Patch [ Making Ground and Pound more threatening... ]
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Patch [ Making Ground and Pound more threatening... ]
Am I the only one who has a problem with this? I thought the side control / Crucifix was overpowered because I have never seen a fighter get knocked out by this in real life. Also, having your arm that close to somebody's head shouldn't even generate that much power as it does in the game..Tags: None -
Re: Patch [ Making Ground and Pound more threatening... ]
Gnp is garbage at the top 50 unless youre playing someone who has no idea what they are doing -
Re: Patch [ Making Ground and Pound more threatening... ]
Eh, I'm not gonna worry about it until the patch drops and I can play it for myself.Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
Yeah, I don't like it. Fighter's aren't ending fights with gnp unless the fighter is hurt already. But when they do, it takes a while for the fight to get called. EA MMA actually made GnP perfect by having it be a way to set up transitions and subs while still having some ability to end fights with it, but it took time, like it does irl. We don't need more damage from gnp unless youre NOT looking for a sim experience.
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Re: Patch [ Making Ground and Pound more threatening... ]
But you agree that the overall ground game experience sucked, right? It was a left or right mind game. And that was in the dynamic positions.Yeah, I don't like it. Fighter's aren't ending fights with gnp unless the fighter is hurt already. But when they do, it takes a while for the fight to get called. EA MMA actually made GnP perfect by having it be a way to set up transitions and subs while still having some ability to end fights with it, but it took time, like it does irl. We don't need more damage from gnp unless youre NOT looking for a sim experience.
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It was better than the mess of UD 2010, but it's in a whole different league when compared to EA UFC 3 (or 2).Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
You are lucky to do crap with GNP against the top 100. Your block and head health can literally regen during the animation times for transitions that cannot be stopped. Seriously, the time it takes for me to deny a transition is enough to regenerate your block. If people sit in positions like back side where they can get smashed with strong punches, they should seriously be punished for it. You can sit in back side FOREVER with little to no threat. In UFC 2 you could finish people in it if you were a decent enough grappler, there are soooo many scenarios in this game where the striker is favored. Submissions aren't even effective at all unless you have a submission master with a switch sub. ( Maia, Nate, Ferg )
All of these people saying the ground is overpowered just need to go learn the ground game, because many people barely even have to know how to fight on the ground with the last few patches. Seriously, some of the best players in ranked get by because they are good at stand up fighting and clinch denials and are C+ at best on the ground. I'm really looking forward to seeing all of these guys struggle because they only learned half the game to be honest.Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
I'm deathly afraid of crucifix spam after the patch. Alot of guys who give me problems just relentlessly deny deny deny and go for crucifixComment
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Re: Patch [ Making Ground and Pound more threatening... ]
The ground game in EA MMA was simply depth-less and too basic b/c there wasn't enough control or transitions. The ground game EA UFC is just too much of a guessing game with some strange omissions and decisions with GA at times.
As for @papadoc60, I'm just a lvl 4 player but I know most of the tricks to avoid gnp, but that doesn't mean it needs more power. The real problem with Gnp is that it's gimmicky and programmed very predictably. What I mean that is, once you simply learn the tricks of the trade blocks you're able to transition and get out of harm's way pretty regularly. It's not really skill, it's simply knowing the system, which is not a good way to make any fighting game imo.
Unpredictability is missing, certain things like winning the GNP battle is a bit too reliant on knowing just how the game is programmed, not really the GNP power.
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Re: Patch [ Making Ground and Pound more threatening... ]
Yeah, so what's the tally now. Stand up 11, Ground game 3? Haha, it just gives a little more balance to the game which I'm happy about. Not as good as having auto TDs but I'm interested in seeing how this balances out fights. I also like the reference to having to use the masters of a certain grappling or ground discipline in order to pull off the most basic of grappling and ground maneuvers, while for the stand up everyone in this game can apparently pull off the striking of Anderson Silva in his prime with ease. But again, SOME attention to the ground game is appreciated.You are lucky to do crap with GNP against the top 100. Your block and head health can literally regen during the animation times for transitions that cannot be stopped. Seriously, the time it takes for me to deny a transition is enough to regenerate your block. If people sit in positions like back side where they can get smashed with strong punches, they should seriously be punished for it. You can sit in back side FOREVER with little to no threat. In UFC 2 you could finish people in it if you were a decent enough grappler, there are soooo many scenarios in this game where the striker is favored. Submissions aren't even effective at all unless you have a submission master with a switch sub. ( Maia, Nate, Ferg )
All of these people saying the ground is overpowered just need to go learn the ground game, because many people barely even have to know how to fight on the ground with the last few patches. Seriously, some of the best players in ranked get by because they are good at stand up fighting and clinch denials and are C+ at best on the ground. I'm really looking forward to seeing all of these guys struggle because they only learned half the game to be honest.Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
I just mentioned this in the patch spoilers thread, totally agree.
Since there are no rocks or realistic tko's on the ground with ref interactions, bumping the power of the g&p is only gonna cause more of the awful clean ko animations from strikes on the ground.
