Fighter AI Realism vs Difficulty

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  • Phillyboi207
    Banned
    • Apr 2012
    • 3159

    #571
    Re: Fighter AI Realism vs Difficulty

    I’ll be uploading a video in a second but it’s weird

    Woodley starts the fight off backing up which is really cool. But as the fight goes on he seems to get more aggressive.

    Also think the cpu doesnt hold high block enough when in striking range. They’ll circle with their hands down and try to block everything on reaction.

    That’s cool in space but when up close they should be ready to defend

    I’ll test other AIs but that’s my experience with Woodley so far

    Comment

    • aholbert32
      (aka Alberto)
      • Jul 2002
      • 33106

      #572
      Re: Fighter AI Realism vs Difficulty

      Originally posted by Phillyboi207
      I’ll be uploading a video in a second but it’s weird

      Woodley starts the fight off backing up which is really cool. But as the fight goes on he seems to get more aggressive.

      Also think the cpu doesnt hold high block enough when in striking range. They’ll circle with their hands down and try to block everything on reaction.

      That’s cool in space but when up close they should be ready to defend

      I’ll test other AIs but that’s my experience with Woodley so far
      The AI has goals that change its approach during the match. For example, Woodley or other fighters may have a slower approach in the first round. If that approach isnt working and they think they are losing the fight, they will adjust their gameplan (sometimes become more aggressive) in order to win the fight.

      Comment

      • aholbert32
        (aka Alberto)
        • Jul 2002
        • 33106

        #573
        Re: Fighter AI Realism vs Difficulty

        Originally posted by dfab14
        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
        I dont know if they will ever gear the game toward a real time clock given that most use accelerated clock.

        Comment

        • Phillyboi207
          Banned
          • Apr 2012
          • 3159

          #574
          Re: Fighter AI Realism vs Difficulty

          <iframe frameborder=0 webkitAllowFullScreen mozallowfullscreen allowFullScreen scale="tofit" width="640" height="365" style="max-width:100%" src="http://xboxdvr.com/gamer/mavsfan1012/video/55685473/embed"></iframe>


          Here’s video of Woodley on pro. He starts off passive and becomes pretty aggressive within a couple minutes.

          Is it possible that they dont stick to the gameplan enough? Atleast someone like Woodley

          Comment

          • aholbert32
            (aka Alberto)
            • Jul 2002
            • 33106

            #575
            Re: Fighter AI Realism vs Difficulty

            Originally posted by Phillyboi207
            <iframe frameborder=0 webkitAllowFullScreen mozallowfullscreen allowFullScreen scale="tofit" width="640" height="365" style="max-width:100%" src="http://xboxdvr.com/gamer/mavsfan1012/video/55685473/embed"></iframe>


            Here’s video of Woodley on pro. He starts off passive and becomes pretty aggressive within a couple minutes.

            Is it possible that they dont stick to the gameplan enough? Atleast someone like Woodley
            Its a mix of his goals and the fact that you are constantly pushing forward. Even still I noticed that he only got aggressive after he successfully landed a takedown and then attempted others and when he hurt you twice.

            I thought the pace looked good given that you were pushing forward with Till most of the round.

            Comment

            • AeroZeppelin27
              MVP
              • Nov 2017
              • 2287

              #576
              Re: Fighter AI Realism vs Difficulty

              Originally posted by Phillyboi207
              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
              Pro is my go-to as well nowadays.
              Challenging, usually still a pretty good pace, not too aggressive like Leg and the groundgame is good.

              Pro is where its at post 1.06 (once it started mixing up 1-2-3 strike combos instead of only 3 strike combos)

              With AI grapple +4 and +5-6 for DC/Khabib good grapplers have actually held me down when I've been trying my hardest to get up.

              Like, ill actually get wrestlef**ked enough I get frustrated, its really good.

              Legendary I personally only use for the Diaz bros and a few other fighters.

