You're gonna patch the playerbase away

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  • RomeroXVII
    MVP
    • May 2018
    • 1663

    #76
    Re: You're gonna patch the playerbase away

    Originally posted by Counter Punch
    Honestly bro, thank you for posting this.

    Some of the people who have influence over this game want it to be objectively better, even if it means them losing more (MartialMind comes to mind).

    Unfortunately others don’t want things to get fixed or want them to keep going in the same direction because they like are good at the gamr the way it is.

    Head movement is the way it is because now because top players complained about “head movement spam” which I never saw. Same deal with the head damage “bug” (that made the game 1000x better).

    The meta of non-headmovement at the top didn’t just happen that way, it was consciously steered in that direction.

    The game is literally broken right now.
    *Let me start this off that after reading most of what you said, I agree with a good portion of it, but I'm just gonna put this out there*


    The head movement spam? You mean the bobblehead spam in which strikes were slowed down even if the person wasn't even successfully slipping anything? The issue where if you were Conor McGregor and you preemptively slipped before every strike you turned the game into a 50-50 battle on who'd drop who first?

    That bobblehead movement was a drastic problem prior to this patch, and I'm glad it's gone now. Mind you even during that time of the bobblehead spammers I peaked at #22 for the rankings and it was still a prevalent issue. The head bug awarded combo block breakers immensively, and especially characters that had the Heavy Hooks perk, or Overhand perk. Simply put, once you got dropped once it was 90% a wrap. Fights like Bobby Green vs Vannata, Edgar vs Maynard 2/3 or vs Stephens, Aldo vs Mendes 2, Lee vs Ferguson, Ferguson vs Vannata showed one drop isn't going to signal the end so soon.

    If somebody is over aggressive against me, I can time my slips and blocks, and make them pay by making them waste their stamina, working the liver if they're not careful, and using the slip straight to stop them in their tracks. If somebody has haptic feedback on ((assuming they're not impaired, you can tell if they're almost perfectly slipping your strikes). I'll throw feints and it'll throw them off.

    My only gripe with the game now is the grappling, but it's not as bad as it was in UFC 2 where you could clinch from a mile away and consequently spam head knees. Queuing strikes with TDs needs a decent amount of work, but obviously if I successfully pre deny a TD I should not get taken down no matter how well you did it. Best ways to get TDs is when your opponent is against the cage holding block, and you yourself aren't holding block so you have perfect GA. Some people simply don't take the time to learn how to use certain aspects of the game to their advantage, whether it be slips, liver vulnerability (try taking a bunch of shots to the liver and tell me how you feel) and evasive maneuvers, and it's costly. I would love for TDs against the cage to lead into that cage animation to make things more realistic, along with more of an ability to cut the cage off.
    Last edited by RomeroXVII; 05-10-2018, 03:39 AM.
    EA Sports UFC GameChanger
    PSN: RomeroXVII
    ESFL UFC 4 PS4 Champion
    E-Sports Summer Series EA UFC Champion (Season 1)
    ESFL UFC 4 Las Vegas 2022 World Champion

    Comment

    • bmlimo
      MVP
      • Apr 2016
      • 1123

      #77
      Re: You're gonna patch the playerbase away

      Originally posted by RomeroXVII
      *Let me start this off that after reading most of what you said, I agree with a good portion of it, but I'm just gonna put this out there*


      The head movement spam? You mean the bobblehead spam in which strikes were slowed down even if the person wasn't even successfully slipping anything? The issue where if you were Conor McGregor and you preemptively slipped before every strike you turned the game into a 50-50 battle on who'd drop who first?

      That bobblehead movement was a drastic problem prior to this patch, and I'm glad it's gone now. Mind you even during that time of the bobblehead spammers I peaked at #22 for the rankings and it was still a prevalent issue. The head bug awarded combo block breakers immensively, and especially characters that had the Heavy Hooks perk, or Overhand perk. Simply put, once you got dropped once it was 90% a wrap. Fights like Bobby Green vs Vannata, Edgar vs Maynard 2/3 or vs Stephens, Aldo vs Mendes 2, Lee vs Ferguson, Ferguson vs Vannata showed one drop isn't going to signal the end so soon.

