Striking FEINTS issues + How to fix it

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  • SUGATA
    MVP
    • Apr 2016
    • 1375

    #1

    Striking FEINTS issues + How to fix it

    How often are you using Strike Feints in EA UFC 3?...

    EA UFC 3 current Strike FEINT MECHANICS:

    <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> FEINT - [during Strike’s startup beginning] (may holding) press Block – Strike cancel into Feint.
    Feint has not any effect on follow up strikes attributes: no speed or damage multipliers.
    Possible to Feint ANY strike of a Hard/Soft Combo (and even several strikes or even ALL EVERY strikes of one Combo) by click the Block button after inputting the button press for a strike, and continue the Combo - w/o loosing anything of Hard/Soft Combo properties!
    Examples:
    1f-2-5-2
    1-2-5f-2
    1-2f-5-2f
    1f-2f-5f-2f


    Feint ST Stamina cost = this Strike ST Stamina cost w/o whiff:
    - strike is input, you immediately are taxed the execution ST Stamina cost of the strike
    - if the strike is Feinted, the Feint interrupts the strike with NO additional ST Stamina cost. Do NOT Feint powerful ST Stamina consuming strikes b/c will cost the same large ST Stamina!
    - if the strike Whiffs, you are taxed an additional Whiff penalty which is what was increased with the patch.


    Feint Usage:
    - to get your Block up faster if you realize you made a mistake
    - you can cancel to Feint
    - you can queue up (buffering) a Strike cancel in a Combo to try and bait an opponent’s Sway/Step and catch your opponent.
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    __________________________________________________ ______


    ISSUE #1 - Feint has not any effect on follow up strikes attributes: no speed or damage multipliers.
    So, what is the reason to Feint? It is only psychological baiting, BUT this works IRL, but in the game where you dont see your opponent's eyes/reactions it will not work this way so good.

    > Buff follow up Strike after the Feint. How?
    - possibly by shorter Strike startup by 2-4 frames (as we have in Swaying strikes)
    - by increasing Power (usually follow up strike after a Feint is accented strike, in EA UFC3 all ur strike ARE accented - this is WRONG and UNREALISTIC, increasing by 0.3 for example strike damage or stopping power will help!).



    ISSUE #2 (which are breaking feints usage) - Feint ST Stamina cost = this Strike ST Stamina cost w/o whiff.
    It mean of i want to feint my (powerful and 30% stamina cost) Flying knee i will PAY THE SAME 30% Stamina cost for this - for TIPTOE! Just look on powerful strike's Feint animation - it will never cost the same huge Stamina tax IRL!
    This is breaking Feints usage (too much costs) and bs unrealistic!

    > Make permanent ONE FOR ALL types of Feints (strike types) low (as Jab) Stamina tax
    OR remove Stamina tax for Feints at all.
    Even if you will need to instantly return removed on input stamina value
    OR make 3 levels on draining ST Stamina from a strike: 1st until it can be cancelled (into a Feint), 2nd to strike ends, 3rd of strike results (whiffed, blocked, landed).
    Why? because Feinted strike is ALWAYS a planned strike (it is NOT a cancelled of failed strike) , so the fighter initially never will deposit much stamina and energy in it.


    [FIXED 1.09] ISSUE #3 (discussed before) - Feints are counting as Strikes.
    This is not right from any aspects and does not exist IRL in judging stats.

    > Possibly it does not take effect on Decision by judges, but Missed/Landed strikes is an important stats anyway for many players, and i hope devs will fix it - any strike cancelled on early startup by Block is NOT counting as Strike in stats results.

    ISSUE #4 [08.01.2019]
    BUG with FEINT STRIKE in GA cost: During mid strike opponent is getting GA (you get GDA). Strike Feints creates the SAME GDA (grapple disadvantage) as Full amplitude and full to the end motion strike. This is WRONG! It must to be FIXED! Feint strike (for ex Leg kick) must cost a bit of GA loosing.
    > Remove granting GA to the opponent from my Feints totally OR make it much less (at least 1/3 from mid full strike GA).



    ISSUE #5 [added 09.01.2019]
    TD feint does NOT allow to queue it into follow up Strike (large delay) or any Lunges - so no ability to use it as a bait!
    > Allow to buffer/queue TD feint into strikes or lunges.
    > I created 1.5 year ago a thread about Feints evolving - it has some ideas how to evolve Feint further:
    https://forums.operationsports.com/f...scussions.html

    __________________________________________________ _

    P.S. Dear Devs, please, pay more attention and more reaction on constructive threads/bug reports/how to fix ideas from the community and less on replying to trolls and empty complaints!

    Your reaction like this:
    - like button
    - questions
    - counter arguments
    - thanks
    - even words like "go learn how to use google translate to english right, commie!"
    ... this will show that you are TRULY READING this threads and hope using them for game evolving.

