whilst staying standing youself, depending on the AI this'll give you 1-2 full power low kicks for free.

                      Another, albeit SUPER cheesy method to destroy any area of the AI is put it in a Thai plum and only throw knees when it attempts to transition out, it'll cancel the trans and do heavy damage, and the AI will just immediately try to transition again and thus you can land literally unlimited knees, it's a total exploit and I do hope it gets fixed, but it does allow you to test health events and stuff like that (IE, easily get any damage meter to wherever you want it)

                      Oh, and any strike that causes a hitstun should provide an opening for a clean uncheckable leg kick.

                      Hope this helps until the patch drops.
                      Last edited by AeroZeppelin27; 03-02-2018, 08:23 PM.

                      Comment

                      • Nugget7211
                        MVP
                        • Nov 2017
                        • 1401

                        #251
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by AeroZeppelin27
                        Alright, so after 3 weeks of no Muay Thai, I was starting to get a little crazy, so I decided to spend this week working out how to reliably break the AIs legs using some of that sweet sweet Muay Thai.

                        And, break legs I did! That godly AI check defence has its holes, mmyessir!

                        So, here's how.

                        Side leg and Oblique kicks: These two are wonderful against the AI in that it'll check them often, but you won't take leg damage, allowing you to use them more often, the left/right stepping side leg kick is also extremely useful to circle off the cage as the opponent moves in.

                        Fient the 2, throw the rear low: My favourite. When the AI moves in, fient a cross and immediately blast out a rear low kick, 95% of the time the AI will bite and you'll catch the leg hard on a counter.

                        Stepping into the rear leg kick as you throw it (left/right stance contextual) will also make it more powerful and avoid cross counters)

                        Sadly, most other combos will cop the instant check, buy essentially those are methods to reliably kick the AIs leg.

                        It's also lazy on checking your first kick attempt as it steps into striking range from experience, I often land a flush low kick as the AI moves into engage, then it becomes check city.

                        Hope this helps until the patch drops.
                        I just got really good at timing overhands, which while risky will usually allow you to win a fight landing like 5 low kicks with Aldo or RDA. Occasionally get decapitated doing it, but it's pretty fun. I'll give your tips a go though
                        **** off, Nugget7211 - GPD, 2017 & 2018
                        Internet Hero - Jack Slack, 2018

                        Comment

                        • MeowingForVengeance
                          Pro
                          • May 2016
                          • 576

                          #252
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by Nugget7211
                          I just got really good at timing overhands, which while risky will usually allow you to win a fight landing like 5 low kicks with Aldo or RDA. Occasionally get decapitated doing it, but it's pretty fun. I'll give your tips a go though
                          So you're throwing the leg kick when you see the wind-up for the overhand?

                          Comment

                          • Nugget7211
                            MVP
                            • Nov 2017
                            • 1401

                            #253
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by MeowingForVengeance
                            So you're throwing the leg kick when you see the wind-up for the overhand?
                            Yeah, or if I notice the AI developing a pattern. As I said, it's really, really risky and you definitely shouldn't try to do it online or anything, but it's a fun thing to do against the AI every so often IMO
                            **** off, Nugget7211 - GPD, 2017 & 2018
                            Internet Hero - Jack Slack, 2018

                            Comment

                            • AeroZeppelin27
                              MVP
                              • Nov 2017
                              • 2287

                              #254
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by Nugget7211
                              I just got really good at timing overhands, which while risky will usually allow you to win a fight landing like 5 low kicks with Aldo or RDA. Occasionally get decapitated doing it, but it's pretty fun. I'll give your tips a go though
                              Yeah, the AI normally bites on that 2 fient with an overhand and the rear low catches them during the windup.

                              I suck at timi.g it normally so I try to bait it as a counter haha.

                              I love how nasty both RDA and Aldos low kicks are, appropriately crippling.

                              One tip I forgot is baiting the AI to body kick, either catching it n taking them down, or avoiding it will open up a leg kick opportunity too.

                              Comment

                              • lopan
                                Rookie
                                • Nov 2017
                                • 14

                                #255
                                Re: Fighter AI Realism vs Difficulty

                                So what exactly do the patch changes do, specifically the bit about "AI throwing more standup strikes?" Does that mean they just throw more in general? Because AI output has never been an issue for me, at least on Hard mode which is what has been my go to difficulty. Does it affect AI in other ways? (IQ/Difficulty, counters?)

                                Sent from my SM-G955U using Tapatalk

                                Comment

                                Working...