UFC 4: Adding another range.

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  • Lauriedr1ver
    Pro
    • Nov 2017
    • 545

    #16
    Re: UFC 4: Adding another range.

    Originally posted by RomeroXVII
    And how would they implement that with fluidity?

    Sent from my SM-G965U using Operation Sports mobile app
    Do you mean the perk or general fluidity. Essentially it just gives punches more areas to lands that count, along with making accuracy matter alot more.

    How this would affect hook range is essentially making them more effective then jabs in close, they would have a higher chance of landing clean as well as landing a lot harder.

    Comment

    • RomeroXVII
      MVP
      • May 2018
      • 1663

      #17
      Re: UFC 4: Adding another range.

      Originally posted by Lauriedr1ver
      Do you mean the perk or general fluidity. Essentially it just gives punches more areas to lands that count, along with making accuracy matter alot more.

      How this would affect hook range is essentially making them more effective then jabs in close, they would have a higher chance of landing clean as well as landing a lot harder.
      General fluidity, we're not discussing perks. So basically, also implementing clean shots vs grazing shots?

      Sent from my SM-G965U using Operation Sports mobile app
      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

      • Lauriedr1ver
        Pro
        • Nov 2017
        • 545

        #18
        Re: UFC 4: Adding another range.

        Originally posted by RomeroXVII
        General fluidity, we're not discussing perks. So basically, also implementing clean shots vs grazing shots?

        Sent from my SM-G965U using Operation Sports mobile app
        Yes essentially, this is one of the defining factors of range. Knowing what to throw to get the best benefit. It would help to define ranges better as well.

        Comment

        • Lauriedr1ver
          Pro
          • Nov 2017
          • 545

          #19
          Re: UFC 4: Adding another range.

          Do you understand what I mean, or am I just babbling about something completely irrelevant.

          Comment

          • RomeroXVII
            MVP
            • May 2018
            • 1663

            #20
            Re: UFC 4: Adding another range.

            Originally posted by Lauriedr1ver
            Do you understand what I mean, or am I just babbling about something completely irrelevant.
            In layman's terms, basically you're asking for a difference in damage depending if you're in the correct range or not? Because that's mostly in the game already.
            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

            • Lauriedr1ver
              Pro
              • Nov 2017
              • 545

              #21
              Re: UFC 4: Adding another range.

              Ù
              Originally posted by RomeroXVII
              In layman's terms, basically you're asking for a difference in damage depending if you're in the correct range or not? Because that's mostly in the game already.
              Difference in a few things:
              • Difference in damage.
              • Difference in percentage of landing damaging shots.
              • Difference in percentage of landing at all.
              • Difference in percentage of where you land as well.

              This would greatly improve headmovement vulnerability also as swaying away from things would be negated in a more realstic manner

              Comment

              • MartialMind
                EA Game Changer
                • Apr 2016
                • 321

                #22
                Re: UFC 4: Adding another range.

                When it comes to striking, EA Sports UFC 3 is king, but since this game dropped, my biggest issue with the system has been how "Range" was handled.

                What you described here is a big part of it. I'd like to go a bit further than that.

                It is true that right now, we have stationary strikes and moving strikes in the game, but the game doesn't actually enforce this at all times. Sometimes when a player inputs a stationary strike, the game runs some weird complication calculation, concludes that the strike should land at all costs and turns the "Stationary strike" into an advancing strike.

                This makes range finding a very difficult task in this game. You could think you're safely out of distance when a stationary strike is thrown, but somehow still magically get hit because the strike slides in and makes contact.

                I'd like to see this taken away from the game completely.

                The player should have complete control of the distance his strike covers AT ALL TIMES. If i input a stationary strike, i'd like it to be thrown stationary at all times.

                Rather than make decisions for us, give us more options and let the player skillfully chose the right strike for the right distance. Let me try and explain further.

                Three ways we see fighters throw shots.

                - Stationary Strikes (Fastest way to throw but covers the least distance)
                - Stepping Strikes (Second fastest, covers slightly more distance)
                - Lunging Strikes (Slowest, covers the most distance)

                Allow me to use the Lead Hook to demonstrate the differences.

                Stationary Lead Hook:

                The strike is thrown with the lead leg planted from the exact same position it started.



                Stepping Lead Hook:

                The strike is thrown with a single small step forward.



                Lunging Lead Hook:

                The strike is thrown with a leap forward to cover the maximum amount of distance possible without first walking into the pocket.



                This was the Roy Jones special.



                These are the 3 ways i'd like to see strikes thrown in UFC4 and it should be COMPLETELY up to the player.

