Patch notes 1.08

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  • johnmangala
    MVP
    • Apr 2016
    • 4525

    #1

    Patch notes 1.08

    Source
    Last edited by johnmangala; 08-23-2018, 01:47 PM.
  • mannyonelover
    Pro
    • Apr 2016
    • 645

    #2
    Re: Patch notes 1.08

    YES!!!!


    Sent from my iPhone using Operation Sports

    Comment

    • GamingPractitioner
      Rookie
      • Apr 2016
      • 188

      #3
      Re: Patch notes 1.08

      GPD said it should be up at 11am PST

      Comment

      • UFCBlackbelt
        MVP
        • Jan 2018
        • 1067

        #4
        Re: Patch notes 1.08

        its live nowww

        Comment

        • Counter Punch
          Pro
          • Apr 2018
          • 949

          #5
          Re: Patch notes 1.08

          Striking feels 100x better
          ...precision beats power and timing beats speed... and realism beats meta.

          Comment

          • AeroZeppelin27
            MVP
            • Nov 2017
            • 2287

            #6
            Re: Patch notes 1.08

            Any chance someone can post the blog post here (minus the pics/gifs)

            My phone simply refuses to load the damn thing.

            Comment

            • johnmangala
              MVP
              • Apr 2016
              • 4525

              #7
              Re: Patch notes 1.08

              This is my favorite patch so far in terms of functionality.

              However I would like to see some of these newly added mechanisms to be more widely integrated into the game.

              For example, the new seated position would be a good transition between the ground and cage over/under. There should be an entry for the cage TDs from the cage clinch.

              Also hopefully the game has shifted away from being so punch dependent. Punching is clearly the dominant strategy in the game for everyone despite fighter uniqueness.

              Comment

              • tissues250
                MVP
                • Apr 2016
                • 1526

                #8
                Re: Patch notes 1.08



                Amazing!!!

                Comment

                • tissues250
                  MVP
                  • Apr 2016
                  • 1526

                  #9
                  Re: Patch notes 1.08



                  Incredible!!! I peed my pants

                  Comment

                  • johnmangala
                    MVP
                    • Apr 2016
                    • 4525

                    #10
                    Re: Patch notes 1.08

                    I did not expect cage single collar punches to knock people down, this is pleasing.

                    However we still cannot knock people down with Thai plum clinch punches or elbows against the cage.

                    Comment

                    • Hadtobedone
                      Just started!
                      • Aug 2018
                      • 1

                      #11
                      Re: Patch notes 1.08

                      Game keeps crashing and sending me back to home screen on Xbox1. I've tried restarting twice now and still nothing. Is this happening to anyone else?

                      Comment

                      • johnmangala
                        MVP
                        • Apr 2016
                        • 4525

                        #12
                        Re: Patch notes 1.08

                        Originally posted by Hadtobedone
                        Game keeps crashing and sending me back to home screen on Xbox1. I've tried restarting twice now and still nothing. Is this happening to anyone else?
                        It hasn't happened to me so far, but I am on PS4.

                        Comment

                        • Mister_No_Name
                          Rookie
                          • Mar 2015
                          • 211

                          #13
                          Re: Patch notes 1.08

                          I'm an offline player so career mode is most important to me.

                          I like the additions:

                          Career Mode:
                          - Added gameplay sliders to Career Mode
                          - Added Career Fight History


                          BUT...for the love of god...PLEASE give the option to turn off longevity. IMO, that's the biggest thing missing from career mode. I should decide when I retire, not the game.

                          Comment

                          • UFCBlackbelt
                            MVP
                            • Jan 2018
                            • 1067

                            #14
                            Re: Patch notes 1.08

                            Originally posted by AeroZeppelin27
                            Any chance someone can post the blog post here (minus the pics/gifs)

                            My phone simply refuses to load the damn thing.


                            From this new position the attacker can try to finish the fight, and the defending fighter has to escape in time in order to survive. If they do escape, the fighters end up in over/under against the cage.

