Community Questions
Yea Money this is in my man. Each punch AND location has a ratings. So you might have a power left hook to the head but a medium strength hook to the body. So you truly can game plan for what punch to watch from a opponent.
No it is the same clinch system as last year. They implemented punching in the clinch and having different degrees of grasps similar to EA MMA's underhooks, over/under, etc. But could not get it implemented correctly this year to warrant putting it in. So unfortunately they had to make a decision to leave it out since they could not get it working how they would of liked.
There is multiple camera options. I did not notice a stationary camera, My favorite camera was the "wide camera". Wide camera, combo-ed with the simulation presentation equals a much better "look" to me.
In the build we played Stamina was PERFECT. We threw a average of 50 to 70 punches in a round. Now we all know that can change come full product release day, but the community day build stamina was perfect.
This is in I am pretty sure. Cash reported to me during our testing that tendencies sliders are in. I did not get very far in career mode so I can't comment with 100% certainty.
This is exactly right. he demanded to much money, wanted the name of the game to be changed to his name, and basically was making it difficult on purpose. They fought hard to get him but he would not budge.
Not this year man. The system is not that deep. It is much better than last year though. In FNC it is much similar to EA MMA's system. You pick a training camp which allows you to train certain areas of your game, with certain training games. Then you apply that to your ratings, these ratings then are similar to Mass Effects level up system. Where hitting certain "rating ranges" on certain punches to unlock "abilities". So you can focus on level up and making a dominate jab that could stun the opponent or lean more towards a dominate hook that could put the opponent in a "bell rung state". It is improved but not as deep as VB yet unfortunately!! I want the same thing.
Don't worry this is a completely different mode to Legacy Mode. So while I can't talk about the details of this mode, we will get into this at a later date. Trust me it looks bad ***!!!
This is a great question and something I wish was in the game. But I think Legacy mode is limited to one player.
I relayed this very concern to EA the moment they showed me the Pac screen shot with the blood dripping down his chest. During our time at the studio it was not a issue, they also said much more tuning was going to take place so it won't become a blood battle every fight.
I hope so myself. I was under the impression this was in FN4. I thought the more punishment you took on one side of your face your blocking suffered. We never got into this at community day, so unaware if this is implemented in the code. Will e-mail them and try to find out.
I sent along my very concern to this also. In the community build the foot speed of still to slow for my liking.
Yes this was in the build we got to play. Ali's Jabs look entirely different than other boxers. Also certain boxers will have signature punches that can only be preformed with the FSP.
Yea the punches look much better and have good power to them. But this also depends on the connection. If it is a glancing blow then of course it will look weak, but if it lands flush as they are moving into it then you would see much more POP with sweat flying off.
Yea this was one of my favorite areas. Fighters fought to their strengths and also you could tell just by fighting them where their strengths lie. I think this area is covered nicely.
I completely disagree with you are your take of FN4. It was ENTIRELY to easy to get inside on any fighter. The swooping head rolls in would walk you into any ones phone booth. I thought this was a area I wanted to see much harder to get inside on a dominate "boxer" in FNC. In the build we played. It was AMAZING!!! I took a few good "boxers" who had great jabs, such as De La Hoya and I danced around the ring popping my opponents head back as he tried to close the distance on me. My opponent, was a brawler and struggled to corner me and put the hurt on. He ate stiff jabs and straights over and over. But he did manage to put my back to the ropes and land some huge blows that you could see De La Hoya had no business taking. In the end I managed a flash knockdown on a stiff jab(which shocked me and was sooo great to see). Then I finished the fight late in the 7th or 8th with a one punch KO that landed flush on the temple. You might not like the improved emphasis on reach, but we all the community day guys LOVED to see it finally.
1) Yes, but I found it to be to short and needed longer commentary.
2) We discussed this with the devs and they had some plans to change up the intros some. I can get into it in depth but yes it should.
3) Cuts looked good, but being that this area was being tweaked to get a realistic result. It is hard to say from our time there. Our build had cuts turned up higher than it will be in release to show off the damage system.
Color saturation is lower and animations also relay same message. It is harder to block, harder to move, and just does a good job of appearing hurt. But these states of being hurt are different on how hurt you are.
No it won't have any of this. Same ol clinch system, they wanted to fix this but could not get it in this year.
It is the same system but has been tweaked.
Stamina it felt very similar. Stamina system in general was top notch. Footwork felt nothing like EA MMA. The footwork on EA MMA is much much faster, which it should be. But FNC footwork was a few clicks to slow for me.
I don't believe bro. I could be wrong and I am not remembering it. But I honestly don't remember seeing it on the control scheme. That is a excellent question and one I would like to know myself, if the inclusion is possible.