      If somebody is over aggressive against me, I can time my slips and blocks, and make them pay by making them waste their stamina, working the liver if they're not careful, and using the slip straight to stop them in their tracks. If somebody has haptic feedback on ((assuming they're not impaired, you can tell if they're almost perfectly slipping your strikes). I'll throw feints and it'll throw them off.

      My only gripe with the game now is the grappling, but it's not as bad as it was in UFC 2 where you could clinch from a mile away and consequently spam head knees. Queuing strikes with TDs needs a decent amount of work, but obviously if I successfully pre deny a TD I should not get taken down no matter how well you did it. Best ways to get TDs is when your opponent is against the cage holding block, and you yourself aren't holding block so you have perfect GA. Some people simply don't take the time to learn how to use certain aspects of the game to their advantage, whether it be slips, liver vulnerability (try taking a bunch of shots to the liver and tell me how you feel) and evasive maneuvers, and it's costly. I would love for TDs against the cage to lead into that cage animation to make things more realistic, along with more of an ability to cut the cage off.
      Are you a gsmechanger fake account?

      Comment

      • Counter Punch
        Pro
        • Apr 2018
        • 949

        #78
        Re: You're gonna patch the playerbase away

        Originally posted by RomeroXVII
        *Let me start this off that after reading most of what you said, I agree with a good portion of it, but I'm just gonna put this out there*


        The head movement spam? You mean the bobblehead spam in which strikes were slowed down even if the person wasn't even successfully slipping anything? The issue where if you were Conor McGregor and you preemptively slipped before every strike you turned the game into a 50-50 battle on who'd drop who first?

        That bobblehead movement was a drastic problem prior to this patch, and I'm glad it's gone now. Mind you even during that time of the bobblehead spammers I peaked at #22 for the rankings and it was still a prevalent issue. The head bug awarded combo block breakers immensively, and especially characters that had the Heavy Hooks perk, or Overhand perk. Simply put, once you got dropped once it was 90% a wrap. Fights like Bobby Green vs Vannata, Edgar vs Maynard 2/3 or vs Stephens, Aldo vs Mendes 2, Lee vs Ferguson, Ferguson vs Vannata showed one drop isn't going to signal the end so soon.

        If somebody is over aggressive against me, I can time my slips and blocks, and make them pay by making them waste their stamina, working the liver if they're not careful, and using the slip straight to stop them in their tracks. If somebody has haptic feedback on ((assuming they're not impaired, you can tell if they're almost perfectly slipping your strikes). I'll throw feints and it'll throw them off.

        My only gripe with the game now is the grappling, but it's not as bad as it was in UFC 2 where you could clinch from a mile away and consequently spam head knees. Queuing strikes with TDs needs a decent amount of work, but obviously if I successfully pre deny a TD I should not get taken down no matter how well you did it. Best ways to get TDs is when your opponent is against the cage holding block, and you yourself aren't holding block so you have perfect GA. Some people simply don't take the time to learn how to use certain aspects of the game to their advantage, whether it be slips, liver vulnerability (try taking a bunch of shots to the liver and tell me how you feel) and evasive maneuvers, and it's costly. I would love for TDs against the cage to lead into that cage animation to make things more realistic, along with more of an ability to cut the cage off.
        The few rare instances where I faced a “bobblehead”, the fight didn’t last long. People initiating offense with head movement is a legitimate striking style and shouldn’t be arbitrarily penalized. All you had to do against those people was feint and then catch them leaning into a hook or uppercut. Now the only way to do real damage off head movement is to dodge multiple strikes at once. The risk reward is extremely unbalanced. This is why you see very little head movement at the highest level.

        As far as the damage “bug”, the fight was only “over” after one rock if you kept holding forward and being aggressive, which I guess is about 95% of people on ranked. If you played defensively for a but you had plenty of time to recover.

        Now, when people get rocked they just keep moving forward because their head health regens faster than my stamina from punching their head.

