Hopefully this is something that can be tuned in future patches, but in the meantime I greatly appreciate the tip!
Fighter AI Realism vs Difficulty
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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! -
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Re: Fighter AI Realism vs Difficulty
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
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Re: Fighter AI Realism vs Difficulty
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.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...).
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
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Re: Fighter AI Realism vs Difficulty
You are my hero. If I had ovaries I'd want them carrying your babies. All day.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
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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
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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
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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
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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
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Re: Fighter AI Realism vs Difficulty
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
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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 appComment
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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
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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