Lunging magnet punch
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Re: Lunging magnet punch
it's really pathetic tha GPD hasn't commented on this seeing as we've been talking about this for months
It's such an obviously bad mechanism in the games foundation and completely ruins the striking experience. It makes ranges a lot less realistic and obvious, and also even further makes kicks weaker unless they're sped up with the unrealistic punch kick combos.
I've played people who know how to abuse it perfectly and my god is it the lamest **** ever. Jab at them and they pull back and instantly slide forward with their own to punish. The backlunge in general is hilariously unrealistic as well. I didn't know when stepping back quickly a person throws their chin as high into the air as possible and always leaves their hands down.
Simply put, PLAYERS should be in control of their range on punches and if they land, not the ****ing game. Same with dodges. Sometimes people are dodging punches or kicks and the strike should CLEARLY hit them, and your limb will literally shift out of the way so that it doesn't hit.
It's so unbelievably obvious that this game was rushed out because EA wants our money and doesn't care at all about quality. Not being able to follow people to the ground after knockdowns consistently was known since beta and by june 24th it still hasn't been fixed.Comment
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Re: Lunging magnet punch
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.
you might have already seen it. the fighter throws a punch which should shift all his weight to his front foot, then his back foot slides about 6 feet when even at best, a punch with a step might cover like 2-3 from a long legged fighter, puts all the weight on the back foot and throws the kick. its so far from realistic its crazy looking. Check out the back foot, starts behind the EA logo, by the end of the kick its about 2 feet in front. Moving strikes feel completely detached from foot movementLast edited by HereticFighter; 06-24-2018, 03:36 PM.Comment
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Re: Lunging magnet punch
Originally posted by AydinDubstepWow that is bad!
What they could do is remove the magnetic stuff and incorporate more shifting strikes moving forward where the fighter will switch stances to basically walk as they attack. This is a very effective way of covering serious distance but seldom easy to pull off.Comment
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Re: Lunging magnet punch
The answer is no.Last edited by FCB x Finlay; 06-24-2018, 04:16 PM.Comment
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Re: Lunging magnet punch
don't you think that some strikes are accompanied by slight head movment? sometimes enough to put your head slightly out of range or position of a particular counter strike? don't you think that collision should be based on actual impacts? Shouldn't peoples movement/strike choice be based on actual button inputs instead of the game auto zooming? look at some of these gifs, they zoom in and half the time whiff but still connect. If it looks that bad its not right. If the player input a lunge and then a strike to account for the other person leaning back that would be one thing but thats not whats happening here.Comment
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Re: Lunging magnet punch
All this pulling fighters closer to ensure hit reactions don't cause whiffs wouldn't be necessary if we had more strike types in regards to range. If we had more strike types, it would be up to the player to make these range adjustments and this is how it should be.
- Stationary Strikes
- Lunging Strikes
These are the two strike types we have right now, and as we've clearly seen, stationary strikes most times aren't even fully stationary, it still advances the fighter forward. This wouldn't be necessary if we had one more strike type.
The stepping strike.
- Stationary Strikes: Thrown with feet planted and without advancing in any direction.
Example:
- Stepping Strikes: A strike thrown with a step in any direction. Slightly slower than stationary strikes, but has slightly more range.
Example:
- Lunging Strikes: Covers a lot of distance and the slowest strike type.
Example: Lunging straight by Anderson Silva
I also wanna suggest controls for all three
- Stationary Strikes: Same as now
- Stepping Strikes: Hold the left stick in any direction and then strike
- Lunging Strikes: Flick the left stick in any direction + Strike
If we have all three strike types, we can then make slight adjustments in distance using all three and there would be no need for the game holding our hands and turning stationary strikes into weird gliding strikes.
I wanna start pushing for this right now, as early on as possible. This mistake really needs to be corrected... if not for UFC3, for the next game for sure.Comment
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Re: Lunging magnet punch
don't you think that some strikes are accompanied by slight head movment?
Yes. Some are, in the game, already. The way I see it, this is where you guys should focus your efforts. Ask for built-in back leans for the cases where it makes sense. It would minimize the magnetism, but in an organized way, instead of going back to physics ruling the chaos.
sometimes enough to put your head slightly out of range or position of a particular counter strike?
Yes. That is not the case, yet, as far as I know, but it is the only promising way I see for refining the current system.
don't you think that collision should be based on actual impacts?
Hell no.Comment
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Re: Lunging magnet punch
All this pulling fighters closer to ensure hit reactions don't cause whiffs wouldn't be necessary if we had more strike types in regards to range. If we had more strike types, it would be up to the player to make these range adjustments and this is how it should be.
- Stationary Strikes
- Lunging Strikes
These are the two strike types we have right now, and as we've clearly seen, stationary strikes most times aren't even fully stationary, it still advances the fighter forward. This wouldn't be necessary if we had one more strike type.
The stepping strike.
But I don't think this would solve the magnetism.Comment
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Re: Lunging magnet punch
Originally posted by AydinDubstepControl wise, wouldn't it be more intuitive to tie the stick to the distance covered?
0% + Square = stationary cross
5-40% + Square = short distance cross
40-80% = lunging cross (no stance switch)
80%+ = full distance stepping cross
The numbers would be tweakable to make it feel right, but surely this would be the way to go without confusing people further in regards to controls?
Then each one have different vulnerability / collision states based off the momentum. Like Anderson rushing forward in the gif above, he would be dead if the other guy planted and gave him a Marquez vs Manny style counter.
Then take away the stepping cross from guys who don't actually do it, and for example with hooks add a Roy Jones style leaping hook for those guys who could pull it off IRL for the full distance hook.
Basically the guy fighting wouldn't want to push all the way with the stick and should be more cautious edging his way into range as opposed to reaching but the option would be there.
Some fighters would have a style of punching where they lean into the punch too, or maybe that could be controller based, allowing people to get a slight bit more range out of it at the risk of losing balance and getting countered horribly.
This organic style system could be the way to go for UFC 4. It's certainly too much to expect for UFC 3 but it would make things feel vastly different and much more in the player's hands.
Edit: The % would correlate directly to how far the guy steps, and at a certain point it would switch animations OR perhaps even the animations could blend to make it feel even more organic. Wow would that give us insane control!Comment
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Re: Lunging magnet punch
It would but would require a huge overall of the striking agaon tbh, it looks like corner cutting to me.Comment
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Re: Lunging magnet punch
so you literally don't think the game and collision should be based on actual physics or actual impacts? well then why are you playing and giving input on a game like this? It would be one thing if it was working well or even LOOKED GOOD but it doesn't. better yet, How is the player base reacting to the current system? i played ranked last night in North America and there was like 4000 people playing. Almost every fight ending replay, i watch back and just shake my head at how clunky it looks in slo-motion.
the animations look significantly worse because of this setup, the balance issues created by trying to time things with frames instead of acceleration/damage curves is so out to lunch and you think this system is good? stunning, absolutely stunning... No wonder we just talk in circles, seems like most people want a game that looks and feels realistic, real life is based on physics. at this point i'd settle for just the feel even if it looked clunky.Comment
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Re: Lunging magnet punch
I really don't see how not, are you an mma fan. Of course it would be used lots. Im genuinly exhausted with this topic, me and phillyboi along with the input of marital and aholbert at times have shown this problem since the beta.Comment
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