                            The distance to the cage required for this to happen depends on the type of strike that lands to cause the knockdown. For straight trajectory strikes, the distance can be quite a bit further away, but for any other strike the distance requirements are a lot tighter.

                            Active Knockdowns

                            Many players expressed frustration at the lack of attack options available when their opponent was getting up from an Active Knockdown. They felt like a spectator unable to do what they wanted, which was to continue to pressure their opponent as they tried to get to their feet.

                            On the flip side, many players didn’t like the fact that they had no control over whether or not to get up after an Active Knockdown. Grapplers, for example, would much rather stay on their back and allow their head health to regenerate fully before getting back to their feet.

                            Once again, our recent mocap shoot gave us the opportunity to capture much-needed content to be able to support the changes players were asking for.

                            Now when you knock your opponent into an Active Knockdown, simply pressing towards your opponent with the left stick while they are trying to get up will give you an opportunity to interact with them in several different ways.





                            If your opponent still has relatively high head health, and your fighter has the single collar whip, you’ll be able to grab them as they get up and put them into the single-under grappling position for the opportunity to land a knee to the head or the body.




                            If your fighter doesn’t have the single-collar whip, or your opponent has suffered previous head damage in the fight, pressing towards them will allow you to push them back down to the ground into the butt-scoot position. From there, you can dive into their guard or walk forward into the feet-on-hips position.

                            If their back is close to the cage when you go to push them, they’ll be pushed into the new seated-against-the- cage position discussed above. This will give you the opportunity to finish the fight or gain over/under position against the cage.



                            via GIPHY

                            In addition, if your fighter is knocked into an Active Knockdown you can now choose to stay on the ground by holding down on the right stick. Doing so avoids the single-under position altogether and prevents your opponent from pushing you into the cage. Being aware of what threats are present will be important in deciding whether to stay down or get up.

                            Improvements to Footwork

                            In an effort to provide players with more defensive options, we’ve put considerable effort into improving the responsiveness of lunging after a strike, striking after lunging, lunging after head movement, and chaining lunges together.




                            This improved responsiveness will allow players to get much more creative on defense, setting up counter opportunities that didn’t exist before. In addition, we’ve added the ability to block while lunging. With minor lunges, you can block while lunging in any direction. If you lunge into a strike, however, you will take extra block damage.



                            via GIPHY

                            When performing a major lunge, you can only block in the direction you’re lunging, while back lunges do not allow blocking. If you lunge into a strike while blocking and performing a major lunge, you will do considerable block damage and 50% damage bleed through, however you will negate the effects of vulnerability. This could be a good option to get out of trouble, at the expense of long term block damage.

                            The big drawback to blocking while lunging is that you cannot strike quickly out of the lunge if you blocked at any time during the lunge. This makes blocking while lunging a purely defensive tactic. In addition to these control changes, we’ve added significant changes to how successful lunges impact the fighter whose strike was evaded. Prior to this content update, a successful lunge would evade the strike, but the striker would continue to track the opponent and still be at an angle and range to continue to attack once the strike was complete.

                            After this Gameplay Update, the striker will no longer track if the defensive fighter lunges to the outside of the opponent’s strike, or if the defensive fighter evades any forward moving strike with a major lunge.



                            By removing the tracking on the strike, the defensive fighter will create a significant angle on their opponent as they pass by. This allows the defensive player to create space, regain control of the octagon, or set up some devastating counters.




                            In fact, the damage logic has been altered to account for these new angles you can create. By evading a forward moving strike and creating an angle on your opponent greater than 45 degrees, straight punches equate to hook damage and take advantage of side vulnerability. Conversely, hooks will take advantage of straight punch vulnerability. This change allows the defensive fighter to perform very fast counters with high damage output.

                            One final way to create an angle like this on an attacking opponent is to use the newly-added pivot lunges. Pivot lunges are special lunges that chain off successful use of head movement against forward moving strikes.