                It should be up to us to make those small adjustments in distance, not the game. If i throw a stationary strike and realize i'm JUST slightly out of range, don't extend it for me... allow me to make that adjustment. Next time, i'll throw a STEPPING strike to cover that small distance... and if i miscalculate and throw a LUNGING strike when all i should've gone with was a STEPPING strike, don't save me, don't correct it for me, let me throw a Lunging strike and get punished for it.

                I'd like the controls to be similar to how UD3 handled it too.

                Stationary Strikes = Thrown stationary
                Stepping Strikes = Forward on the left stick plus strike
                Lunging Strikes = FLICK Forward on the left stick to initiate the lunge, plus strike.

                Imagine a sequence like this one completely in your control



                You throw a stepping left hook and land, you think he is still in range so you throw a stationary left hook but you whiff, so you correct and throw a stepping straight, then a stationary left hook to drop him. ALL in your control.

                Striking would be elevated, range would actually mean something, and this would also indirectly buff defense.

                That's it for now

                Comment

                • Kingslayer04
                  MVP
                  • Dec 2017
                  • 1482

                  #23
                  Re: UFC 4: Adding another range.

                  Originally posted by MartialMind
                  When it comes to striking, EA Sports UFC 3 is king, but since this game dropped, my biggest issue with the system has been how "Range" was handled.

                  What you described here is a big part of it. I'd like to go a bit further than that.

                  It is true that right now, we have stationary strikes and moving strikes in the game, but the game doesn't actually enforce this at all times. Sometimes when a player inputs a stationary strike, the game runs some weird complication calculation, concludes that the strike should land at all costs and turns the "Stationary strike" into an advancing strike.

                  This makes range finding a very difficult task in this game. You could think you're safely out of distance when a stationary strike is thrown, but somehow still magically get hit because the strike slides in and makes contact.

                  I'd like to see this taken away from the game completely.

                  The player should have complete control of the distance his strike covers AT ALL TIMES. If i input a stationary strike, i'd like it to be thrown stationary at all times.

                  Rather than make decisions for us, give us more options and let the player skillfully chose the right strike for the right distance. Let me try and explain further.

                  Three ways we see fighters throw shots.

                  - Stationary Strikes (Fastest way to throw but covers the least distance)
                  - Stepping Strikes (Second fastest, covers slightly more distance)
                  - Lunging Strikes (Slowest, covers the most distance)

                  Allow me to use the Lead Hook to demonstrate the differences.

                  Stationary Lead Hook:

                  The strike is thrown with the lead leg planted from the exact same position it started.



                  Stepping Lead Hook:

                  The strike is thrown with a single small step forward.



                  Lunging Lead Hook:

                  The strike is thrown with a leap forward to cover the maximum amount of distance possible without first walking into the pocket.



                  This was the Roy Jones special.



                  These are the 3 ways i'd like to see strikes thrown in UFC4 and it should be COMPLETELY up to the player.

                  It should be up to us to make those small adjustments in distance, not the game. If i throw a stationary strike and realize i'm JUST slightly out of range, don't extend it for me... allow me to make that adjustment. Next time, i'll throw a STEPPING strike to cover that small distance... and if i miscalculate and throw a LUNGING strike when all i should've gone with was a STEPPING strike, don't save me, don't correct it for me, let me throw a Lunging strike and get punished for it.

                  I'd like the controls to be similar to how UD3 handled it too.

                  Stationary Strikes = Thrown stationary
                  Stepping Strikes = Forward on the left stick plus strike
                  Lunging Strikes = FLICK Forward on the left stick to initiate the lunge, plus strike.

                  Imagine a sequence like this one completely in your control



                  You throw a stepping left hook and land, you think he is still in range so you throw a stationary left hook but you whiff, so you correct and throw a stepping straight, then a stationary left hook to drop him. ALL in your control.

                  Striking would be elevated, range would actually mean something, and this would also indirectly buff defense.

                  That's it for now
                  I'm also wondering whether the automatic strike adjustments should be in the next game, I don't know how the others feel about that. But it's hella annoying when a double leg becomes a single leg, or this becomes that...this is not me pushing for a change here, just starting a discussion. I also feel like the game should remove all these crutches it thinks it gives us and let us do our thing. The player needs to trust the game at all times and should be in control.
                  Last edited by Kingslayer04; 02-06-2019, 04:42 PM.

                  Comment

                  • johnmangala
                    MVP
                    • Apr 2016
                    • 4525

                    #24
                    Re: UFC 4: Adding another range.

                    Get rid of the auto stance switches and lack of open-guard clinch too.

                    There could be a clinch range closer than elbow range for over/under as well. Single collar is okay for punching range (straight/round punch)

                    Comment

                    • ZombieRommel
                      EA Game Changer
                      • Apr 2016
                      • 659

                      #25
                      Re: UFC 4: Adding another range.

