Figured out why everyone is getting KOed so easily.
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Re: Figured out why everyone is getting KOed so easily.
Sure, you were in Chute Boxe but you don't know their rival Team Gauntlet. 110, Fate, Mike Baxter, and myself always dropped the hammer on them guys anyway. So even if you were in CB, that's a clear indication you were probably getting smashed on by us.Comment
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Re: Figured out why everyone is getting KOed so easily.
Now anyways for the last time - back to the discussion. I've seen you derail threads before so I refuse to engage further.
Good dayAntonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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Re: Figured out why everyone is getting KOed so easily.
Mkay - well I never heard of you and the past is the past. I've used Nogueira for nearly 10 years now. You'd know if you played me or not.
Now anyways for the last time - back to the discussion. I've seen you derail threads before so I refuse to engage further.
Good dayComment
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Re: Figured out why everyone is getting KOed so easily.
Settle fellas
Sent from my iPhone using Operation SportsComment
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Originally posted by MoJust once I'd like to be the one they call a jerk off.Originally posted by MoYou underestimate my lazinessOriginally posted by Mo**** ya
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Re: Figured out why everyone is getting KOed so easily.
It's very common for an injured fighter to try to stand back up again to psychologically show they're fine. Maybe they got rabbit punched and they literally just had their lights turned off for a second.
If you're active knocked down then you should HAVE TO work to create space and survive. If you're hurt then yes you should be more likely to go out. I think the next step is to remove the opponents stamina bar then we'll have a great game.
If your ROCKED, you should have to create space and work not to get dropped, but if your dropped and badly hurt like you are with alert KDs after this patch, you should be able to CHOOSE to stay down and recover (previously you'd recover just under half the short term health and thus this wasn't an issue)
If you get an alert KD vs the AI, you literally just hit it during the standup and you immediately get another one, rinse and repeat until they advance past alert KDs, and if you drop them on the cage, there is very little they can do to create space before you can drop them again.
Like I said, I like the change, but its why too easy to get KOs or string KDs together off the standup from a alert KD, maybe the AI doesn't block as soon as it could from the getup and thus the issue is easier to replicate offline.
Rocks and all other KDs are fine with me.
Agree on stamina tho, once that's tweaked we have a tasty game right here.Comment
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Re: Figured out why everyone is getting KOed so easily.
Aside from the knockdown issue (you're weak as hell after an active knockdown, the ones that make you bounce right back up), I like the change, even if it's not intended.
My fights after the patch have had a much more realistic pacing.
Before, it was all about the long term head health. If someone had knocked you down a couple times and was enjoying a head health lead, he could barrel forward. You tag him hard with a counter. He laughs, takes a step back for 2 seconds, and his short-term head health is back to 100%. Then he continues the barrage, pushing his long term head health advantage.
Now, if someone barrels forward and you tag them good... their short term health stays down for a good while. So they have to back off unless they're feeling lucky [punk].
When they back off, you get space, you can regroup, reposition, and let your own short term head health regen.
So basically, now, short term head health matters much more and so do the moment to moment exchanges, even when they don't lead to knockdowns or rocks, which I like.
I think the new health also simulates having to back off to "clear the cobwebs".
It's just an issue when you get knocked down and instantly pop back up from the active knockdown. Your short term head health remains on death's door and it's very easy for the aggressor to lay on some block pressure and melt you through the block or force you to move and hit you one more time and finish you.
Hopefully that part can be addressed.
Anyway, I would advise everyone to play MUCH more cautiously at the start of the fight when you're both at full stamina. A full stamina opponent can really push the knockdown advantage, even not-so-skilled players.
The whole thing gets a lot more manageable as the fight wears on and people don't have the stamina to go full ham to finish you.ZombieRommel on YouTube - UFC3 coverage has begun!Comment
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Re: Figured out why everyone is getting KOed so easily.
Aside from the knockdown issue (you're weak as hell after an active knockdown, the ones that make you bounce right back up), I like the change, even if it's not intended.
My fights after the patch have had a much more realistic pacing.
Before, it was all about the long term head health. If someone had knocked you down a couple times and was enjoying a head health lead, he could barrel forward. You tag him hard with a counter. He laughs, takes a step back for 2 seconds, and his short-term head health is back to 100%. Then he continues the barrage, pushing his long term head health advantage.
Now, if someone barrels forward and you tag them good... their short term health stays down for a good while. So they have to back off unless they're feeling lucky [punk].
When they back off, you get space, you can regroup, reposition, and let your own short term head health regen.
So basically, now, short term head health matters much more and so do the moment to moment exchanges, even when they don't lead to knockdowns or rocks, which I like.
I think the new health also simulates having to back off to "clear the cobwebs".
It's just an issue when you get knocked down and instantly pop back up from the active knockdown. Your short term head health remains on death's door and it's very easy for the aggressor to lay on some block pressure and melt you through the block or force you to move and hit you one more time and finish you.
Hopefully that part can be addressed.
Anyway, I would advise everyone to play MUCH more cautiously at the start of the fight when you're both at full stamina. A full stamina opponent can really push the knockdown advantage, even not-so-skilled players.
The whole thing gets a lot more manageable as the fight wears on and people don't have the stamina to go full ham to finish you.Comment
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Re: Figured out why everyone is getting KOed so easily.