    Instead of falling into trolls' baiting and flaming with them about sales, and other bs.


    Some examples of "ignored" threads:

    https://forums.operationsports.com/f...-after-kd.html

    https://forums.operationsports.com/f...n-how-fix.html

    https://forums.operationsports.com/f...-attempts.html

    https://forums.operationsports.com/f...rnet-menu.html

    https://forums.operationsports.com/f...-fix-them.html

    https://forums.operationsports.com/f...a-ufc-3-a.html

    https://forums.operationsports.com/f...e-cancels.html

    ... Otherwise, you will force somebody to use more trolling to appeal your attention/response =).
    Last edited by SUGATA; 01-08-2019, 07:58 AM.
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  • dfab14
    Rookie
    • Jun 2016
    • 229

    #2
    Re: Striking FEINTS issues + How to fix it

    I would love for feints to have less stamina tax. I try to incorporate them into my playstyle but the stamina tax makes it impossible to stick with them through a whole fight. It's just feels like a wasted energy most of the time.

    Sent from my SM-G950U using Operation Sports mobile app

    Comment

    • Phillyboi207
      Banned
      • Apr 2012
      • 3159

      #3
      Re: Striking FEINTS issues + How to fix it

      Agree with less stamina tax

      Also there are strikes that cant be feinted which doesnt make sense

      Comment

      • dfab14
        Rookie
        • Jun 2016
        • 229

        #4
        Re: Striking FEINTS issues + How to fix it

        That and they count as missed strikes which inflates the strike total

        Sent from my SM-G950U using Operation Sports mobile app

        Comment

        • RomeroXVII
          MVP
          • May 2018
          • 1663

          #5
          Re: Striking FEINTS issues + How to fix it

          Originally posted by SUGATA
          How often are you using Strike Feints in EA UFC 3?...

          EA UFC 3 current Strike FEINT MECHANICS:

          <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> FEINT - [during Strike’s startup beginning] (may holding) press Block – Strike cancel into Feint.
          Feint has not any effect on follow up strikes attributes: no speed or damage multipliers.
          Possible to Feint ANY strike of a Hard/Soft Combo (and even several strikes or even ALL EVERY strikes of one Combo) by click the Block button after inputting the button press for a strike, and continue the Combo - w/o loosing anything of Hard/Soft Combo properties!
          Examples:
          1f-2-5-2
          1-2-5f-2
          1-2f-5-2f
          1f-2f-5f-2f


          Feint ST Stamina cost = this Strike ST Stamina cost w/o whiff:
          - strike is input, you immediately are taxed the execution ST Stamina cost of the strike
          - if the strike is Feinted, the Feint interrupts the strike with NO additional ST Stamina cost. Do NOT Feint powerful ST Stamina consuming strikes b/c will cost the same large ST Stamina!
          - if the strike Whiffs, you are taxed an additional Whiff penalty which is what was increased with the patch.


          Feint Usage:
          - to get your Block up faster if you realize you made a mistake
          - you can cancel to Feint
          - you can queue up (buffering) a Strike cancel in a Combo to try and bait an opponent’s Sway/Step and catch your opponent.
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2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 5"/> <w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Closing"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Signature"/> <w:LsdException Locked="false" Priority="1" SemiHidden="true" UnhideWhenUsed="true" Name="Default Paragraph Font"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text Indent"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Message Header"/> <w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Salutation"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Date"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text First Indent"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text First Indent 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Note Heading"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text Indent 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text Indent 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Block Text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Hyperlink"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="FollowedHyperlink"/> <w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/> <w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Document Map"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Plain Text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="E-mail Signature"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Top of Form"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Bottom of Form"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Normal (Web)"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Acronym"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Address"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Cite"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Code"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Definition"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Keyboard"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Preformatted"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Sample"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Typewriter"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Variable"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Normal Table"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="annotation subject"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="No List"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Colorful 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Colorful 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Colorful 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 6"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 7"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 8"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 6"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 7"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 8"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Contemporary"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Elegant"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Professional"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Subtle 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Subtle 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Web 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Web 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Web 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Balloon Text"/> <w:LsdException Locked="false" Priority="39" Name="Table Grid"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Theme"/> <w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/> <w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading"/> <w:LsdException Locked="false" Priority="61" Name="Light List"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/> <w:LsdException Locked="false" Priority="70" Name="Dark List"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/> <w:LsdException Locked="false" SemiHidden="true" Name="Revision"/> <w:LsdException Locked="false" Priority="34" QFormat="true" Name="List Paragraph"/> <w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/> <w:LsdException Locked="false" Priority="30" QFormat="true" Name="Intense Quote"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/> <w:LsdException Locked="false" Priority="19" QFormat="true" Name="Subtle Emphasis"/> <w:LsdException Locked="false" Priority="21" QFormat="true" Name="Intense Emphasis"/> <w:LsdException Locked="false" Priority="31" QFormat="true" Name="Subtle Reference"/> <w:LsdException Locked="false" Priority="32" QFormat="true" Name="Intense Reference"/> <w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/> <w:LsdException Locked="false" Priority="37" SemiHidden="true" UnhideWhenUsed="true" Name="Bibliography"/> <w:LsdException Locked="false" Priority="39" SemiHidden="true" UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/> <w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/> <w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/> <w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/> <w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/> <w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/> <w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 1"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 1"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 1"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 2"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 2"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 2"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 3"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 3"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 3"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 4"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 4"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 4"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 5"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 5"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 5"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 6"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 6"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 6"/> <w:LsdException Locked="false" Priority="46" 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          __________________________________________________ ______