                      Originally posted by MartialMind
                      When it comes to striking, EA Sports UFC 3 is king, but since this game dropped, my biggest issue with the system has been how "Range" was handled.

                      What you described here is a big part of it. I'd like to go a bit further than that.

                      It is true that right now, we have stationary strikes and moving strikes in the game, but the game doesn't actually enforce this at all times. Sometimes when a player inputs a stationary strike, the game runs some weird complication calculation, concludes that the strike should land at all costs and turns the "Stationary strike" into an advancing strike.

                      This makes range finding a very difficult task in this game. You could think you're safely out of distance when a stationary strike is thrown, but somehow still magically get hit because the strike slides in and makes contact.

                      I'd like to see this taken away from the game completely.

                      The player should have complete control of the distance his strike covers AT ALL TIMES. If i input a stationary strike, i'd like it to be thrown stationary at all times.

                      Rather than make decisions for us, give us more options and let the player skillfully chose the right strike for the right distance. Let me try and explain further.

                      Three ways we see fighters throw shots.

                      - Stationary Strikes (Fastest way to throw but covers the least distance)
                      - Stepping Strikes (Second fastest, covers slightly more distance)
                      - Lunging Strikes (Slowest, covers the most distance)

                      Allow me to use the Lead Hook to demonstrate the differences.

                      Stationary Lead Hook:

                      The strike is thrown with the lead leg planted from the exact same position it started.



                      Stepping Lead Hook:

                      The strike is thrown with a single small step forward.



                      Lunging Lead Hook:

                      The strike is thrown with a leap forward to cover the maximum amount of distance possible without first walking into the pocket.



                      This was the Roy Jones special.



                      These are the 3 ways i'd like to see strikes thrown in UFC4 and it should be COMPLETELY up to the player.

                      It should be up to us to make those small adjustments in distance, not the game. If i throw a stationary strike and realize i'm JUST slightly out of range, don't extend it for me... allow me to make that adjustment. Next time, i'll throw a STEPPING strike to cover that small distance... and if i miscalculate and throw a LUNGING strike when all i should've gone with was a STEPPING strike, don't save me, don't correct it for me, let me throw a Lunging strike and get punished for it.

                      I'd like the controls to be similar to how UD3 handled it too.

                      Stationary Strikes = Thrown stationary
                      Stepping Strikes = Forward on the left stick plus strike
                      Lunging Strikes = FLICK Forward on the left stick to initiate the lunge, plus strike.

                      Imagine a sequence like this one completely in your control



                      You throw a stepping left hook and land, you think he is still in range so you throw a stationary left hook but you whiff, so you correct and throw a stepping straight, then a stationary left hook to drop him. ALL in your control.

                      Striking would be elevated, range would actually mean something, and this would also indirectly buff defense.

                      That's it for now

                      Great post, agreed with everything. We need this, on top of a punch range distinction between jabs/straights and hooks. Hope the devs see this.
                      ZombieRommel on YouTube - UFC3 coverage has begun!

                      Comment

                      • Lauriedr1ver
                        Pro
                        • Nov 2017
                        • 545

                        #26
                        Re: UFC 4: Adding another range.

                        Originally posted by AydinDubstep
                        What if, to add another idea into the mix, you make it so the hooks can have their own ranges respectively so a tight close hook, a medium standard hook and a long reaching hook.

                        In boxing,

                        A tight close hook is thrown when you're basically face to face with your opponent. The arm is bent. The aim is damage but the strike is almost smothered as you're so close.

                        A medium hook is the kind you'll throw once you've gotten past jab range. The arm is bent. The aim is damage and the range is perfect.

                        A long reaching hook is more of a distraction right on the edge of hooking range, from a position where you'd likely jab too. More of a distraction tool to setup perhaps a kick or a straight. Might even just touch the gloves or graze the opponent but perfect for a setup or mixup.
                        How would that be controlled by the user though? Would it be automated and depend completely on your distance or would it be manual with a new input.

                        Comment

                        • Phillyboi207
                          Banned
                          • Apr 2012
                          • 3159

                          #27
                          Re: UFC 4: Adding another range.

                          Just wanted to add to this thread
                          More than hook range is missing. Here’s a detailed post I made about ranges awhile ago

                          Originally posted by Phillyboi207
                          Proper range management

                          Ranges and distances

                          I think a big reason the magnetic striking is an issue is because ranges arent very accurate when it comes to a lot of strikes. The game will say a forward moving uppercut should be in kick range and the result will look wonky because they have to slide to make up for the lack of range on the striking animation.

