Fighter AI Realism vs Difficulty

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  • Skynet
    EA Sports UFC Developer
    • Mar 2015
    • 703

    #556
    Re: Fighter AI Realism vs Difficulty

    I have no qualms talking about the existing templates. There are currently 7:

    Striker
    Brawler
    Muay Thai
    Greco
    Wrestler
    Sub Specialist (BJJ-ish)
    Ground and Pound

    Outside of the fighters with custom AIs, every fighter is assigned to one of these 7. Actually, I think a bunch of fighters are assigned to someone else's custom AI as well, since they better represent the fighter that the templates would.

    Now that you mention it....we don't have a specific balanced template. Curious. Guess it never really came up? Odd oversight, perhaps? During production, one of our big goals was to have noticeable and meaningful fighter differentiation, so perhaps we just avoided a default all-rounder for that reason. I honestly can't remember.

    Comment

    • Skynet
      EA Sports UFC Developer
      • Mar 2015
      • 703

      #557
      Re: Fighter AI Realism vs Difficulty

      Originally posted by AeroZeppelin27
      WB's too aggressive IMO, he should be a super patient counterstriker who you can literally have snoozers with if you don't engage him. I really would like to see atleast ONE AI like that dang nabbit. I know its not a popular idea. But c'mooon, just one?
      Working on it, mate. Hopefully something comes of it

      Comment

      • Skynet
        EA Sports UFC Developer
        • Mar 2015
        • 703

        #558
        Re: Fighter AI Realism vs Difficulty

        Originally posted by AeroZeppelin27
        Did any fighter templates get corrected or changed in the last patch??
        These can actually be updated in tuner sets....I think. I'm not sure if any were, but I can double check. If not, hopefully I can convince the powers that be to do so in an upcoming tuner.

        Comment

        • AeroZeppelin27
          MVP
          • Nov 2017
          • 2287

          #559
          Re: Fighter AI Realism vs Difficulty

          Originally posted by Skynet
          Working on it, mate. Hopefully something comes of it
          Ooooo!!

          I've said it before and I'll say it again,

          You are the man.

          Comment

          • TB5XSBW
            Banned
            • Jun 2018
            • 271

            #560
            Re: Fighter AI Realism vs Difficulty

            Originally posted by Skynet
            Working on it, mate. Hopefully something comes of it
            That would be fantastic.

            Comment

            • MeowingForVengeance
              Pro
              • May 2016
              • 576

              #561
              Re: Fighter AI Realism vs Difficulty

              Originally posted by Skynet
              Now that you mention it....we don't have a specific balanced template. Curious. Guess it never really came up? Odd oversight, perhaps? During production, one of our big goals was to have noticeable and meaningful fighter differentiation, so perhaps we just avoided a default all-rounder for that reason. I honestly can't remember.
              Interesting! I brought up a 'balanced' AI only because some fighters, like GSP, have that listed as their style in the game. But it's helpful to know there's a difference between CAF types and generic AI types.

              Comment

              • Phillyboi207
                Banned
                • Apr 2012
                • 3159

                #562
                Re: Fighter AI Realism vs Difficulty

                I think AI strike output needs to be adjusted because of the tuner

                Or at least on real time vs accelerated.

                Too easy to gas them out. I also think they throw too many naked pushes.

                It should be mainly used in between/ at the end of combos.

                Comment

                • aholbert32
                  (aka Alberto)
                  • Jul 2002
                  • 33106

                  #563
                  Re: Fighter AI Realism vs Difficulty

                  Originally posted by Phillyboi207
                  I think AI strike output needs to be adjusted because of the tuner

                  Or at least on real time vs accelerated.

                  Too easy to gas them out. I also think they throw too many naked pushes.

                  It should be mainly used in between/ at the end of combos.
                  Have you used the stamina sliders?