        I’ve never had a problem shooting for takedowns in this game. You time it when they kick or you make them miss, duck and shoot. I land easily over 50% of my takedowns this way with Chuck Liddell of all people, yet people don’t understand how it works and complain thag TDs are too hard.

        The issue with the game right now is that you shouldn’t have to get caught 15 times be predictable and exposed to lose the fight. If you’re predictable once or twice that should be enough to put you in danger. The stakes are too low.

        The meta is tue worst its ever been right now.
        Last edited by Counter Punch; 05-10-2018, 11:34 AM.
        ...precision beats power and timing beats speed... and realism beats meta.

        Comment

        • Morgan Monkman
          North of 60
          • Apr 2016
          • 1385

          #79
          Re: You're gonna patch the playerbase away

          Originally posted by Counter Punch
          The few rare instances where I faced a “bobblehead”, the fight didn’t last long. People initiating offense with head movement is a legitimate striking style and shouldn’t be arbitrarily penalized. All you had to do against those people was feint and then catch them leaning into a hook or uppercut. Now the only way to do real damage off head movement is to dodge multiple strikes at once. The risk reward is extremely unbalanced. This is why you see very little head movement at the highest level.

          As far as the damage “bug”, the fight was only “over” after one rock if you kept holding forward and being aggressive, which I guess is about 95% of people on ranked. If you played defensively for a but you had plenty of time to recover.

          Now, when people get rocked they just keep moving forward because their head health regens faster than my stamina from punching their head.

          I’ve never had a problem shooting for takedowns in this game. You time it when they kick or you make them miss, duck and shoot. I land easily over 50% of my takedowns this way with Chuck Liddell of all people, yet people don’t understand how it works and complain thag TDs are too hard.

          The issue with the game right now is that you shouldn’t have to get caught 15 times be predictable and exposed to lose the fight. If you’re predictable once or twice that should be enough to put you in danger. The stakes are too low.

          The meta is tue worst its ever been right now.
          Ya im really not a fan of them taking the pop put of 1 lean counters.

          They added the minor sway with a straight, which is actually quite powerful but it doesnt feel right.
          PSNID: B_A_N_E

          Comment

          • Dankoz
            Rookie
            • Sep 2017
            • 258

            #80
            Re: You're gonna patch the playerbase away

            It will happen sooner or later, patch or not. I think i am already done with game because there is only one playable mode. UFC 2 was more successful because there was also Ultimate Team.

            Comment

            • Phillyboi207
              Banned
              • Apr 2012
              • 3159

              #81
              Re: You're gonna patch the playerbase away

              Originally posted by Counter Punch
              The few rare instances where I faced a “bobblehead”, the fight didn’t last long. People initiating offense with head movement is a legitimate striking style and shouldn’t be arbitrarily penalized. All you had to do against those people was feint and then catch them leaning into a hook or uppercut. Now the only way to do real damage off head movement is to dodge multiple strikes at once. The risk reward is extremely unbalanced. This is why you see very little head movement at the highest level.

              As far as the damage “bug”, the fight was only “over” after one rock if you kept holding forward and being aggressive, which I guess is about 95% of people on ranked. If you played defensively for a but you had plenty of time to recover.

              Now, when people get rocked they just keep moving forward because their head health regens faster than my stamina from punching their head.

              I’ve never had a problem shooting for takedowns in this game. You time it when they kick or you make them miss, duck and shoot. I land easily over 50% of my takedowns this way with Chuck Liddell of all people, yet people don’t understand how it works and complain thag TDs are too hard.

              The issue with the game right now is that you shouldn’t have to get caught 15 times be predictable and exposed to lose the fight. If you’re predictable once or twice that should be enough to put you in danger. The stakes are too low.

              The meta is tue worst its ever been right now.
              Nah if you got dropped your head wouldn't recovery and then you were F'd.

              I do wish they kept the health regen lower for non rocks and turned it up like 50% after rocks.

