I'm sure this has been discussed but the ai is poor at stamina management. They throw so many power strikes from far away they are completely gassed by the third round if not sooner.
Fighter AI Realism vs Difficulty
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Re: Fighter AI Realism vs Difficulty
It got worse after the tuner before last with the 50% whiff tax, as the AI has doesn't compensate for that at all.
Hopefully it gets tweaked as I REALLY don't want to have to increase AI stamina sliders (as this inadvertently increases output, which I don't want at all)
Grapplers are once again hit the worst, as they have 0 stamina management already and gas extremely quickly due to the fact they won't stop shooting TDs even if you've sprawled the last 20 and have a HUGE stam advantage.
Fingers crossedComment
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Re: Fighter AI Realism vs Difficulty
I have a suggestion for AI and low kicks.
The AI NEEDS to STOP throwing low kicks once its leg has been in a health event twice or more.
I'm legitimately sick of.beating all low kick heavy AIs with checks.
It's all you need to do, Barboza, Overeem and Aldo all spam low kicks that frequently and with ill abandon its actually hard to not win via Check.
They'll damage their leg on a check, then immediately throw another low kick off the same leg, instigating the immediate health event.
What I would like to see. Is the AI abandon low kicks completely once its leg is at 35% health or lower.
By this stage. It's basically mangled, and kicking with it is 50x more risk than reward. It's pointless, especially given how predictable the AI can be with low kicks at times.
I don't know if its possible in the current system, but I hope so.
I'd love to see something like 35% leg damage = No low kicks of that leg, increased check rate, slower, stance switch (if the fighter has 87 switch or higher)
Currently AIs will come out of low kick health events and IMMEDIATELY blast low kicks again.
I think they should be mindful of protecting the damaged leg, they can still throw low kicks off the other leg.
But if I've destroyed Barbozas lead leg, and instead of switching, or throwing off the rear, he low kicks me with it and collapses due to a check, it just drags me out of my immersive cocoon as it seems jarringly foolish.
What do people think?
This would have the side effect of making low kick check finishes vs the AI extremely rare if not impossible, but I'm of the belief they are far too easy to get against low-kicking AIs currently, you can just sit back and not throw anything and check.
They'll always keep kicking til their legs give out and they TKO themselves in my experience.Comment
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Re: Fighter AI Realism vs Difficulty
I an super exicted for this next patch
I definitely didnt expect this many AI changes
Skynet you have been puttin in WORKComment
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Re: Fighter AI Realism vs Difficulty
@Skynet or Aholbert possibly.
Once the patch drops can we get a list of fighters who've been given the new ranged counterstriker AI for feedback purposes.
I'm assuming Machida, Holm and Thompson are definitely going to have it.
If there is a variation that incorporates grappling then possibly Romero, Woodley and Rockhold too.
And my maybes include but aren't limited too:
Conor, Anderson, Till (though I really like his current AI, though its a bit.too aggressive) and a few others who I'm too tired to think of.
Man I can't wait. This week has been a slow and tedious wait, this patch has.me in a childish state where I go to play something else then go "Humph, I want to play UFC" and pout in a corner.
It's a sad life lol. But seriously, the hype is real for this one, this post release support has possibly topped UFC 1's, with the major difference being this one was already quite good when it came out, now its great, and tomorrow its going to get even better! Great stuff!.Comment
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Re: Fighter AI Realism vs Difficulty
Would be cool if some AI characters switched stances more. IRL some fighters switch stances pretty frequently to put their opponent off, I think it would be cool if more of the AI did this, I have yet to see it happen much.Comment
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Re: Fighter AI Realism vs Difficulty
It happened in UFC 2 and it resulted in a LOT of AIs unrealistically switching and generally just didn't work.
So it was seemingly changed. Which I prefer. Though the random switches could easily work for certain unique AIs like DJ, TJ, Cruz, Ferguson, ect.
With that said, a few AIs switch and I really do hope its expanded.
High switch stance AIs will occasionally switch and hold the opposite stance, or switch with high leg damage or just occasionally switch.
Examples being: Tony Ferguson, Barboza, Pettis, Holloway, TJ, Cruz, Jon Jones and a few others will change stances and I'm positive I've had Stephen Thompson do his unique switch out of rear kicks.
But its something I'd like to see expanded for sure, atleast for unique AIs that switch often. or in a way that scales with the stats,
Kinda like this (loose idea)
80-85: Doesn't switch (or current settings)
85-90: rarely switches, will switch to counter leg damage.