          ISSUE #1 - Feint has not any effect on follow up strikes attributes: no speed or damage multipliers.
          So, what is the reason to Feint? It is only psychological baiting, BUT this works IRL, but in the game where you dont see your opponent's eyes/reactions it will not work this way so good.

          > Buff follow up Strike after the Feint. How?
          - possibly by shorter Strike startup by 2-4 frames (as we have in Swaying strikes)
          - by increasing Power (usually follow up strike after a Feint is accented strike, in EA UFC3 all ur strike ARE accented - this is WRONG and UNREALISTIC, increasing by 0.3 for example strike damage or stopping power will help!).



          ISSUE #2 (which are breaking feints usage) - Feint ST Stamina cost = this Strike ST Stamina cost w/o whiff.
          It mean of i want to feint my (powerful and 30% stamina cost) Flying knee i will PAY THE SAME 30% Stamina cost for this - for TIPTOE! Just look on powerful strike's Feint animation - it will never cost the same huge Stamina tax IRL!
          This is breaking Feints usage (too much costs) and bs unrealistic!

          > Make permanent ONE FOR ALL types of Feints (strike types) low (as Jab) Stamina tax OR remove Stamina tax for Feints at all. Even if you will need to instantly return removed on input stamina value.
          Why? because Feinted strike is ALWAYS a planned strike (it is NOT a cancelled of failed strike) , so the fighter initially never will deposit much stamina and energy in it.


          ISSUE #3 (discussed before) - Feints are counting as Strikes.
          This is not right from any aspects and does not exist IRL in judging stats.

          > Possibly it does not take effect on Decision by judges, but Missed/Landed strikes is an important stats anyway for many players, and i hope devs will fix it - any strike cancelled on early startup by Block is NOT counting as Strike in stats results.



          > I created 1.5 year ago a thread about Feints evolving - it has some ideas how to evolve Feint further:
          https://forums.operationsports.com/f...scussions.html

          __________________________________________________ _

          P.S. Dear Devs, please, pay more attention and more reaction on constructive threads/bug reports/how to fix ideas from the community and less on replying to trolls and empty complaints!

          Your reaction like this:
          - like button
          - questions
          - counter arguments
          - thanks
          - even words like "go learn how to use google translate to english right, commie!"
          ... this will show that you are TRULY READING this threads and hope using them for game evolving.

          Instead of falling into trolls' baiting and flaming with them about sales, and other bs.


          Some examples of "ignored" threads:

          https://forums.operationsports.com/f...-after-kd.html

          https://forums.operationsports.com/f...n-how-fix.html

          https://forums.operationsports.com/f...-attempts.html

          https://forums.operationsports.com/f...rnet-menu.html

          https://forums.operationsports.com/f...-fix-them.html

          https://forums.operationsports.com/f...a-ufc-3-a.html

          https://forums.operationsports.com/f...e-cancels.html

          ... Otherwise, you will force somebody to use more trolling to appeal your attention/response =).

          If you feint a jab and throw a rear hook it comes out faster. Definitely agree there should be less of a stamina tax on feints, along with other things.
          EA Sports UFC GameChanger
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          Comment

          • SUGATA
            MVP
            • Apr 2016
            • 1375

            #6
            Re: Striking FEINTS issues + How to fix it

            Found a new BUG:

            BUG with FEINT STRIKE in GA cost:
            During mid strike opponent is getting GA (you get GDA). Strike Feints creates the SAME GDA (grapple disadvantage) as Full amplitude and full to the end motion strike. This is WRONG! It must to be FIXED! Feint strike (for ex Leg kick) must cost a bit of GA loosing.


            So, Feints are SUICIDAL now. Saw Feint - go to Grappling move (TD or Clinch).
            Last edited by SUGATA; 01-07-2019, 05:59 PM.
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            Comment

            • AeroZeppelin27
              MVP
              • Nov 2017
              • 2287

              #7
              Re: Striking FEINTS issues + How to fix it

              We need to be able to queue feints off minor lunges and queue minor lunges of feints.