              Comment

              • RomeroXVII
                MVP
                • May 2018
                • 1663

                #82
                Re: You're gonna patch the playerbase away

                Originally posted by bmlimo
                Are you a gsmechanger fake account?
                Lmao no. I would love to be a gamechanger and give my own input but that chances of that are pretty low I guess.
                EA Sports UFC GameChanger
                PSN: RomeroXVII
                ESFL UFC 4 PS4 Champion
                E-Sports Summer Series EA UFC Champion (Season 1)
                ESFL UFC 4 Las Vegas 2022 World Champion

                Comment

                • Counter Punch
                  Pro
                  • Apr 2018
                  • 949

                  #83
                  Re: You're gonna patch the playerbase away

                  Originally posted by Phillyboi207
                  Nah if you got dropped your head wouldn't recovery and then you were F'd.

                  I do wish they kept the health regen lower for non rocks and turned it up like 50% after rocks.
                  Then don’t get dropped. Getting dropped is a really really bad thing to happen to you in a fight. And i don’t recall the damage not recovering. I won 90/100 fights before they patched it out by playing realistically and counter punching against people being overly aggressive. I lose about 6 out of 10 to those same people now and nothing had changed except they removed the “bug”
                  ...precision beats power and timing beats speed... and realism beats meta.

                  Comment

                  • RomeroXVII
                    MVP
                    • May 2018
                    • 1663

                    #84
                    Re: You're gonna patch the playerbase away

                    Originally posted by Counter Punch
                    The few rare instances where I faced a “bobblehead”, the fight didn’t last long. People initiating offense with head movement is a legitimate striking style and shouldn’t be arbitrarily penalized. All you had to do against those people was feint and then catch them leaning into a hook or uppercut. Now the only way to do real damage off head movement is to dodge multiple strikes at once. The risk reward is extremely unbalanced. This is why you see very little head movement at the highest level.

                    As far as the damage “bug”, the fight was only “over” after one rock if you kept holding forward and being aggressive, which I guess is about 95% of people on ranked. If you played defensively for a but you had plenty of time to recover.

                    Now, when people get rocked they just keep moving forward because their head health regens faster than my stamina from punching their head.

                    I’ve never had a problem shooting for takedowns in this game. You time it when they kick or you make them miss, duck and shoot. I land easily over 50% of my takedowns this way with Chuck Liddell of all people, yet people don’t understand how it works and complain thag TDs are too hard.

                    The issue with the game right now is that you shouldn’t have to get caught 15 times be predictable and exposed to lose the fight. If you’re predictable once or twice that should be enough to put you in danger. The stakes are too low.

                    The meta is tue worst its ever been right now.
                    15 times? Usually 3 is enough for me to put somebody away, you must get some unfortunate luck when playing. The problem was the health regen overall though. Remember that the different styles of a knockdowns represent how much in danger you were, with the flash knockdowns being a 1 and obviously the FTF one being the most dangerous, with that health bug it was pretty much rendered useless no matter what knockdown it was, if you had a block breaker combo you knew off of the bat, you were going to keep putting the person down. Even if he wasn't trying to be like glue to you, pressuring him while the head health bug was there was a *near* guaranteed win. I jumped from #50 to #22 in the rankings during the bug so I benefitted from it at times as well

                    Preemptive movement isn't a bad thing, what the issue was, the fact that your strikes were slowed down whether your opponent meant to slip your strike or not. You referenced the Bochniak-Magomedsharipov fight in which Bochniak's corner told him to move his head first before he struck (preemptive head movement). Did Magomedsharipov's strikes suddenly enter a matrix in which they were slower and Bochniak started mystically countering everything? No, Bochniak still ate combos, and what made that fight fun was Bochniak being such an awesome tough son of a gun.

                    I'm currently #8 on the rankings, and I have two good fights on my YT against RetroRocky (where I used Aldo and he used Ortega) and JapaneseAutoTech (Aldo vs his Edgar) in which I used successful defense to make reads.