90-95: switches often, or will switch stance to throw specific combos/do specific things then switch back, will switch to counter leg damage.
95-100: Fully confident/competent in either stance, will switch stance if it feels there is an advantage, to mirror, to counter leg damage, will switch to counter regular attacks to the open side, ect.
I'd LOVE to see Holloways AI use his unique switch stance combo, too.Comment
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Re: Fighter AI Realism vs Difficulty
@Skynet or Aholbert possibly.
Once the patch drops can we get a list of fighters who've been given the new ranged counterstriker AI for feedback purposes.
I'm assuming Machida, Holm and Thompson are definitely going to have it.
If there is a variation that incorporates grappling then possibly Romero, Woodley and Rockhold too.
And my maybes include but aren't limited too:
Conor, Anderson, Till (though I really like his current AI, though its a bit.too aggressive) and a few others who I'm too tired to think of.
Man I can't wait. This week has been a slow and tedious wait, this patch has.me in a childish state where I go to play something else then go "Humph, I want to play UFC" and pout in a corner.
It's a sad life lol. But seriously, the hype is real for this one, this post release support has possibly topped UFC 1's, with the major difference being this one was already quite good when it came out, now its great, and tomorrow its going to get even better! Great stuff!.
Machida
Romero
Wonderboy
Anderson Silva
Holly Holm
John Dodson
Overeem
Tyron Woodley
Hall
Kowalkiewicz
Gus
Rockhold may have it too but I'm not sure. Skynet may have added a few more too.Comment
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Re: Fighter AI Realism vs Difficulty
Karolina doesn't seem to fit with the rest of them IMO, she marches forward behind her volume into the clinch, she isn't a particularly great range kickboxer**** off, Nugget7211 - GPD, 2017 & 2018
Internet Hero - Jack Slack, 2018Comment
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Re: Fighter AI Realism vs Difficulty
The new behavior is that the fighter, when performing this behavior, will try to create space and wait for the opponent to come into their range, and then strike them. That's the gist of it.
What this means on a broader scale, is that fighters who do this will be less aggressive if you're not pushing forward on them (never enter that range), and conversely might actually increase in aggression if you're always moving forward. It's also possible that if they're unable to effectively create that range, they won't strike at all when in this state....since they can't get far enough out to create space for the counter.
This change effects every single fighter in the game, the only differences being how often they do it. Some fighters have indeed been tuned to do it more often and to reduce how often they previously came forward to strike. Although I don't have exact stats, I would think most AIs are going to be in a striking related goal just as often as they used to be, but the behavior of how those play out has changed.
There's a lot of other changes to the AI coming with the new gameplay updates as well, so I honestly don't have a great grasp of the overall balance of these changes. There's simply not enough time to do them and also test holistically enough for that...hopefully things work outComment
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Re: Fighter AI Realism vs Difficulty
Oooh, sweet! That's a good list!
Thankyou!!Comment
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Re: Fighter AI Realism vs Difficulty
Skynet, skynet, skynet.
You've done some WORK my man!
Wow.
Pro feels f***ing FANTASTIC! Jesus.
It's so good.
The AI is managing its stamina far better (30-50 strike average per round in 5 rounders)
Shooting FAR less pointless takedowns.
Being smarter on the ground.
Countering better.
I'm coming into round 5 of TJ vs Cejudo as Cejudo and I've been trying to actually gas the AI and only at the end of the 4th were we both finally gassed.
Prior to this patch that woulda been rd.2 for the AI.
So, just great stuff, this patch is hitting all the right buttons for my idea of.an amazing AI.
I expected improvements but this is well above my expectations, top effort, really top effort.
My one bit of feedback (so far) on the counterstriker AI is that it seems to eager to engage if you take your foot.off the gas.
So, while its quite passive if I'm trying to hit it, and it picks its shots well, I've also had it start to walk me down and unload a few sequential combos in a way that feels a bit too aggressive for these types of counterstrikers.
It'd be nice to see them do that if they're losing, but not in round 1 if that makes sense.Comment
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Re: Fighter AI Realism vs Difficulty
Mark Hunt doesn't spam overhands anymore! Given he was the worst, I imagine rumble and Hendo won't throw them as frequently now.
That's awesome!
Backfists are still pretty damn common alas. But overhands being toned back is great none the less, I've had.some fun, challenging standup fights with Hunt since the patch.Comment
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