                            If you slip to the outside of a forward moving strike towards your lead foot, you can immediately input a lunge to your lead side and get a pivot off your lead foot, allowing your opponent to go right by you.




                            Similarly, if you slip to the outside of a forward-moving strike towards your back leg, you can lunge towards your back leg and pivot off in the other direction.



                            via GIPHY

                            Finally, if you duck under a forward moving strike, you can lunge toward your lead foot to pivot and create an angle. As the attacking fighter, it’s very important to understand the significance of these changes. If you queue up a long forward moving combo, you put yourself at risk to having your opponent side step you, and you blowing by them exposed to large counter vulnerability.

                            If you do find yourself having a forward moving strike evaded by a lunge, you can regain tracking quickly by cancelling your strike and/or combo by pressing block as quickly as possible.

                            Block Counters

                            UFC 3 offers many ways to counter head movements and footwork, but the ability to counter off a block was quite limited. We’ve received feedback from the community that players wish to have some block counter options available to them in the game, so we’ve added some in this content update.

                            Block counters give you the ability to bypass the hit stun that occurs when your opponent lands a specific strike into your block and you counter with the correct strike.



                            via GIPHY

                            The first block counter we’ve added is a hook counter to a hook or overhand to the head that lands on your block to your lead side. As soon as you get your block up to defend against the incoming strike, you can immediately input the counter strike and it will fire off as soon as your opponent’s strike lands on your block. The counter strike will be fast enough to land before your opponent can block it or faster than the next strike in their combo if they were throwing one.

                            It is possible, however, for your opponent to slip the block counter strike. It is therefore important to not be too predictable with your use of the block counter.



                            via GIPHY

                            In addition to the lead hook counter off a block, we’ve added two uppercut counters to blocked body hooks. If your opponent lands a body hook into your block, you can fire off a quick counter uppercut to the head. Again, this uppercut will be faster than a normal uppercut and will execute immediately after the opponent’s strike hits your block.

                            Reaching Straights

                            In order to give outside fighters additional offensive options, we’ve added four new reaching strikes. A jab or straight to the head or body can all now be thrown from just outside punching range, while returning the fighter immediately to where they started.



                            To perform these reaching straight punches, simply flick the left stick towards your opponent as if you were performing a minor lunge, then immediately input the desired strike.

                            Timing the input is critical, but with a bit of practice these punches allow you to fight from a longer range and shut down your opponent’s attack.

                            In addition to the increased range, these strikes have considerably more stopping power than their standing or forward moving counterparts.

                            New Signature Techniques

                            Finally, we’ve added two new fighter-specific signature techniques with this content update. The first is the signature Zabit Magomedsharipov outside trip he landed against Kyle Bochniac.



                            via GIPHY

                            To perform the signature trip, hold down LT/L2 and RB/R1 and press up on the right stick. To deny the Zabit signature trip, you perform the same input as if you were denying a clinch attempt.



                            via GIPHY

                            Last, but not least, we’ve added the Rolling Thunder as a new strike for Justin Gaethje. To perform the Rolling Thunder, hold down L1/LB and R1/RB and press the rear kick button.

                            That covers all the major updates. Please refer to the patch notes for the complete list of changes, as there were quite a few tweaks and fixes not mentioned in this write up.

                            Patch Notes

                            Updates:
                            - Added three new fighters; David Branch in Middleweight; Tai Tuivasa in Heavyweight; Zabit Magomedsharipov in Featherweight
                            - Added Combined Weightclasses to Fight Now modes
                            - Added a strike range modifier for AI recording & playback behaviors in Practice Mode

                            Career Mode:
                            - Added gameplay sliders to Career Mode
                            - Added Career Fight History