              You can queue strikes off minor lunges and minor lunges off strikes but not feints.

              I'd give my left nut to see this changed (enticing deal, I know)

              Comment

              • AeroZeppelin27
                MVP
                • Nov 2017
                • 2287

                #8
                Re: Striking FEINTS issues + How to fix it

                Originally posted by Phillyboi207
                Agree with less stamina tax

                Also there are strikes that cant be feinted which doesnt make sense
                I believe the only strikes that can't be feinted now are Axe kicks and the rear ? Kick.

                You definitely should be able to cancel them. I agree. But most of the other ones have been fixed AFAIK (Switch kick, wonder boys unique strikes, ect.)

                Comment

                • SUGATA
                  MVP
                  • Apr 2016
                  • 1375

                  #9
                  Re: Striking FEINTS issues + How to fix it

                  Originally posted by AeroZeppelin27
                  We need to be able to queue feints off minor lunges and queue minor lunges of feints.


                  You can queue strikes off minor lunges and minor lunges off strikes but not feints.

                  I'd give my left nut to see this changed (enticing deal, I know)

                  Tested now.

                  You CAN queue (chaining) between STRIKE Feint <> any Lunge.

                  But

                  can NOT queue TD feint > Lunge, but can Lunge > TD Feint.
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                  • Boiler569
                    MVP
                    • Apr 2016
                    • 2006

                    #10
                    Re: Striking FEINTS issues + How to fix it

                    In the latest LEC I had someone end my win streak in the 40s by spamming strike feints like a madman.

                    On one hand, I was glad to fight someone who actually used feints well.

                    On the other hand, the dude was pretty much tweaking out the whole time. Had to have thrown 80 strikes AND 80 feints all in the first round (as a Light Heavyweight!).

                    Many of those feints / cancelled strikes were more than 50% of the way through the animation .... which I would consider a Poorly Executed Strike more than a Well Executed Feint .... but all this activity didn't seem to drain his stamina very much, or leave him vulnerable to certain strikes/etc.

                    Seemed pretty cheeze & arcadey to me....but I DO want feints to be a very viable strategy ... so hope they look into your post & the topic at large, SUGATA keep up the great work man
                    PSN: Boiler569
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                    Comment

                    • bogeyj
                      Rookie
                      • Nov 2018
                      • 33

                      #11
                      Re: Striking FEINTS issues + How to fix it

                      feints are fine imo and don't need to be fixed. they're a major part of my game.

                      Comment

                      • SUGATA
                        MVP
                        • Apr 2016
                        • 1375

                        #12
                        Re: Striking FEINTS issues + How to fix it

                        Originally posted by bogeyj
                        feints are fine imo and don't need to be fixed. they're a major part of my game.
                        Unfortunately they are not.

                        Details with proofs - in my 1st thread open post.

                        Feints are "good" only until the opponent dont know your vulnerabilities DURING your feint in that condition as feints exists now (during your Feints: loose large stamina, loose large GA, suffering from increased Vulnerability, NO profit to follow up strike so why we need other strike's feints and also this is unrealistic).
                        FEINT is a PLANNED action, and so Feint must NOT to loose all these things during it in large value at least! This is unrealistic and breaks gameplay usage of feints.

                        RESUME: Strike Feints are broken, unbalanced and unrealistic now!
                        Feints has unbalanced Risk/Reward value (much risker), so they are suicidal as i said above (if you become predictable).
                        Strike Feints issue in short - they has THE SAME strike cons as the FULLY COMPLETED Strike while feints are just maximum a 1/3 of fully completed strike.
                        Btw, TD feints has NOT this issues (much smaller Stamina cost than full TD attempt).
                        Last edited by SUGATA; 01-12-2019, 10:23 AM.
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                        • ysjoooji
                          Rookie
                          • Apr 2016
                          • 112

                          #13
                          Re: Striking FEINTS issues + How to fix it

                          Originally posted by SUGATA
                          Found a new BUG:

                          BUG with FEINT STRIKE in GA cost:
                          During mid strike opponent is getting GA (you get GDA). Strike Feints creates the SAME GDA (grapple disadvantage) as Full amplitude and full to the end motion strike. This is WRONG! It must to be FIXED! Feint strike (for ex Leg kick) must cost a bit of GA loosing.


                          So, Feints are SUICIDAL now. Saw Feint - go to Grappling move (TD or Clinch).

                          I like the movement of Feint. I use it frequently. Actual players fight while interwoven with Feint. I understood the reason why the stamina was exhausted all the time as I was fighting for the first time. I understand why my character reduces the total amount of stamina earlier than opponent.
                          Last edited by ysjoooji; 01-16-2019, 10:32 PM.

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