Aside from the knockdown issue (you're weak as hell after an active knockdown, the ones that make you bounce right back up), I like the change, even if it's not intended.
My fights after the patch have had a much more realistic pacing.
Before, it was all about the long term head health. If someone had knocked you down a couple times and was enjoying a head health lead, he could barrel forward. You tag him hard with a counter. He laughs, takes a step back for 2 seconds, and his short-term head health is back to 100%. Then he continues the barrage, pushing his long term head health advantage.
Now, if someone barrels forward and you tag them good... their short term health stays down for a good while. So they have to back off unless they're feeling lucky [punk].
When they back off, you get space, you can regroup, reposition, and let your own short term head health regen.
So basically, now, short term head health matters much more and so do the moment to moment exchanges, even when they don't lead to knockdowns or rocks, which I like.
I think the new health also simulates having to back off to "clear the cobwebs".
It's just an issue when you get knocked down and instantly pop back up from the active knockdown. Your short term head health remains on death's door and it's very easy for the aggressor to lay on some block pressure and melt you through the block or force you to move and hit you one more time and finish you.
Hopefully that part can be addressed.
Anyway, I would advise everyone to play MUCH more cautiously at the start of the fight when you're both at full stamina. A full stamina opponent can really push the knockdown advantage, even not-so-skilled players.
The whole thing gets a lot more manageable as the fight wears on and people don't have the stamina to go full ham to finish you.Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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Re: Figured out why everyone is getting KOed so easily.
Aside from the knockdown issue (you're weak as hell after an active knockdown, the ones that make you bounce right back up), I like the change, even if it's not intended.
My fights after the patch have had a much more realistic pacing.
Before, it was all about the long term head health. If someone had knocked you down a couple times and was enjoying a head health lead, he could barrel forward. You tag him hard with a counter. He laughs, takes a step back for 2 seconds, and his short-term head health is back to 100%. Then he continues the barrage, pushing his long term head health advantage.
Now, if someone barrels forward and you tag them good... their short term health stays down for a good while. So they have to back off unless they're feeling lucky [punk].
When they back off, you get space, you can regroup, reposition, and let your own short term head health regen.
So basically, now, short term head health matters much more and so do the moment to moment exchanges, even when they don't lead to knockdowns or rocks, which I like.
I think the new health also simulates having to back off to "clear the cobwebs".
It's just an issue when you get knocked down and instantly pop back up from the active knockdown. Your short term head health remains on death's door and it's very easy for the aggressor to lay on some block pressure and melt you through the block or force you to move and hit you one more time and finish you.
Hopefully that part can be addressed.
Anyway, I would advise everyone to play MUCH more cautiously at the start of the fight when you're both at full stamina. A full stamina opponent can really push the knockdown advantage, even not-so-skilled players.
The whole thing gets a lot more manageable as the fight wears on and people don't have the stamina to go full ham to finish you.
Id prefer a flat rate for strikes in terms of blocking breaking rather than jabs and straights, or some form of a parry system vs straight punches that doesnt incur a stun, just removes the block breaking capabilitiesLast edited by FCB x Finlay; 04-29-2018, 05:02 AM.Comment
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Re: Figured out why everyone is getting KOed so easily.
I actually agree with a lot of this, but something needs to be done about the ability to press an advantage when you get rocked against the cage. Other than that, I don't think leaving the health regen rate at a similar rate is necessarily a bad idea. I would like it sped up at least a little though.
You should be rewarded for rocking someone against the cage. IRL that’s pretty much a death sentence since. You’re just pretty amazing at cutting off the cage and breaking block.
I think we need blocking to return on lunges so people can circle off the cage better.
Right now we’re a sitting duck in that situation. Now that damage is way more realistic we need better defensive options. Running shouldnt be a concern since it doesnt take much to put someone down.
Zombie and Martial I hope y’all all fight for health regen stayin the same outside of active KDs. Instead push for better defensive tools sbd more tax on blocked strikes.And jabs shouldnt break block.Comment
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Re: Figured out why everyone is getting KOed so easily.
Doesnt that sound fair tho?
You should be rewarded for rocking someone against the cage. IRL that’s pretty much a death sentence since. You’re just pretty amazing at cutting off the cage and breaking block.
I think we need blocking to return on lunges so people can circle off the cage better.
Right now we’re a sitting duck in that situation. Now that damage is way more realistic we need better defensive options. Running shouldnt be a concern since it doesnt take much to put someone down.
Zombie and Martial I hope y’all all fight for health regen stayin the same outside of active KDs. Instead push for better defensive tools sbd more tax on blocked strikes.And jabs shouldnt break block.Comment
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Re: Figured out why everyone is getting KOed so easily.
People are starting to catch on more and more in UT and with the attributes being more skewed than Ranked it's starting to become harder to get OUT of the first round win or lose.
I agree with earlier posts that striking should feel dangerous but with grappling so neutered that even playing as defensive as possible still doesn't yield a positive experience.ilovejiujitsuComment
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Re: Figured out why everyone is getting KOed so easily.
I’m wondering if it’s due to the glitch or something has been changed, but I’ve been noticing that the stage 3 knockdown is happening almost every time I’m dropped with 0 recover chance, if they get a drop on me it goes to that every time, regardless of how much damage I have or haven’t taken.Comment
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