Fighter AI Realism vs Difficulty

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  • Phillyboi207
    Banned
    • Apr 2012
    • 3159

    #361
    Re: Fighter AI Realism vs Difficulty

    I dont want the computer to turn into a sway spammer or a lunge spammer. But right now they dont block nearly enough.

    Looks really bad when they walk into/out of striking range with their hands down

    Comment

    • LeonVegaSuarez
      Rookie
      • Apr 2016
      • 431

      #362
      Re: Fighter AI Realism vs Difficulty

      I've been playing on Pro for a bit and really like the challenge on the ground. It's not easy to get up at all, the AI denies transitions and punishes you with ground and pound. Standing it's not realistic though. I move in with a 1-2 and get lit up with a 3 piece counter combo by guys like Maia.

      The standup difficulty vs the AI is near perfect on hard. I just wish the ground game would be a bit more challenging.

      Let pro be a kind of "practice mode" for online players and legendary basically playing against a robot.

      Comment

      • AeroZeppelin27
        MVP
        • Nov 2017
        • 2287

        #363
        Re: Fighter AI Realism vs Difficulty

        Originally posted by LeonVegaSuarez
        I've been playing on Pro for a bit and really like the challenge on the ground. It's not easy to get up at all, the AI denies transitions and punishes you with ground and pound. Standing it's not realistic though. I move in with a 1-2 and get lit up with a 3 piece counter combo by guys like Maia.

        The standup difficulty vs the AI is near perfect on hard. I just wish the ground game would be a bit more challenging.

        Let pro be a kind of "practice mode" for online players and legendary basically playing against a robot.
        Interesting, I'm having the opposite experience on the ground on Hard/Pro, excluding Maia and Jacare, whose AI's seen to deny more often than the norm, I rarely if ever get denied unless I have a stamina or GA disadvantage and attempt a transition, the AI never denies transitions made with any GA advantage, and I'm playing on custom sliders with CPU grappling either maxed or -2 off maxed.

        Jacare and Maia are pretty good at holding you down, but there are just simple patterns that are hard to ignore once you've noticed them that the AI either commits to or overlooks. Such as momentum transitions, they won't be denied 90% of the time on any difficultly.

        Basically my experience with the maxed sliders is it's much much easier to get taken down, but it's still too easy to get up, unless you actively try to make, for lack of a better word, rookie mistakes like attempting to transition without a GA advantage, or attempting a transition with a marked stamina disadvantage then the AI is very easy to deny, shut down and either submit or stand up.

        Agree on the standup points though. Some.of this should get fixed in upcoming patches from what skynet has said. Fighters with bad headmovement stats are waaaaay too slick in the hands of the AI, they slip with perfect frame timing that is impossible to emulate yourself. It feels unnatural, but again, this has been acknowledged at shall be addressed.

        Comment

        • LeonVegaSuarez
          Rookie
          • Apr 2016
          • 431

          #364
          Re: Fighter AI Realism vs Difficulty

          Originally posted by AeroZeppelin27
          Interesting, I'm having the opposite experience on the ground on Hard/Pro, excluding Maia and Jacare, whose AI's seen to deny more often than the norm, I rarely if ever get denied unless I have a stamina or GA disadvantage and attempt a transition, the AI never denies transitions made with any GA advantage, and I'm playing on custom sliders with CPU grappling either maxed or -2 off maxed.

          Jacare and Maia are pretty good at holding you down, but there are just simple patterns that are hard to ignore once you've noticed them that the AI either commits to or overlooks. Such as momentum transitions, they won't be denied 90% of the time on any difficultly.

          Basically my experience with the maxed sliders is it's much much easier to get taken down, but it's still too easy to get up, unless you actively try to make, for lack of a better word, rookie mistakes like attempting to transition without a GA advantage, or attempting a transition with a marked stamina disadvantage then the AI is very easy to deny, shut down and either submit or stand up.

