A post i made novemeber the 30th, if anyone has any post simiilar post here.

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  • FCB x Finlay
    MVP
    • Nov 2017
    • 1293

    #1

    A post i made novemeber the 30th, if anyone has any post simiilar post here.

    Heres a post i made during the beta, i have to say i still agree with the points i made plus what some of what i said have been added.

    I am enjoying the beta, loving the chance to feedback as well as a lot needs to be changed plus i have a few things id like added. I will try not to state other ideas that are repeated alot like diaz being op.

    Striking.
    I know it may be unpopular but is realistic, readd parrying but only for straight punches. Increase the punishment for missing a parry though, an exampe where this happened irl is erick silva vs yancy mederious. Tried to parry an jab amd got baited into an overhand. This will combat spammers as well, increase the speed of a check lead hook to that of a straight so it can be effectively countered.

    Some of the button mapping is tricky, id love to be able to map my own strikes, ie uppercuts and push kicks, instead on them being a two button press id rather use rt as it is still used as a multiplier.

    Return to 1 buttom blocking for each part, so rb and rt. Just a lot easier.

    Blocking and headmovement need buffed slightly, hmvt stil get caught a lot from hooks and jabs.

    Movement is a major issue for me, everyone presses and theres not affective way out, lb rs isnt drastic enough as hooks land no matter where you are, and make ordinary mvmt without a multiplier faster as you still get caught whem stepping just out of range.

    Clinch

    Clinch needs to be as fluid with mvmt as stricking as you rarely see stationary clinch other than against the cage, variation in landing punches should change the outcome, ie if.you land a elbow or uppercut it should break the clinch, not always but if a certain threshold is hit with the vulnerability system.

    Takedown animations should be faster and more varation in sprawl types depending on timing and direction.

    Ground

    Stamina drains far to quickly, increase time for transition blocks to be made if the fighter has high ground defensive stats, make trasnsitions amd sweeps rather than pausing when moving postion or getting up so they look real. Less submission gates if the submission is a reversal to a transition or if its a counter to a takedown as soon as you hit the mat or on your way down.

    Feedback from gpd or community is appreciated.
  • OPSPunk
    Banned
    • Apr 2018
    • 575

    #2
    Re: A post i made novemeber the 30th, if anyone has any post simiilar post here.

    I pretty much agree with all of what you said. I think parries should comeback just like u said. It will stop the jab spam to break block

    I agree with the clinch idea. You should be able to punch your way out. The lack of movement is on the player though. When I am in the clinch I am attempting to move my guy. It should be more pwr when moving fwd but less

    One thing you left out is takedowns. I think depending on when it’s blocked and type of strike being thrown 1 of 3 things should happen

    Autotakedown on whiffing big strikes like overhand roundhouse kick anything spinning etc.

    If you stuff takedown early depending on your td def and opponents td off you should get auto push away.

    Finally if they didn’t do it early enough then struggle mechanic. Which should operate like a super fast sub mechanic. The speed of gates would depend on takedown off and def. certain def characters should have a window for a sub. Power td should be easier to sub. On the other hand great wrestlers should have ability to do a secondary shot. Single switch to double, double switch to trip. Shot switched to double underhooks all at a cost of stamina. If the td fails on struggle state you should end in sprawl position

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