                          Per GPD from the deep dive article:
                          “There are five ranges to be aware of in the game:

                          Elbow Range
                          Punch Range
                          Kicking Range
                          Step Kicking Range
                          Out of Range”

                          What I’m proposing is extending upon this and adding more ranges. Including the optimal ranges for grappling.

                          Elbow range -> Stationary elbows/knees/uppercuts, very fast over/under clinch attempt, can also interrupt strikes going for over under

                          Hook range -> Forward moving elbows/uppercuts/knees, stationary hooks, very fast single collar clinch attempt


                          Straight punch range -> Stationary jabs/straights/overhands, forward moving hooks, oblique kick, optimal double leg/ single range



                          Round kick range -> stationary Leg kicks/roundhouses, forward moving straights /overhands, spinning kicks, stationary side kicks(to the leg), forward moving oblique, decent double leg range



                          Straight kick range -> Side kicks, push kicks, forward moving leg kicks/ roundhouses, forward moving side kicks to the leg, ankle pick range, desperation double leg range



                          Stepping straight kick -> forward moving side kicks/push kicks, desperation ankle pick range, maximum imanari roll range


                          Out of range

                          Why is this important? Proper range management is arguably the most important skill in combat fighting. This way a forward moving uppercut doesnt involve the fighter sliding forward to land from kick range. This is also fixes the issue of everyone throwing the same combo. It places more thought on each strike.

                          In addition minor lunge would hop you between the smaller ranges, push would knock you back one range,stationary back sway takes you back one range,retreating back sway takes you back two ranges, Major lunges would take you back two ranges.

                          Im hoping this is something both the competitive and the sim crowd want. In traditional fighting games range mastery is vital.

                          TLDR; Add more ranges to help give strikes their purpose and allow more moves to shine.

                          If i’m incorrect on any ranges please offer feedback. I have a boxing background and I’m more than willing to learn.

                          Comment

                          • ZHunter1990
                            EA Game Changer
                            • Jan 2016
                            • 572

                            #28
                            Re: UFC 4: Adding another range.

                            I've talked a bit with the GCers months ago about more punch ranges. I suggested a Jab/Straight range instead of a hook range.

                            The reality though, is that either way the current punch range will have to change and they will have to add another one.
                            Half of this game is 90% mental - Tim Sylvia
                            Xbox GT: ZHunter90/ZackJitsu

                            Comment

                            • 1212headkick
                              Banned
                              • Mar 2018
                              • 1823

                              #29
                              Re: UFC 4: Adding another range.

                              Originally posted by AydinDubstep
                              Ah man, hadn't thought about that and haven't managed to come up with a solution tbh!

                              One thing popped into mind that we discussed a while back which I'd like to bring up again, as it makes sense when talking about range.

                              360 head movement, more importantly, being able to hold a sustained position which isn't 100% committed in 1 direction.

                              Afaik, we either lean completely or not at all. The only way to access those sort of inbetween full leans is the minor lean which is the quick flicking of the stick.

                              What we actually need is a way to sustain minor leans, but forget the minor leans, go one further and make it so you can sustain between full and none, allowing us to expertly control that nuanced part of distance, especially for boxing, like we can in FNC, by letting us hold a position.

                              Say we get the things we want with more accurate footwork and the punch ranges, we still can't do a proper pull counter. I mean, we can, but it's not the way that dudes actually use it, which is to lean forward slightly, giving the illusion you are closer, then pulling way back and firing off a counter punch.

                              Floyd and Conor for example.

                              But I'm not a huge fan of the pull counter anyway, I am a fan of giving different looks though and being able to control how far we lean is a great way to give a different look and fake out an opponent, especially if we can sustain a lean without being fully 100% sustained, as this gives us a way to interrupt and change rhythm.

                              Examples of sustained leans irl:
                              - Lean forward, pull back, cross counter Mayweather style
                              - Lean to the back leg, setup range using feet, throw a big overhand Dan Hendo style or T Wood style

                              Oh, and another thing they could add is being able to move our feet intelligently while leaning, provided we are in a suitable position like the forward lean or the back leg Hendo lean. For the forward lean it would be small steps and slower movement, as that position doesn't enable fast forward movement or shuffles, but for a Hendo back lean, we could literally shuffle our feet as if we were throwing a shotput or javelin.

                              More examples of sustained leans:
                              - Slip right, slip left, hold left position, come back to center, slip left again.

                              ^^ That sequence there is an example of using interrupted head movement to confuse an opponent. Combine that with articulate forward foot work and or ring cutting and you have a total new depth to pressure fighting.

                              Every decent head movement pressure fighter has to use sustains at times too, it's not only counter fighters so I think it's something definitely worth adding and looking into for the range discussion.
                              100% Floyd is known for leaning over his front foot and pulling back at the last second. He regularly pull counters straights

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