The problem about instant KO's
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Re: The problem about instant KO's
The thing that people don't understand is that fighters don't take too many full powered unblocked punches in real life, but they do in the video game. I have never seen a jab cause an instant ko in the game, but a big hook or overhand can cause a "flash KO."Comment
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Re: The problem about instant KO's
Just look at the fight last night with Rashad and Rampage. Between the two of them, there were maybe 5-8 full powered punches landed in three rounds of action. There's an average of like 10-15 per round in UFC 2010.Comment
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Re: The problem about instant KO's
On the other extreme of this, every body punch I throw while the cpu is rushing in, breaks their attack flush, and I get the chance to attack. Why don't do jabs and straights the same? It would stop the wild punching for a more strategic way of the stand-up game.Comment
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Re: The problem about instant KO's
In addition to sways, we should be able to control a fighter's stance. That would add a ton of variables to the striking game. Think about the extremely low stance Rashad got into in the fight with Rampage. I'd like to be able to do this in a game.Comment
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Re: The problem about instant KO's
i havent had too much of a problem with the instant KOs. I've gotten a lot of them but they were really good shots and not just some fluke thing. All of my KOs have been pretty realistic. The only thing i'd suggest is like some of you are talking about, instead of the fighting being over instantly, allow you to at least go towards the opponent and maybe throw 1 or 2 extra punches instead of everything being so instant. But for the most part i've landed great shots and the guy should have been knocked out from them.
When i was doing title mode, i was Rampage for W. Silva. It was basically a perfect recreation of Rampage's knock out over him. I was close to the cage, Silva threw a left and as i blocked his punch i countered with a left hook and knocked him out (only i could land the extra shots Rampage did). Then later on i had to fight him again and it was almost the exact same thing. Only this time i didnt throw as i blocked, it was a little bit after i blocked and then i caught him with a counter left but the first one looked like a perfect recreation of his knockout in real life. It was cool.Comment
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Re: The problem about instant KO's
I think this kind of leads into the bigger issue, which is that strikes are too accurate. There aren't enough missed shots and glancing blows like in real life. And this in turn leads to a bigger issue, which is the fact that the game doesn't fully replicate the use of a 3D space because you don't have enough control over your fighter's body. They put in the sway this year, but it's not dynamic enough--you're either full-on swaying, or you're not. We need analog sways that lead to more glancing blows and missed shots, which would cut striking accuracy.
In addition to sways, we should be able to control a fighter's stance. That would add a ton of variables to the striking game. Think about the extremely low stance Rashad got into in the fight with Rampage. I'd like to be able to do this in a game.Comment
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Re: The problem about instant KO's
I think this kind of leads into the bigger issue, which is that strikes are too accurate. There aren't enough missed shots and glancing blows like in real life. And this in turn leads to a bigger issue, which is the fact that the game doesn't fully replicate the use of a 3D space because you don't have enough control over your fighter's body. They put in the sway this year, but it's not dynamic enough--you're either full-on swaying, or you're not. We need analog sways that lead to more glancing blows and missed shots, which would cut striking accuracy.
In addition to sways, we should be able to control a fighter's stance. That would add a ton of variables to the striking game. Think about the extremely low stance Rashad got into in the fight with Rampage. I'd like to be able to do this in a game.Comment
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Re: The problem about instant KO's
Youre right it is a video game and people should get to land punches easily on beginner and somewhat on experinced. But on the advanced and Expert levels, there needs to be something to challenge you or else the game looses some value.Comment
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Re: The problem about instant KO's
It's extremely easy to land punches, I agree. I took my game back today to Gamestop. They're only giving like $32 for it, due to the $5 code thing. They just pass that profit loss onto their customers. Fortunately for me, I rarely ever sell games to Gamestop. However, I feel bad for the consumer from this point forward. If they were getting screwed before at Gamestop, it's only going to get worse. Regardless, I couldn't take all of these KO's. I still have last years game if I want to get a fix of some fun MMA action. Back onto Red Dead Redemption. THQ, I lost $30 because I decided to return your game, even though I just bought it two days ago. Please, use that $30 to make next year's game better in regards to balance and KO's.Comment
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Re: The problem about instant KO's
I should have got RDR instead...
Cool thing Ive seen is when I rocked a guy from a suplex, I was able to finish him from his back aftewards..
To bad that variety is limited do to the problem we are discussing in this thread..Comment
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