Fighter AI Realism vs Difficulty

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  • AeroZeppelin27
    MVP
    • Nov 2017
    • 2287

    #481
    Re: Fighter AI Realism vs Difficulty

    Also I'm of the notion that 1.06 inadvertently made most of the more passive AI types far more aggressive. I use Romero as an example, but Machida and Rockhold are both markedly more aggressive post patch, as is Wonderboy and MxGregor, who don't seem to hang back and counterstrike as much.

    Edson has become quite aggressive, too, he used to reliable for a sub 50 strike opening round prior to 1.06. Though his AI actually feels better, he utilises far more low and body kicks which I love.

    Now I know the masses aren't that big on this fighting style. But these guys just feel too aggressive 90% of the time. And given we don't have an Output option, it would be nice for a few AI's to go for that super realistic, conservative pace.

    Occasionally they'll all hang back and play a very fun, selective game that revolves around footwork more than output and its great, but most of the time they'll capitalize once then abandon the counterstriking to just predictably come at you in a straight line.

    Comment

    • aholbert32
      (aka Alberto)
      • Jul 2002
      • 33106

      #482
      Re: Fighter AI Realism vs Difficulty

      Originally posted by AeroZeppelin27
      Also I'm of the notion that 1.06 inadvertently made most of the more passive AI types far more aggressive. I use Romero as an example, but Machida and Rockhold are both markedly more aggressive post patch, as is Wonderboy and MxGregor, who don't seem to hang back and counterstrike as much.

      Edson has become quite aggressive, too, he used to reliable for a sub 50 strike opening round prior to 1.06. Though his AI actually feels better, he utilises far more low and body kicks which I love.

      Now I know the masses aren't that big on this fighting style. But these guys just feel too aggressive 90% of the time. And given we don't have an Output option, it would be nice for a few AI's to go for that super realistic, conservative pace.

      Occasionally they'll all hang back and play a very fun, selective game that revolves around footwork more than output and its great, but most of the time they'll capitalize once then abandon the counterstriking to just predictably come at you in a straight line.
      On pro or hard or both?

      Comment

      • AeroZeppelin27
        MVP
        • Nov 2017
        • 2287

        #483
        Re: Fighter AI Realism vs Difficulty

        Originally posted by aholbert32
        On pro or hard or both?
        Both. Sorry, dunno how I forgot that lol.

        I'd say hard got hit worse as pro was already pretty over aggressive before the patch and technically did get toned back with the (fantastic) output logic change.

        Comment

        • aholbert32
          (aka Alberto)
          • Jul 2002
          • 33106

          #484
          Re: Fighter AI Realism vs Difficulty

          Originally posted by AeroZeppelin27
          Both. Sorry, dunno how I forgot that lol.

          I'd say hard got hit worse as pro was already pretty over aggressive before the patch and technically did get toned back with the (fantastic) output logic change.
          Can you post some videos because I'm not seeing the new aggression on Hard.

          Comment

          • AeroZeppelin27
            MVP
            • Nov 2017
            • 2287

            #485
            Re: Fighter AI Realism vs Difficulty

            Originally posted by aholbert32
            Can you post some videos because I'm not seeing the new aggression on Hard.
            I don't have any but I can try and save.a.few.
            I also probably made it sound worse than it was with how I worded that, it just felt more noticeable on hard as I was used to Pro being over aggressive, but hard did feel more aggressive, they felt like they'd engage more.

            I'll save any fights I notice it in.

            In unrelated news, I saw Gatheje use his block!
            He seems to use it quite quickly most of the times he does so I must've missed the last times I've fought him. He doesn't use it super often but he uses it.

            Comment

            • AeroZeppelin27
              MVP
              • Nov 2017
              • 2287

              #486
              Re: Fighter AI Realism vs Difficulty

              For videos should I be fighting normally or just circling and trying not to engage.

              Because I just did the latter vs Machida and he threw 60 in the first then 54 in the 2nd but I wheel kicked him for a KO at 3:30.

              Then rockhold doing Roughly the same 63.
              It's not so much the output as it is them constantly engaging and walking you down.

              Anyway, I did save the videos I'm just wondering partially if they're worth uploading or if its just something I should adjust to.

              Though I don't recall them initiating his much.
              He'd back out then just immediately come back in.


              Actually stuff I'll upload the rockhold one just to clarify what I mean.
              It also shows his ungodly ? Kick love.

              Edit: I'll post the link here once my Australian interwebs has coughed it up.
              Here we go:
              Rockhold (Hard AI) v Hall aggro test.: http://youtu.be/wVRAn-p8aRI
              Last edited by AeroZeppelin27; 06-21-2018, 01:16 PM.

              Comment

              • WarMMA
                MVP
                • Apr 2016
                • 4612

                #487
                Re: Fighter AI Realism vs Difficulty

                Idk if this has been talked about already, but one thing I feel needs to be toned down on the higher difficulties (pro&up) is the AI's ability to dodge so well with lunges when its gassed. You dont see fighters doing that. It looks pretty ridiculous seeing these fighters dodging so many strikes like they are Anderson Silva with these tired lunges.