The g&p in general is one of the worst aspects of the game, it's been awful since ea ufc 1.Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
I can vouch for this. I once played him and didn't get completely steamrolled on the ground, even though he is much better.You are lucky to do crap with GNP against the top 100. Your block and head health can literally regen during the animation times for transitions that cannot be stopped. Seriously, the time it takes for me to deny a transition is enough to regenerate your block. If people sit in positions like back side where they can get smashed with strong punches, they should seriously be punished for it. You can sit in back side FOREVER with little to no threat. In UFC 2 you could finish people in it if you were a decent enough grappler, there are soooo many scenarios in this game where the striker is favored. Submissions aren't even effective at all unless you have a submission master with a switch sub. ( Maia, Nate, Ferg )
All of these people saying the ground is overpowered just need to go learn the ground game, because many people barely even have to know how to fight on the ground with the last few patches. Seriously, some of the best players in ranked get by because they are good at stand up fighting and clinch denials and are C+ at best on the ground. I'm really looking forward to seeing all of these guys struggle because they only learned half the game to be honest.Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
If ground is not skill then how is striking skillful? Its all muscle memory. Especially striking when they put in combos.The ground game in EA MMA was simply depth-less and too basic b/c there wasn't enough control or transitions. The ground game EA UFC is just too much of a guessing game with some strange omissions and decisions with GA at times.
As for @papadoc60, I'm just a lvl 4 player but I know most of the tricks to avoid gnp, but that doesn't mean it needs more power. The real problem with Gnp is that it's gimmicky and programmed very predictably. What I mean that is, once you simply learn the tricks of the trade blocks you're able to transition and get out of harm's way pretty regularly. It's not really skill, it's simply knowing the system, which is not a good way to make any fighting game imo.
Unpredictability is missing, certain things like winning the GNP battle is a bit too reliant on knowing just how the game is programmed, not really the GNP power.
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I have more fun scrambles on ground then any jab spam block breaking bull**** i find on top of the leaderboards
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Re: Patch [ Making Ground and Pound more threatening... ]
Exactly. The problem isn't GnP power, it's just about knowing the system and stamina watching. Once you know how many punches you need to block until it's safe to transition or when their stamina is low, you're set, and of course everyone on top of the rankings online will know how the system works, that's the REAL problem. It's too linear and scripted.I just mentioned this in the patch spoilers thread, totally agree.
Since there are no rocks or realistic tko's on the ground with ref interactions, bumping the power of the g&p is only gonna cause more of the awful clean ko animations from strikes on the ground.
The g&p in general is one of the worst aspects of the game, it's been awful since ea ufc 1.
Striking speed would help, you can't really blitz anyone with gnp or truly mix up the rhythm with gnp strikes b/c the strikes are slow. There's a lot more that would help with gnp realism including the defense from GnP too. Power was not the issue though, but unfortunately, that was most likely another misguided demand from a lot of players.
R4ZK, I didn't see your post until now, but I think I answered your question. It's literally programmed to work a specific way to avoid GnP. You can kind of say the same about stand up. None of it is as unpredictable as it should be imo, just look at head kicks after the opponent whiffs their own head kick, it's a guaranteed KO or knockdown if the block doesn't kick in. But that's a whole other debate.Last edited by TheGentlemanGhost; 05-29-2018, 05:45 PM.Comment
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Re: Patch [ Making Ground and Pound more threatening... ]
Actually, a big issue is that GA from blocked strikes stack up and never go away currently. Meaning if you blocked a few punches, you pretty much got any free transition you wanted.Exactly. The problem isn't GnP power, it's just about knowing the system and stamina watching. Once you know how many punches you need to block until it's safe to transition or when their stamina is low, you're set, and of course everyone on top of the rankings online will know how the system works, that's the REAL problem. It's too linear and scripted.
Striking speed would help, you can't really blitz anyone with gnp or truly mix up the rhythm with gnp strikes b/c the strikes are slow. There's a lot more that would help with gnp realism including the defense from GnP too. Power was not the issue though, but unfortunately, that was most likely another misguided demand from a lot of players.
R4ZK, I didn't see your post until now, but I think I answered your question. It's literally programmed to work a specific way to avoid GnP. You can kind of say the same about stand up. None of it is as unpredictable as it should be imo, just look at head kicks after the opponent whiffs their own head kick, it's a guaranteed KO or knockdown if the block doesn't kick in. But that's a whole other debate.
This is fixed now according to GPD's patch spoilers:
- Made the GA gained from blocking a strike while grappling expire after 1.5 seconds instead of being permanent. #EAUFC3 #patchspoilers
Another issue that Papadoc mentioned, health regens too fast, by the tike somebody transitions, their health is fully regenerated, even if you had them on the verge of death. The slowed health regen should help with this too.Half of this game is 90% mental - Tim Sylvia
Xbox GT: ZHunter90/ZackJitsuComment
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Re: Patch [ Making Ground and Pound more threatening... ]
The GA gains expiring helps open up positions like backside.
If only there were body knees in that position and other missing basic techniques be incorporated.
+ clinch & ground health events.Comment

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