                    I do like that you're aware on how to score the TDs, I commend that lol.
                    Last edited by RomeroXVII; 05-12-2018, 08:47 AM.
                    EA Sports UFC GameChanger
                    PSN: RomeroXVII
                    ESFL UFC 4 PS4 Champion
                    E-Sports Summer Series EA UFC Champion (Season 1)
                    ESFL UFC 4 Las Vegas 2022 World Champion

                    Comment

                    • Counter Punch
                      Pro
                      • Apr 2018
                      • 949

                      #85
                      Re: You're gonna patch the playerbase away

                      Originally posted by RomeroXVII
                      15 times? Usually 3 is enough for me to put somebody away, you must get some unfortunate luck when playing. The problem was the health regen overall though. Remember that the different styles of a knockdowns represent how much in danger you were, with the flash knockdowns being a 1 and obviously the FTF one being the most dangerous, with that health bug it was pretty much rendered useless no matter what knockdown it was, if you had a block breaker combo you knew off of the bat, you were going to keep putting the person down. Even if he wasn't trying to be like glue to you, pressuring him while the head health bug was there was a *near* guaranteed win. I jumped from #50 to #22 in the rankings during the bug so I benefitted from it at times as well

                      Preemptive movement isn't a bad thing, what the issue was, the fact that your strikes were slowed down whether your opponent meant to slip your strike or not. You referenced the Bochniak-Magomedsharipov fight in which Bochniak's cornered told him to move his head first before he struck (preemptive head movement). Did Magomedsharipov's strikes suddenly enter a matrix in which they were slower and Bochniak started mystically countering everything? No, Bochniak still ate combos, and what made that fight fun was Bochniak being such an awesome tough son of a gun.

                      I'm currently #8 on the rankings, and I have two good fights on my YT against RetroRocky (where I used Aldo and he used Ortega) and JapaneseAutoTech (Aldo vs his Edgar) in which I used successful defense to make reads.

                      I do like that you're aware on how to score the TDs, I commend that lol.
                      15 was a bit... hyperbolic? Lol. Some matches I feel as though the damage behaves realistically, and then other times it doesn’t and it’s very jarring and immersion breaking.

                      I wish there was mire consistency and things like this didn’t happen:
                      Attached Files
                      Last edited by Counter Punch; 05-10-2018, 03:44 PM.
                      ...precision beats power and timing beats speed... and realism beats meta.

                      Comment

                      • Phillyboi207
                        Banned
                        • Apr 2012
                        • 3159

                        #86
                        Re: You're gonna patch the playerbase away

                        Originally posted by Counter Punch
                        Then don’t get dropped. Getting dropped is a really really bad thing to happen to you in a fight. And i don’t recall the damage not recovering. I won 90/100 fights before they patched it out by playing realistically and counter punching against people being overly aggressive. I lose about 6 out of 10 to those same people now and nothing had changed except they removed the “bug”
                        What rank are you?

                        I didn't have a problem with it until I played against RetractedMoney who's one of the top players. I do agree that getting dropped should be dangerous but the way it was set up you couldn't even block when getting up because the bleed through would knock you down again. If you swayed and guessed wrong you'd also be dead.

                        Comment

                        • ZombieRommel
                          EA Game Changer
                          • Apr 2016
                          • 659

                          #87
                          Re: You're gonna patch the playerbase away

                          Originally posted by RomeroXVII
                          *Let me start this off that after reading most of what you said, I agree with a good portion of it, but I'm just gonna put this out there*


                          The head movement spam? You mean the bobblehead spam in which strikes were slowed down even if the person wasn't even successfully slipping anything? The issue where if you were Conor McGregor and you preemptively slipped before every strike you turned the game into a 50-50 battle on who'd drop who first?

                          That bobblehead movement was a drastic problem prior to this patch, and I'm glad it's gone now. Mind you even during that time of the bobblehead spammers I peaked at #22 for the rankings and it was still a prevalent issue. The head bug awarded combo block breakers immensively, and especially characters that had the Heavy Hooks perk, or Overhand perk. Simply put, once you got dropped once it was 90% a wrap. Fights like Bobby Green vs Vannata, Edgar vs Maynard 2/3 or vs Stephens, Aldo vs Mendes 2, Lee vs Ferguson, Ferguson vs Vannata showed one drop isn't going to signal the end so soon.