          Agree on the standup points though. Some.of this should get fixed in upcoming patches from what skynet has said. Fighters with bad headmovement stats are waaaaay too slick in the hands of the AI, they slip with perfect frame timing that is impossible to emulate yourself. It feels unnatural, but again, this has been acknowledged at shall be addressed.

          Don't get me wrong, even on pro you really have to eff up to lose on the ground against the AI. It's pretty easy to get out of bad decisions if you watch your stamina. I mean it's just a lot better than on hard, where even guys like Khabib can't keep me down for more than 5 seconds.

          The next patch hopefully changes things.

          Comment

          • aholbert32
            (aka Alberto)
            • Jul 2002
            • 33106

            #365
            Re: Fighter AI Realism vs Difficulty

            Originally posted by LeonVegaSuarez
            Don't get me wrong, even on pro you really have to eff up to lose on the ground against the AI. It's pretty easy to get out of bad decisions if you watch your stamina. I mean it's just a lot better than on hard, where even guys like Khabib can't keep me down for more than 5 seconds.



            The next patch hopefully changes things.


            Have you guys tried playing without the HUD?


            Sent from my iPhone using Tapatalk Pro

            Comment

            • dfab14
              Rookie
              • Jun 2016
              • 229

              #366
              Re: Fighter AI Realism vs Difficulty

              I agree about the no HUD not knowing what stamina levels are makes it more interesting

              Sent from my SM-G950U using Operation Sports mobile app

              Comment

              • aholbert32
                (aka Alberto)
                • Jul 2002
                • 33106

                #367
                Re: Fighter AI Realism vs Difficulty

                Originally posted by dfab14
                I agree about the no HUD not knowing what stamina levels are makes it more interesting

                Sent from my SM-G950U using Operation Sports mobile app
                Been playing without the Hud since UFC 1. It does a great deal in making grappling more difficult and managing stamina more challenging.

                Comment

                • dfab14
                  Rookie
                  • Jun 2016
                  • 229

                  #368
                  Re: Fighter AI Realism vs Difficulty

                  Originally posted by aholbert32
                  Been playing without the Hud since UFC 1. It does a great deal in making grappling more difficult and managing stamina more challenging.
                  I started in 2 and it was like a whole new game to me gave me the challenge I was looking for and I haven't used them since I forget to turn them back on for online sometimes and don't even notice that they are gone

                  Sent from my SM-G950U using Operation Sports mobile app

                  Comment

                  • LeonVegaSuarez
                    Rookie
                    • Apr 2016
                    • 431

                    #369
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by aholbert32
                    Have you guys tried playing without the HUD?


                    Sent from my iPhone using Tapatalk Pro
                    Yeah I've been playing without HUD for years now. Way more fun. Still, after a while you get a feel for your stamina and it's relatively easy to manage.

                    Comment

                    • aholbert32
                      (aka Alberto)
                      • Jul 2002
                      • 33106

                      #370
                      Re: Fighter AI Realism vs Difficulty

                      Originally posted by LeonVegaSuarez
                      Yeah I've been playing without HUD for years now. Way more fun. Still, after a while you get a feel for your stamina and it's relatively easy to manage.
                      I dont know about easy to manage for me. When you factor in each fighter having different stamina stats and if you use the sliders, I become way more conservative on the ground because of it.

                      With that said, I agree that the ground could use some difficulty tweaks.

                      Comment

                      • Nugget7211
                        MVP
                        • Nov 2017
                        • 1401

                        #371
                        Re: Fighter AI Realism vs Difficulty

                        I think my biggest problem with the AI is that it doesn't seem to learn to not do things that aren't working.

                        Like, you'll land a counter combination when the AI enters behind a lead high kick and drop them and when the AI stands it'll do the exact same thing again like 3 seconds later. Same thing with takedowns, you'll defend a jab-double leg like 7 times in the first round and the AI will come out in the 2nd and keep doing it.

