Patch 1.12 Review

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  • WarMMA
    MVP
    • Apr 2016
    • 4612

    #1

    Patch 1.12 Review

    So as always, I make a little review of the patches. Here's my thoughts on our most recent patch...




    Cage Grappling Additions: A much needed addition for grappling! Now grapplers can finally go to work on the cage. The various transition options allow you to chain wrestle and have multiple ways to take the fight to the ground or gain better position. However I do have a few gripes with some stuff that I feel is missing. The first is the lack of power td's (single/double leg high) with these new transitions. You can only do regular single/double td's and you don't have the option of the high versions. I don't know if this was an oversight or something but if not, it needs to be added as options for the fighters that have the high versions. Next is the lack of these new transitions from over/under on the cage. Plz tell me this wasnt intentional? Just like you can shoot for a single/double in over/under when you're not on the cage, you should be able to do the same when on the cage in over/under too. Lastly, the cage td positions are nearly complete. Just two more addition and we're good, which is knees to the leg for the DOM and break option for the SUB in the double leg cage position.

    Re-worked Stamina Logic for Subs: With this now fixed, submission fighters are more dangerous than ever before. If you get caught in a sub by a good submission fighter and you're at a significant stamina deficit, just put the controller down...it's all over (in my best Goldberg voice).

    Change to Catch Kicks and Side Kicks: A change that makes the most sense imo. Something needed to be done about the frequency of catch kicks and this was a great idea. Now kicks are easier or harder to catch based on move level. The lower the lvl, the easier you can catch it. The higher the lvl, the harder it is to catch. Great change. Then lastly, side kicks have been made impossible to catch. So now we'll have to dodge them with movement or block. I dnt mind this change, as side kicks don't bother me much anyway.



    Positives: Added grapping transitions on cage, proper stamina logic on submission, scaled catch kick windows to work with move lvls.

    Negatives: Lack of single/double leg high options (for fighters who have them) on new cage grappling transitions, lack of these new cage grappling transitions in over/under on cage.




    So thats it. Small patch with overall decent changes i'd say. Gets a solid 8/10 from me.
    Last edited by WarMMA; 10-31-2018, 12:01 PM.
  • RetractedMonkey
    MVP
    • Dec 2017
    • 1624

    #2
    Re: Patch 1.12 Review

    Shooting a takedown from over/under makes no sense. You can’t change levels because they have the underhook preventing it.


    Sent from my iPhone using Operation Sports

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    • RomeroXVII
      MVP
      • May 2018
      • 1663

      #3
      Re: Patch 1.12 Review

      Originally posted by RetractedMonkey
      Shooting a takedown from over/under makes no sense. You can’t change levels because they have the underhook preventing it.


      Sent from my iPhone using Operation Sports
      Yeah if he wants TDs from there it would have to be an Inside or Outside Trip from Over Under instead.

      You can go Knee Pick single from Over Under. Edgar does it all the time.
      EA Sports UFC GameChanger
      PSN: RomeroXVII
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      • WarMMA
        MVP
        • Apr 2016
        • 4612

        #4
        Re: Patch 1.12 Review

        Originally posted by RetractedMonkey
        Shooting a takedown from over/under makes no sense. You can’t change levels because they have the underhook preventing it.


        Sent from my iPhone using Operation Sports
        Yh you can. In particular if its loose, meaning they aren't overhooking your underhook or have a bodylock. The underhook makes it a bit more difficult, but you can definitely still dip down and grab the legs. I've done it in training and had it done to me. You just dip down to the side their underhook is on. But usually the knee tap works better than trying to change lvls.
        Last edited by WarMMA; 10-31-2018, 01:09 PM.

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        • RetractedMonkey
          MVP
          • Dec 2017
          • 1624

          #5
          Re: Patch 1.12 Review

          Originally posted by WarMMA
          Yh you can. In particular if its loose, meaning they aren't overhooking your underhook or have a bodylock. The underhook makes it a bit more difficult, but you can definitely still dip down and grab the legs. I've done it in training and had it done to me. You just dip down to the side their underhook is on. But usually the knee tap works better than trying to change lvls.
          Yes. You can also go straight from over/under into the Muay Thai clinch in real life, but this is a game and we are working under the assumption that the defending fighter has a strong underhook and overhook to prevent that.

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          • WarMMA
            MVP
            • Apr 2016
            • 4612

            #6
            Re: Patch 1.12 Review

            Originally posted by RetractedMonkey
            Yes. You can also go straight from over/under into the Muay Thai clinch in real life, but this is a game and we are working under the assumption that the defending fighter has a strong underhook and overhook to prevent that.
            True. So do you think they should remove single/double leg options from over/under when you're not on the cage then?