                          If somebody is over aggressive against me, I can time my slips and blocks, and make them pay by making them waste their stamina, working the liver if they're not careful, and using the slip straight to stop them in their tracks. If somebody has haptic feedback on ((assuming they're not impaired, you can tell if they're almost perfectly slipping your strikes). I'll throw feints and it'll throw them off.

                          My only gripe with the game now is the grappling, but it's not as bad as it was in UFC 2 where you could clinch from a mile away and consequently spam head knees. Queuing strikes with TDs needs a decent amount of work, but obviously if I successfully pre deny a TD I should not get taken down no matter how well you did it. Best ways to get TDs is when your opponent is against the cage holding block, and you yourself aren't holding block so you have perfect GA. Some people simply don't take the time to learn how to use certain aspects of the game to their advantage, whether it be slips, liver vulnerability (try taking a bunch of shots to the liver and tell me how you feel) and evasive maneuvers, and it's costly. I would love for TDs against the cage to lead into that cage animation to make things more realistic, along with more of an ability to cut the cage off.
                          Great post, we need more of this here.
                          ZombieRommel on YouTube - UFC3 coverage has begun!

                          Comment

                          • RomeroXVII
                            MVP
                            • May 2018
                            • 1663

                            #88
                            Re: You're gonna patch the playerbase away

                            Originally posted by Counter Punch
                            15 was a bit... hyperbolic? Lol. Some matches I feel as though the damage behaves realistically, and then other times it doesn’t and it’s very jarring and immersion breaking.

                            I wish there was mire consistency and things like this didn’t happen:
                            That's a solid counter to beat a moving leg kick before it lands, that's why I plant before I throw leg kicks so it's not telegraphed. I wish I knew how to work these forums so I could post a few gifs in fights where that same thing happens lol. But I definitely can relate to the frustration of inconsistent damage, although it doesn't happen TOO much to me as much as it apparently happens to you 🤷🏾*♂️
                            EA Sports UFC GameChanger
                            PSN: RomeroXVII
                            ESFL UFC 4 PS4 Champion
                            E-Sports Summer Series EA UFC Champion (Season 1)
                            ESFL UFC 4 Las Vegas 2022 World Champion

                            Comment

                            • Counter Punch
                              Pro
                              • Apr 2018
                              • 949

                              #89
                              Re: You're gonna patch the playerbase away

                              Originally posted by Phillyboi207
                              What rank are you?

                              I didn't have a problem with it until I played against RetractedMoney who's one of the top players. I do agree that getting dropped should be dangerous but the way it was set up you couldn't even block when getting up because the bleed through would knock you down again. If you swayed and guessed wrong you'd also be dead.
                              I hover around 1200 ranked points. But honestly I play the game to have fun, so I fight half the time with people like chuck and diego sanchez, etc. Or just go all weight classes and go random. Unless I’ve been occassionally drinking, I try to fight realistically. Even if I know it’s gonns reduce my chances to win. The way you have to play to win at a high percentage just isn’t fun to me.

                              It’s also important to me that people enjoy playing with me. I know I’m just making a bunch of excuses for my rank, but I know it’s mediocre and isn’t representstive of my skill or knowledge of the game.

                              I played almost exclusively UT in UFC 2 at heavyweight. I probably had about 7000 fights, and most of them were with 100 level CAFS with mad 5 star moves vs The same and I beat a lot of the top 50 guys many times.

                              UT being so unappealing to me this year was a blessing in disguise because ranked is absolutely where it’s at and I wish i had played more of it in UFC 2.
                              ...precision beats power and timing beats speed... and realism beats meta.

                              Comment

                              • Solid_Altair
                                EA Game Changer
                                • Apr 2016
                                • 2043

                                #90
                                Re: You're gonna patch the playerbase away

                                Originally posted by Counter Punch
                                15 was a bit... hyperbolic? Lol. Some matches I feel as though the damage behaves realistically, and then other times it doesn’t and it’s very jarring and immersion breaking.

                                I wish there was mire consistency and things like this didn’t happen:
                                What do you think is wrong with that? I see nothing wrong, both as ameplay and realism.

                                Comment

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