                        I don't know if there's anything that can be done about this, but it's definitely what's hampering my enjoyment of the offline the most. I mostly play on hard or pro, if that matters.
                        **** off, Nugget7211 - GPD, 2017 & 2018
                        Internet Hero - Jack Slack, 2018

                        Comment

                        • aholbert32
                          (aka Alberto)
                          • Jul 2002
                          • 33106

                          #372
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by Nugget7211
                          I think my biggest problem with the AI is that it doesn't seem to learn to not do things that aren't working.

                          Like, you'll land a counter combination when the AI enters behind a lead high kick and drop them and when the AI stands it'll do the exact same thing again like 3 seconds later. Same thing with takedowns, you'll defend a jab-double leg like 7 times in the first round and the AI will come out in the 2nd and keep doing it.

                          I don't know if there's anything that can be done about this, but it's definitely what's hampering my enjoyment of the offline the most. I mostly play on hard or pro, if that matters.
                          This is a good point. I see the AI adjusting to things its doing right. For example, (maybe this is just a coincidence) but if the AI is landing an overhand early, I've noticed it will continue to throw that overhand.

                          The flip side is it wont stop throwing strikes that I'm clearly defending against. For example, I was getting my *** kicked the other night by the AI but it kept throwing high kicks that missed. After about the 8th one, I timed it and got a walk off KO.

                          Comment

                          • Nugget7211
                            MVP
                            • Nov 2017
                            • 1401

                            #373
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by aholbert32
                            This is a good point. I see the AI adjusting to things its doing right. For example, (maybe this is just a coincidence) but if the AI is landing an overhand early, I've noticed it will continue to throw that overhand.

                            The flip side is it wont stop throwing strikes that I'm clearly defending against. For example, I was getting my *** kicked the other night by the AI but it kept throwing high kicks that missed. After about the 8th one, I timed it and got a walk off KO.
                            It's really annoying, I was using Aldo against Lamas the other day and dropped him off a kick like 15 seconds into the fight, I beat him up from inside his guard for a bit and then he managed to get up, only to immediately throw another high kick and get KO'd. It's so anti-climactic because it's so objectively dumb.
                            **** off, Nugget7211 - GPD, 2017 & 2018
                            Internet Hero - Jack Slack, 2018

                            Comment

                            • LeonVegaSuarez
                              Rookie
                              • Apr 2016
                              • 431

                              #374
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by aholbert32
                              I dont know about easy to manage for me. When you factor in each fighter having different stamina stats and if you use the sliders, I become way more conservative on the ground because of it.

                              With that said, I agree that the ground could use some difficulty tweaks.
                              I agree with you. Ground game becomes a lot more strategic that way and you need more patience. I can't go back to playing with the HUD.

                              Comment

                              • AeroZeppelin27
                                MVP
                                • Nov 2017
                                • 2287

                                #375
                                Re: Fighter AI Realism vs Difficulty

                                Originally posted by aholbert32
                                Have you guys tried playing without the HUD?


                                Sent from my iPhone using Tapatalk Pro
                                Yeah, I've played mainly HUDless since 2.
                                I really wish I could hide my opponents meters and keep mine for 3 as I do kinda like being able to see my stamina in the standup.

                                But its kinda instinctual at this point, the ground game, denials are muscle memory and I got used to how GA worked long before the metre was added, the AI has caught me with a few subs when I haven't been on the ball with my stamina, which is always welcome.

                                But as I believe Suarez said above, I kinda have to abandon my game and do silly stuff to actually get in trouble on the ground. It'd be nice to just get mauled without choosing too occasionally haha.

                                I'm constantly losing fights on the feet, but it just kinda bugs me that I know I can hold DC down with Saki with relative ease if I need too.

                                An option I'd love to see added would be split difficulty, I.e Standup and ground, so you could mix the standup tendencies of the Hard AI with the legendary ground AI so there is hopefully some challenge there.

                                Though I'm guessing that's easier said than done.

                                Comment

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