The Stamina System

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • bmlimo
    MVP
    • Apr 2016
    • 1123

    #16
    Re: The Stamina System

    The actual system is a cheesy fest... u can be over agressive hitting the guard and u stamina will be fine... also if u have a good headmovement u will drain your opponent.U can do this loop all atack+ headmovement and u will kill your opponent... im not saying this is easy to do... but... it's just wrong...

    Comment

    • bmlimo
      MVP
      • Apr 2016
      • 1123

      #17
      Re: The Stamina System

      Originally posted by Phillyboi207
      I think it should be less about number of striks thrown and more about how much long term stam you used in round one.

      So if you used 50% of your long term stam in round one it’ll eat 50% of your endurance pool.

      Example: I have 100 total stamina to start, 100 in endurance pool for recovery.

      Im reckless in round 1 and im left with 50% of stamina.

      After round 1 50% of my endurance pool is shaved off. So that means I have 50 points to use in between rounds. Then the usual mechanic kicks in.

      I can then take up to 50% of what’s left after the endurance penalty. So 25 points added after round 1.

      Tldr version:
      Fighter starts 100 stamina, 100 endurance pool

      Fighter has 50 stamina after round 1 and incurs percentage based penalty to endurance pool.

      After the penalty the fighter has 50 stamina + 25 stamina(half of 50 in endurance pool)

      Fighter starts round 2 with 75 stamina, and only 25 left in endurance pool.


      This would reward people that pace themselves so they get access to more of their endurance pool. If you go crazy then you burn into that endurance pool.
      this would be nice.. the problem is that u can be over agressive hitting your opponent guard... and nothing will happen...

      Comment

      • Ksearyback
        Pro
        • Jun 2016
        • 639

        #18
        Re: The Stamina System

        Originally posted by bmlimo
        this would be nice.. the problem is that u can be over agressive hitting your opponent guard... and nothing will happen...
        Agree. It can be frustrating, and it beats me a lot of the time.

        But I don't want an artificial stamina tax for a smart game plan, that was effective and energy efficient.

        It would be nice to have more options to counter it (parries). Or, maybe more fluid interaction, so a jab doesn't always freeze me (not to say a jab isn't used in this manner in boxing and MMA), but the way jabs always stop you in your tracks implies the exact same accuracy and whatever else goes into causing that type of impact from a jab.

        I'm not very good at the game, so I imagine the answer is going to be... "good players have no problem slipping jabs."

        Does it make most sense (for a quick fix) to reduce block break capability of the jab? I'd rather have a jab with less block break, than a jab with more stamina tax. Just seems more realistic, despite that opinion running counter to this thread.

        Comment

        • Phillyboi207
          Banned
          • Apr 2012
          • 3159

          #19
          Re: The Stamina System

          Originally posted by Ksearyback
          Agree. It can be frustrating, and it beats me a lot of the time.

          But I don't want an artificial stamina tax for a smart game plan, that was effective and energy efficient.

          It would be nice to have more options to counter it (parries). Or, maybe more fluid interaction, so a jab doesn't always freeze me (not to say a jab isn't used in this manner in boxing and MMA), but the way jabs always stop you in your tracks implies the exact same accuracy and whatever else goes into causing that type of impact from a jab.

          I'm not very good at the game, so I imagine the answer is going to be... "good players have no problem slipping jabs."

          Does it make most sense (for a quick fix) to reduce block break capability of the jab? I'd rather have a jab with less block break, than a jab with more stamina tax. Just seems more realistic, despite that opinion running counter to this thread.
          I’ve been calling for jabs to not break block for awhile.

          The stamina idea I have wouldnt punish anyone based on arbitrary # of strikes tho.

          Just based on overall long term stam

          Comment

          • bmlimo
            MVP
            • Apr 2016
            • 1123

            #20
            Re: The Stamina System

            Originally posted by Ksearyback
            Agree. It can be frustrating, and it beats me a lot of the time.

            But I don't want an artificial stamina tax for a smart game plan, that was effective and energy efficient.

            It would be nice to have more options to counter it (parries). Or, maybe more fluid interaction, so a jab doesn't always freeze me (not to say a jab isn't used in this manner in boxing and MMA), but the way jabs always stop you in your tracks implies the exact same accuracy and whatever else goes into causing that type of impact from a jab.

            I'm not very good at the game, so I imagine the answer is going to be... "good players have no problem slipping jabs."

            Does it make most sense (for a quick fix) to reduce block break capability of the jab? I'd rather have a jab with less block break, than a jab with more stamina tax. Just seems more realistic, despite that opinion running counter to this thread.
            the real point is.. blocked strikes should consume stamina... we need 3 things to put all the things in the righ patch:

            -more stamina taxes on blocked strikes

            -block breaking faster

            - slow down combos

            right now we have an arcade combo system, arcade stamina system, arcade blocking system and "realistic" damage system and sway system... Im not gonna talk about footwork because I don't wanna se some game changers talking about how players would run if we had a decent footwork system...

