Lunging magnet punch
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Re: Lunging magnet punch
Also, unrelated, his stamina starts regenerating WHILE he is throwing hook. Ridiculous.Last edited by Counter Punch; 06-21-2018, 01:41 PM....precision beats power and timing beats speed... and realism beats meta.Comment
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Re: Lunging magnet punch
Oh the animations themselves look bad but that’s nothing new. You ever pay attention to the footwork on takedowns?Comment
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Re: Lunging magnet punch
The biggest problem with this mechanic is that it takes direct control of distancing out of the players' hands. In real life striking, good strikers are constantly flirting with their opponent's range. We can't really do that in this game because it's almost impossible to know what your opponent's range actually is since the game drastically changes it according to some unrealistic conditions. The player should be able to accurately input what range he/she wants to strike, but the game kind of takes this control away.
I appreciate the devs defense of this and like that they are thinking about deep mechanics. However, that is simply not how things work in real striking. Almost every time a real fighter makes an adjustment to the range of his/her strikes, it is in anticipation of how the opponent might react. This anticipation is based on what the opponent did the last time you threw that strike or combination. If you backsway and get caught by a head kick, it should be because the other player actually cognitively anticipated your backsway, NOT because the game made an adjustment for the other player.
I agree with the above. Predictability and consistency are crucial for enjoyable competitive gameplay.Comment
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Re: Lunging magnet punch
Originally posted by AydinDubstep
Let go of trying to control all the variables and let the game be organic. A beats B beats C is holding you guys back I think.
This times one thousand...precision beats power and timing beats speed... and realism beats meta.Comment
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Re: Lunging magnet punch
Originally posted by AydinDubstepFriendlyBudokai nailed it.
Mcgregor's fighting is almost all distance control with his pull counter and penetrating kicks.
If you guys are unsure of how it would look without magnetism, look no further than FNChampion. That game had pretty good range control.
You could lean in and out, step in and out and if you threw you had to know your range and timing and be absolutely precise against a good range controller or you would certainly miss by a smidge and get punished.
Let go of trying to control all the variables and let the game be organic. A beats B beats C is holding you guys back I think.
Always being just the right distance to make something miss, timing your footwork and headmovement to confuse range and (after the patches) using the side steps to create angles around predictable strikes or a turtled guard.
Just fantastic. Sorry for the typos and awful articulation I'm half asleep.
That game nailed boxing, MMA striking is a different beast but FNC still does certain things much better.Comment
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Re: Lunging magnet punch
Once you got it down and became accustomed to it, FNC provided the most satisfying range control and head movement I've ever had the pleasure of experiencing. I still enjoy it.
Always being just the right distance to make something miss, timing your footwork and headmovement to confuse range and (after the patches) using the side steps to create angles around predictable strikes or a turtled guard.
Just fantastic. Sorry for the typos and awful articulation I'm half asleep.
That game nailed boxing, MMA striking is a different beast but FNC still does certain things much better.
Range management is pretty messed up in this gameComment
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Re: Lunging magnet punch
In UFC2 i could walk around without my block up a lot because of how well you could judge distance, and just walk out of range or lunge. this game i still walk around without it but always block if an opponent throws, even if i think they are out of range, because it so inconsistent with the magnetic sliding strikes and lunging is so slow and unresponsive i can't trust it.
I land a lot of cross-lead spinning heel kicks because i throw the punch way out of range and then the spinning kick flies out at max speed because i threw a punch first, hitting the person who thought being only 8 feet away was enough lol.Comment
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Re: Lunging magnet punch
You are sucked in a little bit to make contact if the opponent's animation is making his head tilt back a little. This is supposed to prevent goofy and intended evasion windows, like the ones that plagued UFC 2.
In arcade games, this is solved by counting the strike as a hit, even if it doesn't make contact to the head, specifically. You just have to connect with a generic hitbox and voila.Comment
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Re: Lunging magnet punch
You are sucked in a little bit to make contact if the opponent's animation is making his head tilt back a little. This is supposed to prevent goofy and intended evasion windows, like the ones that plagued UFC 2.
In arcade games, this is solved by counting the strike as a hit, even if it doesn't make contact to the head, specifically. You just have to connect with a generic hitbox and voila.Comment
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Re: Lunging magnet punch
No leaning back when in range should have no affect, you should get clipped and more, watch stephen Thompson for example. He lunhed back against masvidal but due to masvidals correct read he closed and landed a left hook.Comment
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Re: Lunging magnet punch
You are sucked in a little bit to make contact if the opponent's animation is making his head tilt back a little. This is supposed to prevent goofy and intended evasion windows, like the ones that plagued UFC 2.
In arcade games, this is solved by counting the strike as a hit, even if it doesn't make contact to the head, specifically. You just have to connect with a generic hitbox and voila.
Also I don’t know if you realize it but your description of “arcade” mechanics is exactly how it is playing out in EA UFC 3....precision beats power and timing beats speed... and realism beats meta.Comment
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Re: Lunging magnet punch
About my description of arcade mechanics... no. That is not how it works in UFC 3 at all. In arcade games what happens is that you don't hit a specific body part, you just hit a generic hit box, which in a simulation game would look like a whiff. In arcade games, the attacker doesn't zipline in, but the hit looks generic. In UFC 3, the attacker ziplines in so the hit looks good.Comment
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