            Comment

            • RetractedMonkey
              MVP
              • Dec 2017
              • 1624

              #7
              Re: Patch 1.12 Review

              Originally posted by WarMMA
              True. So do you think they should remove single/double leg options from over/under when you're not on the cage then?
              I grappled with this decision and after mulling it over I would have to say no. Because the over/under off the cage's counter-part in real life would equate to both fighters moving around and jockeying for position, there would be enough movement to let a fighter duck under and grab the legs.

              That and the fact the takedowns are blockable, whereas I believe the cage level change transition is unblockable, so long as you don't commit to the takedown.

              Comment

              • WarMMA
                MVP
                • Apr 2016
                • 4612

                #8
                Re: Patch 1.12 Review

                Originally posted by RetractedMonkey
                I grappled with this decision and after mulling it over I would have to say no. Because the over/under off the cage's counter-part in real life would equate to both fighters moving around and jockeying for position, there would be enough movement to let a fighter duck under and grab the legs.

                That and the fact the takedowns are blockable, whereas I believe the cage level change transition is unblockable, so long as you don't commit to the takedown.
                I could have sworn it was blockable. So if you flick the stick to just go for the lvl change and not the td, they can't block it?

                Comment

                • RetractedMonkey
                  MVP
                  • Dec 2017
                  • 1624

                  #9
                  Re: Patch 1.12 Review

                  Originally posted by WarMMA
                  I could have sworn it was blockable. So if you flick the stick to just go for the lvl change and not the td, they can't block it?
                  I'm not 100% sure, but I have yet to have anyone block it, but I have had the takedown blocked. Maybe you have to predeny it.

                  Comment

                  • Stealthhh
                    Pro
                    • Nov 2017
                    • 516

                    #10
                    Re: Patch 1.12 Review

                    Originally posted by WarMMA
                    So as always, I make a little review of the patches. Here's my thoughts on our most recent patch...




                    Cage Grappling Additions: A much needed addition for grappling! Now grapplers can finally go to work on the cage. The various transition options allow you to chain wrestle and have multiple ways to take the fight to the ground or gain better position. However I do have a few gripes with some stuff that I feel is missing. The first is the lack of power td's (single/double leg high) with these new transitions. You can only do regular single/double td's and you don't have the option of the high versions. I don't know if this was an oversight or something but if not, it needs to be added as options for the fighters that have the high versions. Next is the lack of these new transitions from over/under on the cage. Plz tell me this wasnt intentional? Just like you can shoot for a single/double in over/under when you're not on the cage, you should be able to do the same when on the cage in over/under too. Lastly, the cage td positions are nearly complete. Just two more addition and we're good, which is knees to the leg for the DOM and break option for the SUB in the double leg cage position.

                    Re-worked Stamina Logic for Subs: With this now fixed, submission fighters are more dangerous than ever before. If you get caught in a sub by a good submission fighter and you're at a significant stamina deficit, just put the controller down...it's all over (in my best Goldberg voice).

                    Change to Catch Kicks and Side Kicks: A change that makes the most sense imo. Something needed to be done about the frequency of catch kicks and this was a great idea. Now kicks are easier or harder to catch based on move level. The lower the lvl, the easier you can catch it. The higher the lvl, the harder it is to catch. Great change. Then lastly, side kicks have been made impossible to catch. So now we'll have to dodge them with movement or block. I dnt mind this change, as side kicks don't bother me much anyway.



                    Positives: Added grapping transitions on cage, proper stamina logic on submission, scaled catch kick windows to work with move lvls.

                    Negatives: Lack of single/double leg high options (for fighters who have them) on new cage grappling transitions, lack of these new cage grappling transitions in over/under on cage.




                    So thats it. Small patch with overall decent changes i'd say. Gets a solid 8/10 from me.
                    The single/double leg high options are there, but you have to flick the transition instead of holding it when transitioning from Thai, Single Collar, Double Under etc. This puts you into the TD positions where you can get those options. However if you hold it then yeah, you only get the normal ones. So flick first, gain TD position then go for a high TD.

                    Comment

                    • WarMMA
                      MVP
                      • Apr 2016
                      • 4612

                      #11
                      Re: Patch 1.12 Review

                      Originally posted by Stealthhh
                      The single/double leg high options are there, but you have to flick the transition instead of holding it when transitioning from Thai, Single Collar, Double Under etc. This puts you into the TD positions where you can get those options. However if you hold it then yeah, you only get the normal ones. So flick first, gain TD position then go for a high TD.
                      Yh I knew that. What i'm saying is the option to go for it, without having to go to the td position first should be there also. There's really no reason it shouldn't. I should just be able to hold the modifier from any of those positions and get single/double high options too. Doesn't have to be from all the cage positions, but they could of at least gave us the high options from double unders.
                      Last edited by WarMMA; 11-01-2018, 11:39 AM.

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