Fighter AI Realism vs Difficulty

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  • AeroZeppelin27
    MVP
    • Nov 2017
    • 2287

    #751
    Re: Fighter AI Realism vs Difficulty

    Originally posted by AydinDubstep
    Played about 15 matches yesterday vs Pro and Legendary AI.

    One area that is still too easy is denying takedown and clinch attempts.

    I think you guys ought to consider implementing takedown feints with various options for the feinter off that such as a lunging hook, switch to clinch attempt, flying knee, push, uppercut.

    This way we will be more hesitant to deny takedowns on reflex and have to consider what might come after.
    That would be awesome.

    I've actually been getting taken down more often since the patch (with +4 AI transition speed) and I was thinking the AI was timing shots better.

    But 100% agree TDs are rarely a threat on default. Unless the AI times a good one off a kick I never get taken down doing my pick and plays or occasional slider free fights.

    Comment

    • Phillyboi207
      Banned
      • Apr 2012
      • 3159

      #752
      Re: Fighter AI Realism vs Difficulty

      Oh wow

      The AI is so good on pro now. Just went 0-3

      Only issues I saw so far

      1) They dont seem to block after getting a kick caught
      2) They still major lunge without blocking a lot
      3) Someone like Ngannou shouldnt utilize lateral lunges as much as he does.

      Overall tho this is a totally new experience. Before the patch I could press them against the cage and go to work(went 33-0 on Pro in my career). Now im getting LIT UP if I try to press forward recklessly

      Comment

      • aholbert32
        (aka Alberto)
        • Jul 2002
        • 33106

        #753
        Re: Fighter AI Realism vs Difficulty

        Originally posted by Phillyboi207
        Oh wow

        The AI is so good on pro now. Just went 0-3

        Only issues I saw so far

        1) They dont seem to block after getting a kick caught
        2) They still major lunge without blocking a lot
        3) Someone like Ngannou shouldnt utilize lateral lunges as much as he does.

        Overall tho this is a totally new experience. Before the patch I could press them against the cage and go to work(went 33-0 on Pro in my career). Now im getting LIT UP if I try to press forward recklessly
        For what its worth, our rough stats showed that Ngannou uses lunges or side steps to avoid strikes 35-40% of the time and thats where he is currently set. Keep in mind, this was done before the Miocic fight so he may need to be revised some. I dont want to do it because that means I would have to watch the Lewis fight again but I would if I have to.

        Comment

        • Phillyboi207
          Banned
          • Apr 2012
          • 3159

          #754
          Re: Fighter AI Realism vs Difficulty

          Originally posted by aholbert32
          For what its worth, our rough stats showed that Ngannou uses lunges or side steps to avoid strikes 35-40% of the time and thats where he is currently set. Keep in mind, this was done before the Miocic fight so he may need to be revised some. I dont want to do it because that means I would have to watch the Lewis fight again but I would if I have to.
          Major lunges?

          I’ll definitely rewatch his fights myself if that’s the case.

          Comment

          • The_Waterboy92
            Pro
            • Mar 2016
            • 528

            #755
            Re: Fighter AI Realism vs Difficulty

            Originally posted by aholbert32
            For what its worth, our rough stats showed that Ngannou uses lunges or side steps to avoid strikes 35-40% of the time and thats where he is currently set. Keep in mind, this was done before the Miocic fight so he may need to be revised some. I dont want to do it because that means I would have to watch the Lewis fight again but I would if I have to.
            You do enough for us... I don’t think any of us want to put you through watching the Lewis fight again haha

            Comment

            • aholbert32
              (aka Alberto)
              • Jul 2002
              • 33106

              #756
              Re: Fighter AI Realism vs Difficulty

              Originally posted by Phillyboi207
              Major lunges?

              I’ll definitely rewatch his fights myself if that’s the case.
              So this aspect appears to be a bit tricky. Ngannou has a custom template and we watched his fights (pre Miocic) to determine what he does when he defends a strike. For example, I have a notebook that tracks whether he lunged, used head movement or blocked every strike he defended in his first 4 fights.

              If I recall correctly he loves using the back lunge alot but the work I was doing wasnt to specify the kind of lunge...it was just to show how much he lunged.

              So your next response is likely "Why cant we make it so that he primarily only does the back lunge and not the major side lunge"? I dont know if thats possible or not but on the surface it appears difficult. Lunges are a move that every fighter can do. Its doesnt appear to be something from a moveset that can be removed or the occurrence can be reduced. Right now, Ngannou AI is "I like to lunge to avoid strikes and I will use whatever lunge is best to avoid the strike".

              Skynet as always knows way better than me so I hope I'm wrong and this is a easy fix. This sort of feedback makes me happy though. If we are at the point where we are complaining about how often someone lunges instead of something major, I feel like the AI is in a good place.

              Comment

              • pdandy
                Rookie
                • Dec 2009
                • 343

                #757
                Re: Fighter AI Realism vs Difficulty

                Have only played 2 matches so far on PRO with the new patch.
                Conor vs. Gaethje

                Played one time as Conor and one time as Justin.
                Lost both times in the 5th round by KO. Playing as Justin, I think I was losing 3 rounds to 1. We were both gassed by the 4th round. In the past, by playing the same style, the AI would have been gassed much earlier so definitely seeing a strong improvement in AI stamina management.

                Would still like side control dominant AI mix in the top mount transition and hand/knee strikes more. It still seems like it is super predictable with crucifix transition spam. Would also like to see a little more strikes from the AI when in full and half guard (opponent postured down); this is again to make things less predictable and ground AI more challenging.

                With that said, looking very good so far!
                Last edited by pdandy; 08-24-2018, 11:44 AM.