                            Gameplay Additions:
                            - Added signature Justin Gaethje Rolling Thunder kick
                            - Added signature Wanderlei Silva hooks
                            - Added signature Zabit Magomedsharipov trip as an R1 modified clinch entry
                            - Added strikes to cage takedown positions
                            - Added a new cage seated finish the fight position
                            - Added a new single collar attempt animation
                            - Added ability to stay down during an active knockdown by pressing down on the Right Stick
                            - Added ability to grapple with your opponent as they get up from an active knockdown by pressing towards them with the Left Stick
                            - Added reaching straight punches to the body and head that can be thrown from kick range by first flicking forward with the Left Stick
                            - Added lead hook block counter to head hook that lands to lead side, body hook that lands to either side
                            - Added uppercut block counter to blocked body hooks
                            - Added new pivot lunges
                            - Added ability to block while lunging
                            - Added ability for an attacking fighter to stop tracking their opponent when a side lunge evades a forward moving strike
                            - Added new damage logic to account for large angles created when evading forward moving strikes with lunges
                            - Added lead body kicks following body punches (Muay Thai level 3 combos)
                            - Added rumble to takedown and clinch attempts when using haptic feedback setting

                            Gameplay Tuning:
                            - Major lunge evades overhands to the outside
                            - Improved the responsiveness of chaining lunges and throwing strikes out of lunges
                            - Intercepting a back lean with a straight will force a push back hit reaction
                            - Single collar punches to the head can now knockdown or knockout an opponent
                            - Slightly reduced the range of standing & forward overhands
                            - Reduced stamina tax of body strikes that force a push back hit reaction (Teep Kick for example)
                            - Removed stamina tax of auto lunges that trigger when blocking a straight kick to the leg
                            - Removed feints from total strikes thrown in post-fight stats
                            - Removed minor duck
                            - Fixed a bug where haymaker couldn't be evaded by a side slip
                            - Fixed a bug where knees that redirected to the head could cause body health events
                            - Fixed a bug with the contact detection of lead elbows
                            - Fixed a bug with the sub side control which could not allow the hip-out getup to complete
                            - Fixed a bug with two slam takedowns that could cause damage to the wrong fighter
                            - Fixed certain takedowns and diving punches from counting incorrectly in the post-fight stats

                            Gameplay AI Additions:
                            - Added new outside, range-based counter striking behavior to AI
                            - Added new behavior to certain AIs to elect to not getup right away when on their back
                            - Adjusted many AI behavioral tendencies based on player feedback
                            - Expanded AI’s behavioral diversity
                            - Expanded AI's knowledge of cage clinch positions, and the ability to move between them

                            Gameplay AI Tuning:
                            - Greco Roman AI can now instantly perform clinches when opponent's back is to the cage
                            - Ground and Pound AI can now instantly perform takedowns when opponent's back is to the cage
                            - Improved AI’s ability to block strikes and capitalize on grapple advantage while grappling
                            - Improved AI’s ability to enter and make use of stacked guard from ground as well as tower scenarios
                            - Improved AI’s ability to use the push-off strike
                            - Improved AI’s awareness of more complex evasion directions for certain strike scenarios
                            - Improved AI's choice of strikes when advancing from range and throwing punches
                            - Reduced the frequency of grapple-initiation techniques based on AI difficulty
                            - Fixed a bug that caused AIs with special straight punches, such as Nate Diaz and Connor McGregor, to not dive on their opponent as often

                            Ultimate Team:
                            - Added a Sets shortcut on multiple screens
                            - Added an option to skip the pack opening sequence for Bundles

                            We hope you enjoy the changes, and please keep the feedback coming!

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                            Comment

                            • Blackman316
                              Pro
                              • Jan 2018
                              • 820

                              #15
                              Re: Patch notes 1.08

                              So let me get this straight... They added two new awesome animations out of nowhere, but they are only available for one of the hundreds of fighters? They better be selectable for career, otherwise why bother? 90% of the player base will never even get to see them. This isn't Streetfighter.


                              And why did they keep this a secret?:

                              - Added an option to skip the pack opening sequence for Bundles


                              Not really much of what I was looking for in this patch personally, but one can't deny that they've been listening to the community and fixing things. A good development.
                              Last edited by Blackman316; 08-23-2018, 02:55 PM.

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