Thanks. The wording is confusing as it assumes the actor did something that gives him negative GA, like whiffing/missing, just like you'd produce positive GA by striking on the ground.
Here's some more gameplay tweaks. Should be a positive change imo. We might see a patch within the hour. Maybe next week. Still... if this is it, it's another lazy patch. All this is is some changed values in the code. No bugfixes that have been reported for ages and are really simple to fix.
- Reduced stamina recovery between rounds and made it taper off each round.
- Even at the first interval, the recovery has been reduced. As rounds go on, fighters will recover less and less, whereas before, the recovery stayed flat. In total, this amounts to a reduction of nearly 20%.
- Decreased the damage of elbows in the tight ground game.
- The base damage of the tight ground elbows (when not postured up) was reduced to a value only slightly higher than the punches. The influence of the Ground Striking attribute on the damage itself was increased, although the net result is still a decrease in damage. This means the damage from the elbows was decreased in general, especially for fighters with a low attribute.
- Elbows will retain their bonus to cause and aggravate cuts and swelling, this still makes them more potent than punches, but not by such a wide margin as before. Our intention is for players to use punches more in situations where they want to chase a facial injury to the eye, with hooks; or the nose, with hammer fists. The ground elbows target the forehead (as do the postured-up elbows).
- Added Kamaru Usman to Middleweight
- Added Deiveson Figueiredo to Bantamweight
- Tuned body strikes, generally shifting them from damage to stamina drain utility.
- We’ve heard feedback that body strikes now inflict heavy damage and allow for TKOs too easily. Meanwhile, the stamina drain from body strikes felt a bit too low, which hampers the tactical use of body strikes to slow the pace of the fight down and helps discourage relentless attempts at breaking the (high) block. We also considered that the body punches are a little too risky to throw, the body lead hook is a little overused, and the body jab is a bit underused. The following tuning changes aim to address all these issues:
- Damage Decreases:
- Body Straight: -10%
- Body Lead Hook: -15%
- Body Rear Hook: -10%
- Body Lead Upper: -10%
- Body Rear Upper: -10%
- Long-Term Stamina Drain Increases:
- All Body Punches: +22.5%
- This value is meant to net +10% drain past the damage decrease to most of the body punches and the intention is that it will be a big net increase in stam drain for the body jab (Which isn’t getting a damage decrease).
- All Body Kicks: +10%
- All Body Punches: +22.5%
- Vulnerability Decreases:
- Chin (Upper) Vulnerability of all Body Punches: -15%
- General Vulnerability (anywhere but Chin) of Body Jab: -33%
- Fixed a Heads-Up Display (HUD) issue in submissions where the damage icon of the first desperate escape would apply to following desperate escapes and the finish, even if they were of different types and required different icons.
- For instance, an armbar desperate escape would correctly show an arm icon, but a subsequent heel hook desperate escape would show the same arm icon, instead of properly showing a leg icon. This issue was affecting only the icons on the HUD, not the gameplay functionality.
No fixes to event mode, no correct coloured shorts in championship fights... Getting close to abandoning the game now. If they are blatently going to ignore bugs for years now it's becoming a pattern. I was on the fence for purchasing this game, but now I wish I hadn't.
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