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Old 05-28-2010, 09:52 PM   #33
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Re: Your New UFC / WWE THQ Community Manager

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Originally Posted by GrayFolded
^
If only they'd listen man.
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Old 05-28-2010, 10:04 PM   #34
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Re: Your New UFC / WWE THQ Community Manager

Hello, Tank. Kudos on connecting with gamers. Please lower the frequency of knockouts. I've fought over 100 fights and not a single one has made it to a decision. Maybe 10 have made it past the second round. That's ridiculously unrealistic and very lame. The game has potential. I'd give it a C+ now with the potential to reach maybe an A-/B+. Godspeed on patching the game.
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Old 05-28-2010, 10:37 PM   #35
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by DavonBrown
If only they'd listen man.
Man I like your points but I'm surprised that the nerfing of jabs/straights don't bug you. I feel like this year they made everyone want to just hold down LB all the time.

Last year you could punch is fast succession with jab's and straights and follow them with hooks or kicks. It was much better punching last year. This year a 1-2 is ridiculously slow, lacks the snap it had last year, and one punch needs to fully complete before shooting out the other one (last year you could throw them in succession).

This is so fundamental to fighting and I think it sucks that they've become useless now. I would use these tactics online last year too and have success working from the jab.

This is easily my biggest issue with the game alongside stamina of neverending haymakers.

forgot to point out that beyond just throwing them in succession, jab's don't have quite enough reach (out reached by hooks wtf ) AND maybe most importantly this:

jabs and maybe inside leg kicks are far and away the lowest risk offensive moves in combat. This is not even close to being reflected in the game. Again, last year wasn't perfect in this regard, but much better - I hate when games REGRESS in certain areas.
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Last edited by allBthere; 05-28-2010 at 10:51 PM.
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Old 05-28-2010, 10:47 PM   #36
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by allBthere
Man I like your points but I'm surprised that the nerfing of jabs/straights don't bug you. I feel like this year they made everyone want to just hold down LB all the time.

Last year you could punch is fast succession with jab's and straights and follow them with hooks or kicks. It was much better punching last year. This year a 1-2 is ridiculously slow, lacks the snap it had last year, and one punch needs to fully complete before shooting out the other one (last year you could throw them in succession).

This is so fundamental to fighting and I think it sucks that they've become useless now. I would use these tactics online last year too and have success working from the jab.

This is easily my biggest issue with the game alongside stamina of neverending haymakers.
It definitely irritates me, but I think fixing stamina will get us half way there. The 1-2 is super slow. Combos are almost impossible. Last year I could throw a quick 1,2,3, leg kick, then back out. That is difficult to do this year because combos are slow even for lightweights and by the time you've thrown your second strike in the combo, your opponent is shooting for an auto takedown. Anderson Silva is definitely not as effective as he should be. They also need to add a stamina slider.
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Old 05-28-2010, 10:58 PM   #37
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Re: Your New UFC / WWE THQ Community Manager

We should start a Patch Wishlist Thread and format it like DavonBrown did.

There are alot of good points in the impression thread..
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Old 05-28-2010, 11:10 PM   #38
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Re: Your New UFC / WWE THQ Community Manager

Submissions need to change. The shine will have to go with my system because they will be in stages and performed by transitioning. I'm thinking you button mash the left and right trigger so that your thumb is free to use the stick. You click the right stick to initiate submission mode and grab a hold of the body part. Then you transition to get the rest of your body into place for the sub. Now you can either begin to button mash here or transition into an even better position which gives the submission a better chance of being successful. The opposing fighter will be able to block and reverse the transitions just as they can on the ground. Blocking and reversing the submissions should be determined by the ground grapple and submission ratings of each fighter. Here's an example: I catch a punch from open guard to initiate a triangle. I now have control of the fighters arm and my legs are wrapped around his body. Now I transition to take full control of his body and wrap my legs around his head. I can begin to button mash here or transition again to grab my foot and adjust my position to make the submission even tighter and give myself a better chance of being successful then button mash. Some submission such as guillotines may not need to go through as many stages before you can start mashing. Example: I have sprawl position on my opponent. I click the right stick to begin to squeeze on the neck. I can button mash here from the first stage or I can transition to drop to my back and squeeze tighter. Now I can shine or transition again to wrap my legs around my opponents body and give my self an even better chance at locking it in then button mash. You should also be able to mix up button mashing and transitioning. For example: I have a submission initiated, I begin to button mash, but it looks like he's going to get out so I catch him off guard with a transition. What do you guys think?
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Old 05-28-2010, 11:12 PM   #39
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Re: Your New UFC / WWE THQ Community Manager

Quote:
Originally Posted by DavonBrown
It definitely irritates me, but I think fixing stamina will get us half way there. The 1-2 is super slow. Combos are almost impossible. Last year I could throw a quick 1,2,3, leg kick, then back out. That is difficult to do this year because combos are slow even for lightweights and by the time you've thrown your second strike in the combo, your opponent is shooting for an auto takedown. Anderson Silva is definitely not as effective as he should be. They also need to add a stamina slider.

Last year was it was quite fun to use the Jab, whether I had a JJ Fighter or Kickboxer, you could really set stuff up with the 1-2....

And the Jab was essential for Judo Fighters last year, really could set up clinch's with it, great for closing distance...

I loved the 1-2 with a Hard Body Kick then Clinch, I remember dismantling Machida several times in LHW Career Mode with that stratagey....And the CPU would be quite Defensive with him and try to counter punch most of the fight...I assume he fights like everyone else in the game now and just attacks...

Lets hope the issues CAN be patched...

Most of the problems concerning KO's and CPU AI could have all been avoided with CPU-Hum Sliders....Then everyone is happy, Sim Gamers could tweak the hell out of the game and Arcade/Casual fans could have MMA Street Fighter...

Last edited by GrayFolded; 05-28-2010 at 11:21 PM.
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Old 05-28-2010, 11:30 PM   #40
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Re: Your New UFC / WWE THQ Community Manager

Just going along with what everyone is saying here. Jabs and straights need to have a much greater impact. For boxing specialists, SO much is based on the 1 and 2. As it is, there is virtually ZERO incentive for throwing jabs and straights.

Edit: Also, I am a huge advocate of implementing sliders for things like strike damage, cpu aggressiveness, cpu counter frequency, etc.

Last edited by NYG_Meth; 05-28-2010 at 11:34 PM.
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