              And hard ill occasionally use for guys who fight a real slow pace or don't throw combos really.

              But Pro is the way to go nowadays fo' sho.

              Comment

              • aholbert32
                (aka Alberto)
                • Jul 2002
                • 33106

                #577
                Re: Fighter AI Realism vs Difficulty

                Originally posted by AydinDubstep
                What would be great is if we could adjust the AI difficult per fight in event mode. Like Aero said, it's good to use different difficulties to mimic different guys. Would be cool
                Given what Skynet said he was looking into for a future patch, I'm hoping you guys wont have to do that in the future.

                Comment

                • MeowingForVengeance
                  Pro
                  • May 2016
                  • 576

                  #578
                  Re: Fighter AI Realism vs Difficulty

                  Anyone else find that grappler CAF's don't do any grappling when controlled by the AI? Striker CAF's go for an occasional takedown, submission specialist CAF's go for lots, but grapplers don't go for any.

                  Comment

                  • Skynet
                    EA Sports UFC Developer
                    • Mar 2015
                    • 703

                    #579
                    Re: Fighter AI Realism vs Difficulty

                    Originally posted by aholbert32
                    Given what Skynet said he was looking into for a future patch, I'm hoping you guys wont have to do that in the future.

                    Comment

                    • Seymorslash
                      Rookie
                      • Nov 2017
                      • 197

                      #580
                      Re: Fighter AI Realism vs Difficulty

                      @skynet Is there a chance that we'll get sliders in career mode?

                      Comment

                      • Phillyboi207
                        Banned
                        • Apr 2012
                        • 3159

                        #581
                        Re: Fighter AI Realism vs Difficulty

                        Originally posted by Seymorslash
                        @skynet Is there a chance that we'll get sliders in career mode?
                        This plus the ability to have random rivals (based on rankings) and changing champions would be a DREAM

                        Comment

                        • Skynet
                          EA Sports UFC Developer
                          • Mar 2015
                          • 703

                          #582
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by Skynet
                          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.
                          I've been told that the fighter AIs got updated this week, possibly in the last day or two. Can anyone confirm changes to the noted AIs?
                          Last edited by Skynet; 07-13-2018, 01:37 PM.

                          Comment

                          • Skynet
                            EA Sports UFC Developer
                            • Mar 2015
                            • 703

                            #583
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Seymorslash
                            @skynet Is there a chance that we'll get sliders in career mode?
                            It is by no means inconceivable that the possibility of seeing sliders in career mode could potentially be non-zero.

                            Comment

                            • MeowingForVengeance
                              Pro
                              • May 2016
                              • 576

                              #584
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by Skynet
                              I've been told that the fighter AIs got updated this week, possibly in the last day or two. Can anyone confirm changes to the noted AIs?
                              I played a few matches each with Meisha Tate and Tim Boetsch on pro, and both seem quite good now. Tate shot for a takedown about once per match (including a sweet ankle pick; man, that animation rules), and Boetsch comes out the gate looking to clinch and shoot at the end of combos.

                              Both seem accurate to me!

                              Comment

                              • AeroZeppelin27
                                MVP
                                • Nov 2017
                                • 2287

                                #585
                                Re: Fighter AI Realism vs Difficulty

                                Originally posted by MeowingForVengeance
                                I played a few matches each with Meisha Tate and Tim Boetsch on pro, and both seem quite good now. Tate shot for a takedown about once per match (including a sweet ankle pick; man, that animation rules), and Boetsch comes out the gate looking to clinch and shoot at the end of combos.

                                Both seem accurate to me!
                                Yay! Good stuff Skynet!!
                                And Meowing for testing them!
                                Any chance you could test Misha Cirkunov, Joe Lauzon, Chris Holdsworth and Charles Rosa??

                                I'd do it but I'm stuck at work for the next 10 hours like a menace haha, though I'm totally gonna be trying them out as soon as I get off work.

                                Comment

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