            Comment

            • Ksearyback
              Pro
              • Jun 2016
              • 639

              #21
              Re: The Stamina System

              Originally posted by bmlimo
              the real point is.. blocked strikes should consume stamina... we need 3 things to put all the things in the righ patch:

              -more stamina taxes on blocked strikes

              -block breaking faster

              - slow down combos

              right now we have an arcade combo system, arcade stamina system, arcade blocking system and "realistic" damage system and sway system... Im not gonna talk about footwork because I don't wanna se some game changers talking about how players would run if we had a decent footwork system...
              You had me at 'arcade combo system.' Memorizing a hard-wired list of combos is probably my biggest annoyance with this game.

              And you know what? We wouldn't need a strong block if there weren't the stupid arcade combos, because we wouldn't be playing a game with such an element of guessing.

              Comment

              • johnmangala
                MVP
                • Apr 2016
                • 4525

                #22
                Re: The Stamina System

                The jab doesn't really 'break' the block in this game tho. It just redirects the block to front block.



                It's based in reality, we went over this before.

                Comment

                • Phillyboi207
                  Banned
                  • Apr 2012
                  • 3159

                  #23
                  Re: The Stamina System

                  Originally posted by johnmangala
                  The jab doesn't really 'break' the block in this game tho. It just redirects the block to front block.



                  It's based in reality, we went over this before.
                  We have and you no clue what you’re talking about

                  At no point does Diaz adjust his block for the jab.

                  Connor is testing Diaz to see how he’ll react to the next strike.

                  Comment

                  • johnmangala
                    MVP
                    • Apr 2016
                    • 4525

                    #24
                    Re: The Stamina System

                    The point is the block isn't 'broken', it's gets redirected from front to side or vice versa and you strike the opening.

                    Comment

                    • Ksearyback
                      Pro
                      • Jun 2016
                      • 639

                      #25
                      Re: The Stamina System

                      Originally posted by Phillyboi207
                      We have and you no clue what you’re talking about

                      At no point does Diaz adjust his block for the jab.

                      Connor is testing Diaz to see how he’ll react to the next strike.
                      Yep. Range-finding, pawing the jab to set up the straight is a totally legit technique. High level boxers use it tremendously. Pretty fundamental stuff.

                      But, I've seen JohnM's posts before, and he knows what he's saying... so I'm guessing this isn't new to him. I'm thinking we are probably saying something very similar here.
                      Last edited by Ksearyback; 06-19-2018, 09:40 PM. Reason: context

                      Comment

                      • johnmangala
                        MVP
                        • Apr 2016
                        • 4525

                        #26
                        Re: The Stamina System

                        The game needs a more punishing stamina system.

                        Jabs redirecting or bracing the block isn't the issue here.

                        Comment

                        • Phillyboi207
                          Banned
                          • Apr 2012
                          • 3159

                          #27
                          Re: The Stamina System

                          Originally posted by johnmangala
                          The game needs a more punishing stamina system.

                          Jabs redirecting or bracing the block isn't the issue here.
                          Glad we can agree on that.

                          Any input for the stamina changes I suggested?

                          Comment

                          • johnmangala
                            MVP
                            • Apr 2016
                            • 4525

                            #28
                            Re: The Stamina System

                            # of strikes should also be taken into account along with other factors like long term stamina depletion.

                            Comment

                            • RomeroXVII
                              MVP
                              • May 2018
                              • 1663

                              #29
                              Re: The Stamina System

                              Originally posted by bmlimo
                              The actual system is a cheesy fest... u can be over agressive hitting the guard and u stamina will be fine... also if u have a good headmovement u will drain your opponent.U can do this loop all atack+ headmovement and u will kill your opponent... im not saying this is easy to do... but... it's just wrong...
                              One of the most annoying styles to deal with.
                              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

                              • ZHunter1990
                                EA Game Changer
                                • Jan 2016
                                • 572

                                #30
                                Re: The Stamina System

                                I hate to be that guy saying "get gud" but if you are being overwhelmed with combo's you're doing something wrong.

                                Lets break this down.

                                If someone is moving forward with strikes you have two huge advantages on them.
                                - They are more vulnerable to counters
                                - Their combos are slower than stationary combos or backwards moving combos

                                If they are staying in your face with stationary combos breaking your block
                                - They have to hit your block with the 3 strikes of the same type to land just ONE strike with no vuln damage.
                                - They are at a short term stamina deficit of at least 40%. Making striking continuously a bad idea because its extremely risky to strike with low short term stamina and also they deal less damage when striking with low short term stamina.

                                So by the time they actually break your block, they wont be in a position to where its a good idea to continue striking back immediately.



                                Hugging high block in an attempt to gas your opponent out should never be a viable tactic. We want to steer very clear of this.

                                That said, with the use of head movement, dashes, and countestriking, you have the ability to easily punish over aggression at your disposal.

                                Mangala is correct about the block also, we have a high/low blocking system with automatic strike conditioning. You can throw repeated straight strikes or repeated round strikes to open your opponent up for the opposite strike type.

                                Strike conditioning on block is pretty realistic, take a look at Yoel x Whiitaker 2. Whittaker threw 3 jabs to get Yoel to commit to blocking the front, and smacked him with a head kick.

                                On the contrary, we dont have the ability for the very first strike to sneak through for a devastating result, which exists irl.
                                Half of this game is 90% mental - Tim Sylvia
                                Xbox GT: ZHunter90/ZackJitsu

                                Comment

                                Working...