                  Comment

                  • Phillyboi207
                    Banned
                    • Apr 2012
                    • 3159

                    #564
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by aholbert32
                    Have you used the stamina sliders?
                    I think they gas out appropriately based on their output

                    Woodley threw like 200+ total strikes in 3 rounds and like 120 sig strikes.

                    A lot of it was me faking coming forward and feinting and he would respond with hard combos or occasional overhands to thin air

                    Just felt like he was too willing to exchange/counter vs waiting for me to come all the way in.

                    This is on legendary btw.

                    Any AI’s I should try to see if they fight at a slower pace?

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #565
                      Re: Fighter AI Realism vs Difficulty

                      I wouldn't be adverse to a slight output drop on Pro/Lengendary myself but I'm always for less output.

                      Though I do think Woodleys current AI moves forward a looooot and throws too much, but mainly, he comes forward too much.

                      However, I will agree that the harder AI's Bute HARD on fients, to the point of throwing 3 strike combos that don't have a chance of landing.

                      Not always, but boxers in particular seem to bite hard on punch fients with combos.

                      As for passive AIs.

                      Ketlen Viera can occasionally be incredibly passive, in a fantastic way, if you hand back and slowly use footwork and feelers, she will oblige.

                      Machida can be passive. But he can also walk you down and regularly throw single strikes.

                      Anderson should be super passive. But instead he fights like we all wish he did IRL.

                      Jon Jones can be very passive if you oblige.

                      Gunnar Nelson, that's all my tired butt can think of atm lol.

                      Passive striker AI's still hold their gas very very well, but grapplers won't if your stuffing the TD's simply because they don't give it up.

                      Comment

                      • aholbert32
                        (aka Alberto)
                        • Jul 2002
                        • 33106

                        #566
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by Phillyboi207
                        I think they gas out appropriately based on their output

                        Woodley threw like 200+ total strikes in 3 rounds and like 120 sig strikes.

                        A lot of it was me faking coming forward and feinting and he would respond with hard combos or occasional overhands to thin air

                        Just felt like he was too willing to exchange/counter vs waiting for me to come all the way in.

                        This is on legendary btw.

                        Any AI’s I should try to see if they fight at a slower pace?
                        Legendary is tough because I think the game was tuned for Pro and Hard.

                        Comment

                        • Phillyboi207
                          Banned
                          • Apr 2012
                          • 3159

                          #567
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by aholbert32
                          Legendary is tough because I think the game was tuned for Pro and Hard.
                          I’ll give them both a chance then.

                          I can always just increase cpu grappling sliders if that part becomes easier

                          Comment

                          • aholbert32
                            (aka Alberto)
                            • Jul 2002
                            • 33106

                            #568
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Phillyboi207
                            I’ll give them both a chance then.

                            I can always just increase cpu grappling sliders if that part becomes easier
                            Try Pro. I've moved up from hard (striking was too easy) and tweaked the stamina sliders a bit.

                            Comment

                            • Phillyboi207
                              Banned
                              • Apr 2012
                              • 3159

                              #569
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by aholbert32
                              Try Pro. I've moved up from hard (striking was too easy) and tweaked the stamina sliders a bit.
                              Bruh I just got finished in the first round lmao

                              Pro >>>> Legendary

                              They’re too aggressive on legendary

                              Imma run it back

                              Edit: 2nd round 2ko win. Strangely enough the cpu almost seemed better grappling wise. Got stuck in crucifix and they denied literally everything
                              Last edited by Phillyboi207; 07-12-2018, 03:29 PM.

                              Comment

                              • dfab14
                                Rookie
                                • Jun 2016
                                • 229

                                #570
                                Re: Fighter AI Realism vs Difficulty

                                I feel like the game is geared more for the accelerated clock and that's disappointing I've always enjoyed real time clock I just feel like I'm lucky to see the 3rd round unless I force a grapple heavy gameplan. I would like the ai to maybe feint more maybe it would lower the output (even though they count as missed strikes) and feel more true to life.

                                Sent from my SM-G950U using Operation Sports mobile app

                                Comment

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