                Comment

                • Skynet
                  EA Sports UFC Developer
                  • Mar 2015
                  • 703

                  #758
                  Re: Fighter AI Realism vs Difficulty

                  100 pages...this is crazy!

                  PS: The good kind of crazy.
                  Last edited by Skynet; 08-24-2018, 04:36 PM.

                  Comment

                  • AeroZeppelin27
                    MVP
                    • Nov 2017
                    • 2287

                    #759
                    Re: Fighter AI Realism vs Difficulty

                    Has anyone had the AI hit a takedown reversal on them since the Icon update?

                    It just dawned on me today that I haven't had the AI hit a TD reversal (specifically a sub reversal) in mooonths.

                    I can definitely say I haven't seen them since the Icon Update but possibly the one before.

                    Can we get these back for Hard and above, I'm assuming they weren't deliberately removed?

                    I really liked seeing the AI hit them, it made shooting on Cerrone or Condit a pain in butt, in a good way, you'd forget they could do it then BAM, Kimura reversal on your double.

                    I'd also like to see the submission specialist AI hit the submission reversals on the ground on Pro and above.
                    Stuff like the guillotine reversal on the over/under standup from sprawl and the kneebar reversal for half guard.

                    Oh, and the sub reversals from Stacked for Sub specialists and them Diaz boys (unless the AI already does this but I haven't seen it)

                    Comment

                    • AeroZeppelin27
                      MVP
                      • Nov 2017
                      • 2287

                      #760
                      Re: Fighter AI Realism vs Difficulty

                      Some more feedback on the Counterstriker AI:

                      Karolina K.
                      Feels utterly fantastic on the feet, she destroys me, even caught onto my jab fake into double leg to get a flying knee KO like Barboza-Dariush, it was impressive.

                      However on the ground she seems to engage but won't go for submissions, she's not shooting TDs, but nor is she immediately getting up, often she will work back to guard, maybe sweep.

                      Basically, it'd be nice if she attempted some submissions when taken down in between trying to get up.

                      Wonderboy:

                      Engages a bit much on the ground once there it seems, moreso than before the patch and will attempt TDs from the cage clinch.

                      With the new movement I'd LOVE to see him get some unique AI paths like his 1-2-lunge-2 he used v Masvidal and Till.

                      It's just his blitz, a major lunge then another 2 if you get an angle counter.

                      It feels great to do and it'd be a cool thing to see his AI do.

                      All of the counterstriker AIs also seem to throw 3 strike combos far more frequently than all other AIs on Pro, to the degree it can be easy to bait and make them whiff a bit.

                      It's often kicking my a**, don't get me wrong, it'd just be cool to see it pick its shots a touch better when it comes to combos.

                      Overall the new counterstriker AI is really good and all the fighters with it feel drastically improved from their former AIs.

                      Really great addition, many many thanks to Skynet!

                      Comment

                      • WarMMA
                        MVP
                        • Apr 2016
                        • 4612

                        #761
                        Re: Fighter AI Realism vs Difficulty

                        First off i'll say i'm loving the AI changes and the improvement has been great and make fights feel alot better. Skynet you've done a great job there. My only gripe has been even before the patch...why does every AI have to be such a great counter striker on pro and up? Like guys that are not even known for striking are dodging with perfectly timed slips and lunges a good deal. Like why is DC (sorry DC) tagging me with perfectly timed counter front kicks to the face like he's Anderson Silva or something?

                        Comment

                        • Phillyboi207
                          Banned
                          • Apr 2012
                          • 3159

                          #762
                          Re: Fighter AI Realism vs Difficulty

                          Originally posted by WarMMA
                          First off i'll say i'm loving the AI changes and the improvement has been great and make fights feel alot better. Skynet you've done a great job there. My only gripe has been even before the patch...why does every AI have to be such a great counter striker on pro and up? Like guys that are not even known for striking are dodging with perfectly timed slips and lunges a good deal. Like why is DC (sorry DC) tagging me with perfectly timed counter front kicks to the face like he's Anderson Silva or something?
                          Gotta use feints and switch up your rhythm when applying pressure. Otherwise you’ll just walk into shots

                          Comment

                          • WarMMA
                            MVP
                            • Apr 2016
                            • 4612

                            #763
                            Re: Fighter AI Realism vs Difficulty

                            Originally posted by Phillyboi207
                            Gotta use feints and switch up your rhythm when applying pressure. Otherwise you’ll just walk into shots
                            Yh I've noticed. I have no problem beating the AI, i'm just wondering why they have to take the route of every fighter being a good counter striker. Like someone like DC (sorry again DC) should not be such a perfect counter striker.

                            Comment

                            • Phillyboi207
                              Banned
                              • Apr 2012
                              • 3159

                              #764
                              Re: Fighter AI Realism vs Difficulty

                              Originally posted by WarMMA
                              Yh I've noticed. I have no problem beating the AI, i'm just wondering why they have to take the route of every fighter being a good counter striker. Like someone like DC (sorry again DC) should not be such a perfect counter striker.
                              If someone tried to just walk him down without setting up strikes I think you’d be surprised at how good his boxing is.

                              Comment

                              • WarMMA
                                MVP
                                • Apr 2016
                                • 4612

                                #765
                                Re: Fighter AI Realism vs Difficulty

                                Originally posted by Phillyboi207
                                If someone tried to just walk him down without setting up strikes I think you’d be surprised at how good his boxing is.
                                I'm not saying he isn't a good striker, but he's not a great striker or counter striker like the game can make it seem at times. Dude literally counters you with perfectly timed front kicks to the face Anderson Silva style and stuff. It kinda kills the immersion for me.

                                Comment

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