Situation-specific grappling and submissions
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Situation-specific grappling and submissions
This is the third attempt of me posting this thread, the site crashes every time I try to. I'm not typing this for a third time, so here's a screenshot:Tags: None -
Re: Situation-specific grappling and submissions
I think having the attacking portion being quite specific per submission coooouuuld be OK. But the defending part being very specific would essentially doom someone to lose the whole fight. I think it would be too hard to learn (not just hard to master). -
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Re: Situation-specific grappling and submissions
Yeah, that could be a possibility. Maybe many of them share similar principles of defence, i.e. you learn one, you practically learn 3 or 4, something like that. ZHunter could perhaps help. But yeah, I wanted to start a discussion and gauge what's possible, what's less possible, all of that. But having to know how to defend different kinds of submissions would be very cool, especially during the submission itself. The attacker should perhaps also learn how exactly to pull of different subs properly — in order to really be a sub specialist.Comment
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Re: Situation-specific grappling and submissions
Is that the chasing one? I don't know if it's good or bad in that game but WWE games have it and I can't buy a submission or an escape on there, I have to use the simple system. Dunno if it's me or if it's just bad.Comment
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Re: Situation-specific grappling and submissions
Yeah, that could be a possibility. Maybe many of them share similar principles of defence, i.e. you learn one, you practically learn 3 or 4, something like that. ZHunter could perhaps help. But yeah, I wanted to start a discussion and gauge what's possible, what's less possible, all of that. But having to know how to defend different kinds of submissions would be very cool, especially during the submission itself. The attacker should perhaps also learn how exactly to pull of different subs properly — in order to really be a sub specialist.
- New animations and mo cap focusing solely on the step by step of each submission. Now the current animations already do this to a point but based on your descriptions, I think the animations would need to be more incremental to show the squeezing and the turning.
- New camera when subs are locked in. You would need to be able to observe the intricacies of each adjustment and a wide camera angle would not be able to pick that up as easily.
- This is the biggest one. I play Madden. When I play I dont use the hot routes or line adjustments when on offense. I just play. I know what hot routes are. I know why I would use line adjustments. I just dont ever use them because that level of realism isnt needed for a game that I just like to pick up and play. The good news is i can still be successful at the game without using those features.
Here you are asking for every player to study a tutorial and learn what you need to do to either advance or defend a submission and there are 28 different submissions in the game. If you dont learn them, you are at a serious disadvantage when it comes to winning in a fight. That goes for online or offline.
Now you may say "How about two control schemes? Simple submissions and the new system." That could work but my question for you is: What system do you think the average player will choose? I think it would be simple submissions because its straight forward.
So if most use simple submissions, why would the dev team spend time and resources to develop a system that will be a challenge to learn and that most people wont use?Comment
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Re: Situation-specific grappling and submissions
The best ive seen is EA MMA and thats far from perfect.Comment
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Re: Situation-specific grappling and submissions
So lets break down what this requires:
- New animations and mo cap focusing solely on the step by step of each submission. Now the current animations already do this to a point but based on your descriptions, I think the animations would need to be more incremental to show the squeezing and the turning.
- New camera when subs are locked in. You would need to be able to observe the intricacies of each adjustment and a wide camera angle would not be able to pick that up as easily.
- This is the biggest one. I play Madden. When I play I dont use the hot routes or line adjustments when on offense. I just play. I know what hot routes are. I know why I would use line adjustments. I just dont ever use them because that level of realism isnt needed for a game that I just like to pick up and play. The good news is i can still be successful at the game without using those features.
Here you are asking for every player to study a tutorial and learn what you need to do to either advance or defend a submission and there are 28 different submissions in the game. If you dont learn them, you are at a serious disadvantage when it comes to winning in a fight. That goes for online or offline.
Now you may say "How about two control schemes? Simple submissions and the new system." That could work but my question for you is: What system do you think the average player will choose? I think it would be simple submissions because its straight forward.
So if most use simple submissions, why would the dev team spend time and resources to develop a system that will be a challenge to learn and that most people wont use?Comment
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Re: Situation-specific grappling and submissions
I think the only possibility would be for on-screen prompts to show you what directions to push in order to increase pressure or escape at each stage. The issue that comes with that is that breaks immersion but I'd argue it breaks it less than the current full screen sub system.Comment
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Re: Situation-specific grappling and submissions
I think the only possibility would be for on-screen prompts to show you what directions to push in order to increase pressure or escape at each stage. The issue that comes with that is that breaks immersion but I'd argue it breaks it less than the current full screen sub system.Comment
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Re: Situation-specific grappling and submissions
All I know is recently I can't escape a submission against the computer to save my life.
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Re: Situation-specific grappling and submissions
I just want transition based subs
Let them keep all the current animations, add some additional ones for counters but let everything be based on what direction you choose to move.Comment
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Re: Situation-specific grappling and submissions
Edit: @aholbert32, it doesn't need to be a specific action for each sub, I'm basically thinking out loud in this thread. It could be only two different approaches: say, one for Choke subs, and one for Joint subs.Last edited by Kingslayer04; 07-23-2019, 06:38 AM.Comment
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Re: Situation-specific grappling and submissions
So, say, a guy moves left and that leaves an opening for a specific sub? Sort of like that?
Edit: @aholbert32, it doesn't need to be a specific action for each sub, I'm basically thinking out loud in this thread. It could be only two different approaches: say, one for Choke subs, and one for Joint subs.
Just as an example
Your opponent shoots a TD. You time the guillotine reversal. The sub initiates, now he has the options of trying to transition in different directions to fight it, while you have to correctly assess his defense and adjust accordingly.
I’d love for the transition speeds to be essentially doubled here so locking up subs is less about denying transitions and more about correctly finishing a sequence of transitions. Tbh all of grappling should be like that. The way postering up stops the momemtum roll in FG.
Hopefully they add minor transitions as well so you can do things like fight hands, tuck the chin, step/roll to specific sides ect.
There’s so much depth to be added and for grappling the D-pad/L stick offer a lot more room for button schematics.
Here’s a video detailing some of the counters(go to about 40 secs).
<iframe width="560" height="315" src="https://www.youtube.com/embed/8TsrMk-cwHs" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
Can you imagine a system where grapplings involves constant transitions minor vs major with occasional modified (muscle or special) transitions? It’d be just as fast paced and varied as the striking.Last edited by Phillyboi207; 07-23-2019, 10:01 AM.Comment
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