Fighter AI Realism vs Difficulty

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  • MeowingForVengeance
    Pro
    • May 2016
    • 576

    #406
    Re: Fighter AI Realism vs Difficulty

    Hopefully this is something that can be tuned in future patches, but in the meantime I greatly appreciate the tip!

    Comment

    • Skynet
      EA Sports UFC Developer
      • Mar 2015
      • 703

      #407
      Re: Fighter AI Realism vs Difficulty

      Originally posted by MeowingForVengeance
      Hopefully this is something that can be tuned in future patches, but in the meantime I greatly appreciate the tip!
      That flow has indeed changed in the next patch.

      Comment

      • MeowingForVengeance
        Pro
        • May 2016
        • 576

        #408
        Re: Fighter AI Realism vs Difficulty

        Originally posted by Skynet
        That flow has indeed changed in the next patch.
        You're too good.

        Comment

        • Skynet
          EA Sports UFC Developer
          • Mar 2015
          • 703

          #409
          Re: Fighter AI Realism vs Difficulty

          Originally posted by MeowingForVengeance
          You're too good.
          Changed does not mean 100% fixed! But it does mean it won't happen like this anymore.

          The most pertinent changes here is that AI's will gas themselves less in the clinch, and different AI's now have different rates for using strikes vs denials to interrupt transitions. Some will never use them, some will use them a lot (though none are 100% like now...).

          Comment

          • MeowingForVengeance
            Pro
            • May 2016
            • 576

            #410
            Re: Fighter AI Realism vs Difficulty

            Originally posted by Skynet
            Changed does not mean 100% fixed!
            Completely understand that it'll never be perfect. It's just so rad to know ya'll are keeping up with how the game's playing for us and working to improve it. It's very much appreciated!

            Comment

            • Reinfarcements
              Pro
              • Nov 2017
              • 633

              #411
              Re: Fighter AI Realism vs Difficulty

              Originally posted by Skynet
              Changed does not mean 100% fixed! But it does mean it won't happen like this anymore.

              The most pertinent changes here is that AI's will gas themselves less in the clinch, and different AI's now have different rates for using strikes vs denials to interrupt transitions. Some will never use them, some will use them a lot (though none are 100% like now...).
              Honestly appreciate the fact you are still working on major AI behaviors like this. Could have easily just fixed bugs/obvious flaws and called it a day.

              Only thing I can think of to contribute right now off the top of my head is the AI seems to never "reverse" you in the clinch on the cage (I play on Hard). By this I mean trying to turn you around so you are on the cage instead of them. They seem only to try to escape or takedown.

              Not a huge issue, it just means I have fewer transitions to worry about denying on the cage clinch.

              Comment

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #412
                Re: Fighter AI Realism vs Difficulty

                Originally posted by Skynet
                Changed does not mean 100% fixed! But it does mean it won't happen like this anymore.

                The most pertinent changes here is that AI's will gas themselves less in the clinch, and different AI's now have different rates for using strikes vs denials to interrupt transitions. Some will never use them, some will use them a lot (though none are 100% like now...).
                You are my hero. If I had ovaries I'd want them carrying your babies. All day.

                Comment

                • LeonVegaSuarez
                  Rookie
                  • Apr 2016
                  • 431

                  #413
                  Re: Fighter AI Realism vs Difficulty

                  Great to hear about AI grappling changes. Hard was just challenging and realistic enough on the feet but just way too easy in the clinch and on the ground.

                  Comment

                  • AeroZeppelin27
                    MVP
                    • Nov 2017
                    • 2287

                    #414
                    Re: Fighter AI Realism vs Difficulty

                    If there aren't any plans or the like to scrap the seperated stamina bars, would it be possible to get individual Strike/Grapple stamina sliders for the player and AI?

                    Example, I'd keep Khabibs striking stamina at default, but buff his grappling stamina to somewhere near the hypothetical max to make him a beast on the ground and (hopefully) stop him from gassing in 1 round due to stuffed Rd attempts.

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #415
                      Re: Fighter AI Realism vs Difficulty

                      With all the awesome new changes, this thread needs a bump.

                      Also wanna thank Skynet for the amazing AI work on this patch, truly fantastic stuff, I've got done bad habits to break out of now.

                      The AI seems to capitalize on holes in your defence on the fly now, it feels utterly brilliant.

                      I was trying sways earlier, so the AI (for the first time ever) changed up its gameplan once I started swaying a lot of its strikes and instead started working my legs like mad.

                      Really, really good work guys! Thankyou so much.

                      Edit: would it be possible to find out how I'd need to set the submission sliders to go back to the old submission difficultly? They feel a bit too easy to lock in and escape personally, sliders would fix this though.
                      Last edited by AeroZeppelin27; 04-26-2018, 10:44 PM.

                      Comment

                      • Dave_S
                        Dave
                        • Apr 2016
                        • 7835

                        #416
                        Re: Fighter AI Realism vs Difficulty

                        AI strikes like the so called "High level players"
                        At least Dana strikes like that.

                        Comment

                        • sdpdude9
                          Rookie
                          • Sep 2017
                          • 448

                          #417
                          Re: Fighter AI Realism vs Difficulty

                          So I've noticed the ai is pretty terrible at managing stamina. They just go so balls to wall aggressive in the first round, half a bar left in third round, completely gassed if you go to five. Leads to so many late stoppages. Almost all my fights go the same way. Ai comes out guns blazing, wins first round. Then gets picked apart and loses stamina, finished in third round.

                          This aggression issue is very persistent, they need to be more defensive minded and throw way less volume. 40 strikes thrown in a minute and a half is insane.

                          Comment

                          • AeroZeppelin27
                            MVP
                            • Nov 2017
                            • 2287

                            #418
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Dave_S
                            AI strikes like the so called "High level players"
                            At least Dana strikes like that.
                            I still can't tell if your saying this as if it's a good or bad thing.

                            Dana seems to use a boxer template, too, so he slips and combos like a mother, but not in a cheesy way, this is on hard.

                            The AI can be telepathic with its headmovement on Legendary, but that difficulty is supposed to be insanely hard so I'm cool with it, Pro also will use a bit of telepathic headmovement and usually only throws in 2-3 strike combos, so its again not the best for realism from most fighters.

                            Though when I tested fighting Connor on Pro and Legendary he was actually easier to hit than before the patch.

                            Comment

                            • dfab14
                              Rookie
                              • Jun 2016
                              • 229

                              #419
                              Re: Fighter AI Realism vs Difficulty

                              Condit seems to really like the spinning backfist overhand combo and pretty much seems to do a lot of spin attacks

                              Sent from my SM-G950U using Operation Sports mobile app

                              Comment

                              • AeroZeppelin27
                                MVP
                                • Nov 2017
                                • 2287

                                #420
                                Re: Fighter AI Realism vs Difficulty

                                Originally posted by dfab14
                                Condit seems to really like the spinning backfist overhand combo and pretty much seems to do a lot of spin attacks

                                Sent from my SM-G950U using Operation Sports mobile app

                                Still? Dang, I've been complaining about that since launch.

                                Rockhold doesn't throw AS many ? Kicks now atleast, he still loves them but his aggression seems lower so he just throws less, which I like.

                                But yeah, I hope Carlos gets tweaked.

                                Comment

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