I think you should be really happy with the amount of ratings they went into for punches. Plus it also translates into the game very nice.
To a degree you are right Hova. Someone who throws a ton of punches that are not their boxers top punch will be doing themselves no favors for trying to win the fight. They are still dangerous in the fact that getting punched by any type of punch still hurts and can still KO you. But if you want to take full advantage of your fighter, using their "strong" punches and fight style will greatly improve win chances.
Yes I experienced around 3 of them. It is such a great feeling. Entire room at EA was jumping up and down when it happened here an there. Devs and everyone it was great to see.
Also experienced a huge 10 round fight with one of the testers that ended in a flat out draw. This was in the tournament we had and we fought another 3 rounds to determine winner. He won on the cards by Split ;( .........E.P.I.C. Fight!!
I don't want to get into the fighters because I don't think I can talk about that.
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Originally Posted by Pun1sher |
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- In FNR4 I felt that the counters were almost the only way to stun someone. If the other fighter even had comparable toughness trying to put him out with just combinations proved very difficult, with the other guy taking a ridiculous amount of clean shots that would KO anyone in real life. Even if you landed a ton of them and were measured in your approach you were more likely to run out of stamina before hurting them than not. Would you say combos do more realistic damage this time?
I would say power of shots was excellent. BUT there is so many elements to the damage system that it is hard to answer your question with FACTS. I know what you mean about FN4 and agree with it. I felt in FNC if you ate a shot as the wrong angle, even just one single punch you could be rocked heavy and go down with just a couple punches. In the same situation you could eat a similar punch but only get stunned for a quick second and could eat much more blows before possibly going down. It is similar to EA MMA system where you don't see a head rating until you are hurt badly, then the head bar will appear. But to answer your question as best I can. I felt dropping a "Human User" to be much easier if they are hurt. But dropping the "CPU" was much tougher. They were to good at covering up and retreating to save themselves.
-Are fighters hurt when they get up from a knockdown? In R4, you'd see a guy BARELY get up, wobbling to his feet, but when you get back to gameplay he's just as quick and sharp as ever, and you basically have to go about wearing him down all over again, unless it was late in the fight and you'd already taken all his health away.
I don't remember 100% but I believe they got up with health low, but the "look" of the animation was as if they are healthy and had their feet. Great point!!
-Since the cuts are so much worse(potentially) this time around, are they(potentially) more likely to stop the fight? I mean this mostly for the one player modes, I don't think I have ever stopped a CPU on cuts in my hundreds of fights against them.
Yes it should be possible. I think one of the community day guys had a fight stopped due to a cut.
-What determines the difficulty of getting up from a knockdown, and do progressive knockdowns ALWAYS mean it's harder each time? In R4 it annoyed me that I could NEVER get up more than 4 times, but I could indeed get up those 4 times, every time.
This we both will have to determine once we get the game. I will have the game early and can report to you my findings on this. This was a area they were still tweaking.
-Did you see many instances of punches visually barely connecting or not hitting at all but still doing full damage? That really annoyed me in R4.
Not at all. The glancing blows, misses, deflections, etc all animated to the receiver as if it was a weak blow. But because the health bar is hidden till you are rocked, it is hard to say if it is just visual and if behind the scenes it is registering as a full connection.
-Are the CPU styles distinct? I hated that Tyson and Foreman would basically box with you like any other AI fighter.
They had only a handful of guys complete but the guys they did really felt different in their fight styles.
-Knocking someone out of the ring. Possible?
Don't believe, but I thought this happened in FN4. I could swear I saw a video of this happening on youtube.
LMAO
-What can you say about the commentary? I think it was awesome last time and would be happy if they brought back Teddy especially.
If you thought last years was good then you should be happy. I can't talk about it yet, but I will cover this in another blog
-Is the soundtrack as kickass as last time?
Sounded fine to me
-Do the knockdown animations make more sense, and is there still the knockdown replay in two player matches?
Two player replay is still there I believe. KD animations are improved, but still could use some work to look more realistic.
-David Haye is the only good HW out there right now, and I'm really excited to see how he plays. Could you elaborate on your time using him? I will at a later date lol
Thanks so much for taking the time to do this Phobia, and again, feel free to not answer all of these. I know. I'm obsessed.
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Answers in bold to make it easier to read.
Answers in bold
You can now push your opponent just by walking into them. Use to in FN4 holding the left stick towards a opponent was just a invisible wall. In FNC you can now use your body weight to push a opponent back by holding the left stick towards them..
Counters happen on their own at times, just by the punch accuracy being reduced. You don't have to "evade" every punch. Some punches just flat out miss even with the opponent doing little head movement, this can result in counters yes.
**I will include more questions/answers as they get asked in this post.**