Lunging magnet punch

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  • Phillyboi207
    Banned
    • Apr 2012
    • 3159

    #46
    Re: Lunging magnet punch

    Originally posted by Counter Punch
    A picture speaks a thousand words. If we just keep posting the most ridiculous examples of it on here I think that will at the very least get the magnetism tweaked a bit.
    That one makes sense and is realistic

    Throwing the jab doesnt compromise weight distrubition so you could still explode forward into the lead hook

    Comment

    • Counter Punch
      Pro
      • Apr 2018
      • 949

      #47
      Re: Lunging magnet punch

      Originally posted by Phillyboi207
      That one makes sense and is realistic

      Throwing the jab doesnt compromise weight distrubition so you could still explode forward into the lead hook
      I see what you’re saying but look at his feet dude.

      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

      • Phillyboi207
        Banned
        • Apr 2012
        • 3159

        #48
        Re: Lunging magnet punch

        Originally posted by Counter Punch
        I see what you’re saying but look at his feet dude.

        Also, unrelated, his stamina starts regenerating WHILE he is throwing hook. Ridiculous.
        Oh the animations themselves look bad but that’s nothing new. You ever pay attention to the footwork on takedowns?

        Comment

        • Counter Punch
          Pro
          • Apr 2018
          • 949

          #49
          Re: Lunging magnet punch

          Originally posted by Phillyboi207
          Oh the animations themselves look bad but that’s nothing new. You ever pay attention to the footwork on takedowns?
          Takedown are like bigfoot sitings in this game rn.
          ...precision beats power and timing beats speed... and realism beats meta.

          Comment

          • FriendlyJudoka
            Rookie
            • Mar 2018
            • 68

            #50
            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

            • Counter Punch
              Pro
              • Apr 2018
              • 949

              #51
              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

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #52
                Re: Lunging magnet punch

                Originally posted by AydinDubstep
                FriendlyBudokai 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.
                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.

                Comment

                • Phillyboi207
                  Banned
                  • Apr 2012
                  • 3159

                  #53
                  Re: Lunging magnet punch

                  Originally posted by AeroZeppelin27
                  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.
                  Even UFC 2 did a much better job of that.

                  Range management is pretty messed up in this game

                  Comment

                  • HereticFighter
                    Rookie
                    • May 2018
                    • 421

                    #54
                    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

                    • Solid_Altair
                      EA Game Changer
                      • Apr 2016
                      • 2043

                      #55
                      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

                      • FCB x Finlay
                        MVP
                        • Nov 2017
                        • 1293

                        #56
                        Re: Lunging magnet punch

                        Originally posted by Solid_Altair
                        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.
                        Your not supposed to land though, your out of range of the strike.

                        Comment

                        • Solid_Altair
                          EA Game Changer
                          • Apr 2016
                          • 2043

                          #57
                          Re: Lunging magnet punch

                          Originally posted by FCB x Finlay
                          Your not supposed to land though, your out of range of the strike.
                          Do you prefer some head kicks made your head unreachable in UFC 2? What about how that back lean worked?

                          Comment

                          • FCB x Finlay
                            MVP
                            • Nov 2017
                            • 1293

                            #58
                            Re: Lunging magnet punch

                            Originally posted by Solid_Altair
                            Do you prefer some head kicks made your head unreachable in UFC 2? What about how that back lean worked?
                            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

                            • Counter Punch
                              Pro
                              • Apr 2018
                              • 949

                              #59
                              Re: Lunging magnet punch

                              Originally posted by Solid_Altair
                              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.
                              You havn’t seen all the videos/gifs people posted? It’s way more than just “a little bit”.

                              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

                              • Solid_Altair
                                EA Game Changer
                                • Apr 2016
                                • 2043

                                #60
                                Re: Lunging magnet punch

                                Originally posted by Counter Punch
                                You havn’t seen all the videos/gifs people posted? It’s way more than just “a little bit”.

                                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.
                                I see a little bit that seems like a lot because of the ong range of the actual strike. I assume you guys' description of 6 feet is hyperbolic. Am I right?

                                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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