                Comment

                • AeroZeppelin27
                  MVP
                  • Nov 2017
                  • 2287

                  #488
                  Re: Fighter AI Realism vs Difficulty

                  Originally posted by WarMMA
                  Idk if this has been talked about already, but one thing I feel needs to be toned down on the higher difficulties (pro&up) is the AI's ability to dodge so well with lunges when its gassed. You dont see fighters doing that. It looks pretty ridiculous seeing these fighters dodging so many strikes like they are Anderson Silva with these tired lunges.
                  Do you mean slipping whilst in the fully gassed posture or slipping while stunned? As in headmovement.

                  Or do you mean the actual lunges? Because I rarely see the AI used gassed lunges myself on Hard/Pro and the few legendary bouts I've had.

                  Comment

                  • AeroZeppelin27
                    MVP
                    • Nov 2017
                    • 2287

                    #489
                    Re: Fighter AI Realism vs Difficulty

                    Call me absolutely crazy, but Legendary feels like a better, harder version of hard, without too much aggression, compared to Pro.

                    I don't know if its a run of good luck but I've just fought a very tactical GSP, Wonderbpy and Machoda x 2

                    I'd dismissed Legendary up until 1.06 due to it's over reliance on 4 strike combos and I'd not really tested it much since the 1.06 change as I'd assumed Pro would be the less aggressive of the two still.

                    It's not a bad thing, I'm just surprised at how realistic its been so far. Thought I'd share the feedback.

                    Interestingly, Legendary Machida only threw 64 strikes to Hard Machidas 60 when I did the circling test seen in the rockhold clip.

                    He also broke off more and we had longer periods of disengagement, I think his output was higher because when he did engage he'd occasionally throw 2 three strike combos or a 2 strike then 3 strike.

                    Whereas on hard he stuck to me a lot more and just occasionally pumped out a strike, which made his hard AI feel more.. pressuring in a way machida doesn't do.

                    Either way, VERY impressed with Legendary so far, about to test against Mike Perry and other constant pressure AIs and see the output.

                    Edit: Okay, so I just tapped.Perry with a minute left in round 2 after surviving an orbital bombardment of 172 strikes (77 landed) damn that was crazy.. think I prefer Hard/Pro for aggressive guys, but Legendary felt like a nice challenge increase without a major aggresion increase for more passive AIs compared to Hard.

                    Certain AI's seem to play best on specific difficulties is what I'm starting to think (Contextual to who your fighting)

                    Like, Jacare feels great on Pro. GSP was damn good on Legendary, Maia fits Pro best given tou need to balance his striking being to good and his ground game not being hard enough. Them Diaz boys feel great on Pro, though I've not tried them on 1.06 legendary.
                    Last edited by AeroZeppelin27; 06-22-2018, 07:47 AM.

                    Comment

                    • MeowingForVengeance
                      Pro
                      • May 2016
                      • 576

                      #490
                      Re: Fighter AI Realism vs Difficulty

                      The main thing that scares me away from Legendary is the AI's almost-inescapable subs on that difficulty. Might have to experiment with the CPU sub sliders.

                      Comment

                      • AeroZeppelin27
                        MVP
                        • Nov 2017
                        • 2287

                        #491
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by AydinDubstep
                        Could you guys have a look at Pro AI Anthony Johnson?

                        He throws a lot of overhands which make it overly predictable :/
                        Mark Hunt too, he spams them more than Hendo(I'm cool with Hendo spamming them)
                        On any difficulty from hard up.

                        Like, I literally only play Huntos AI when I want to work on my overhand counters andvpravtice swaying them. That's it.

                        Comment

                        • MeowingForVengeance
                          Pro
                          • May 2016
                          • 576

                          #492
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by AeroZeppelin27
                          Like, I literally only play Huntos AI when I want to work on my overhand counters andvpravtice swaying them. That's it.
                          That's a damned good idea, considering overhand spam is the go-to 'strategy' in ranked these days.

                          Comment

                          • AeroZeppelin27
                            MVP
                            • Nov 2017
                            • 2287

                            #493
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by MeowingForVengeance
                            That's a damned good idea, considering overhand spam is the go-to 'strategy' in ranked these days.
                            His pattern is real basic. Expect a lot of naked overhands, 8-5, 8-3 and lead low kick - 8.

                            Occasionally a kick or jab-4/6/8 but mostly one of the above combos.

                            He's also great for practicing auto-TDs off the overhand and off sways.

                            This is on hard, too.
                            He may mix it up more at Pro/Legendary, I've found Rockhold spams the ? kick less at pro and legendary compared to hard.

                            It's all I did for about a day after Blaydes/1.06 dropped, wrestlef**ked poor Hunto.

                            Comment

                            • Skynet
                              EA Sports UFC Developer
                              • Mar 2015
                              • 703

                              #494
                              Re: Fighter AI Realism vs Difficulty

                              I can definitely tweak those overhand rates. They are in fact specifically increased on those fighters, albeit too high.

                              Comment

                              • AeroZeppelin27
                                MVP
                                • Nov 2017
                                • 2287

                                #495
                                Re: Fighter AI Realism vs Difficulty

                                Anybody else occasionally having Wonderboys AI stay in grappling situations? He won't initiate them, but he won't standup out of then either.

                                Probably 90% of the time he will stand back up ASAP.
                                But that other ten percent he will transition and perform some GnP, usually allowing you to reverse position or atleast get to a far better position, and once you do this, say roll to guard from back side, he'll start trying to standup when he just had the opportunity to use a free one.

                                Normally I'm using a good grappler in these situations, too, so it makes less sense for him to be trying transitions in positions he can use a undeniable standup from.

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