Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 360)

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • jtdribbles25
    Banned
    • Aug 2003
    • 1415

    #256
    Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

    Originally posted by vision
    How can you remove the patch safely without ruining anything major? I'm done fighting online. I can box well with the revised stamina.. but is simply isn't realistic.

    I don't have the time or patience to edit a broken game, that should already work. I really hope this isn't the last patch.

    The main menu sliders don't work for jack. If they did, I wouldn't have a problem.. but the don't! WTF. I'm not going to edit every fighter in the game just to cover this crappy patch! We should sue these m0th3rfvkers for selling an incomplete product. You wouldn't settle for a broken product with any else. Why should we tolerate it with a video game?

    Am I the only one who recognizes how fundamentally wrong this is??
    I feel your pain. But this is an artistic representation. The game can be offered for what it is and you obviously have the right to not like it. But essentially like anything artistic it is objective in it's completeness. like music, movies, books, etc.... your satisfaction is paramount only to your personal need.

    Comment

    • Punjabi_Souljah
      Rookie
      • Jul 2011
      • 17

      #257
      Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

      I decided to try out 2 minute rounds again, with output at 0 and stamina on 10. Furthermore, I edited four boxers, changing all their punch frequencies to approximately half their original value.

      First match, I was Lewis against AI Tyson. Although he threw a resaonable amount of punches (50-60) per round, he was exhausted by the 8th round, allowing me to pick up an underserved win.

      Second fight, I was Hopkins against AI Jones Jr. Again, Jones threw a realistic amount of punches (55 average per round), but by the 7th round, he was gassed in an all too familiar story, giving me another easy KO victory.

      It seems almost impossible post patch to get the CPU not too becoming a zombie mid-fight, even when they aren't throwing an unrealistically high amount of punches. Whether it is their movement, or the fact that they are throwing too many power-modified punches, I'm not too sure. There is the option of deleting all the patches and playing the original game, but that also has it's issues; too high a punch accuracy, counter window freezes, sluggish movement etc.

      I think I'll just stick to 1 minute rounds, with my sliders and edited cuts and swelling ratings for the boxers, where stamina isn't a problem. With this setting, I find the punch output is a little too low, but if I imagine the round was 90 seconds as opposed to 60, and thus extrapolate the punch numbers, it makes the bout feel more realistic.

      For example, I was Wlad against Haye, in a bout where I won a UD, with him only throwing 278 punches. It seems low, but if the rounds were 90 seconds, he would have thrown 417, was is more than reasonable. I find the rounds have the right mix of action and feeling out, as if the AI punch output was any higher, the rounds would appear to frantic and arcadey. I find I am getting a good mix of UD's, draws, 1 pko's, ko's and tko's, so the settings seem realistic. An example being, when I am Foreman and fight Tyson, I know that the bout won't go to a decision, but when I'm Wlad against Haye, I'll usually tend to win late, but in once instance I beat him with a 1 pko. Also, when I am the Klitschko's against Arreola and Chambers, sometimes I'll win a UD with a couple of knockdowns on occassion, whilst at other times I'll stop them very late on. All these scenarios seem quite reasonable.

      Comment

      • jtdribbles25
        Banned
        • Aug 2003
        • 1415

        #258
        Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

        Originally posted by Punjabi_Souljah
        I decided to try out 2 minute rounds again, with output at 0 and stamina on 10. Furthermore, I edited four boxers, changing all their punch frequencies to approximately half their original value.

        First match, I was Lewis against AI Tyson. Although he threw a resaonable amount of punches (50-60) per round, he was exhausted by the 8th round, allowing me to pick up an underserved win.

        Second fight, I was Hopkins against AI Jones Jr. Again, Jones threw a realistic amount of punches (55 average per round), but by the 7th round, he was gassed in an all too familiar story, giving me another easy KO victory.

        It seems almost impossible post patch to get the CPU not too becoming a zombie mid-fight, even when they aren't throwing an unrealistically high amount of punches. Whether it is their movement, or the fact that they are throwing too many power-modified punches, I'm not too sure. There is the option of deleting all the patches and playing the original game, but that also has it's issues; too high a punch accuracy, counter window freezes, sluggish movement etc.

        I think I'll just stick to 1 minute rounds, with my sliders and edited cuts and swelling ratings for the boxers, where stamina isn't a problem. With this setting, I find the punch output is a little too low, but if I imagine the round was 90 seconds as opposed to 60, and thus extrapolate the punch numbers, it makes the bout feel more realistic.

        For example, I was Wlad against Haye, in a bout where I won a UD, with him only throwing 278 punches. It seems low, but if the rounds were 90 seconds, he would have thrown 417, was is more than reasonable. I find the rounds have the right mix of action and feeling out, as if the AI punch output was any higher, the rounds would appear to frantic and arcadey. I find I am getting a good mix of UD's, draws, 1 pko's, ko's and tko's, so the settings seem realistic. An example being, when I am Foreman and fight Tyson, I know that the bout won't go to a decision, but when I'm Wlad against Haye, I'll usually tend to win late, but in once instance I beat him with a 1 pko. Also, when I am the Klitschko's against Arreola and Chambers, sometimes I'll win a UD with a couple of knockdowns on occassion, whilst at other times I'll stop them very late on. All these scenarios seem quite reasonable.
        whatever you do is of course your choice. But what do you want out of tyson vs lewis late in a fight. Tyson's only real chance is a knock out early. He was never going to outbox lennox late in a fight. And how about increasing the stamina some more. But nonetheless whatever works. I've had similiar results with these settings as you have. The 1 minute just feels ridiculously unrealistic. no pacing to the fight.

        Comment

        • Punjabi_Souljah
          Rookie
          • Jul 2011
          • 17

          #259
          Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

          I had planned on increasing the conditioning and endurance stats for each fighter for the two minute rounds, but they generally very high anyway (mostly high 80's and 90's), so I doubt if it would make much of a difference. My stamina slider was also at it's maximum aswell, but seemed to make not much difference at all.

          I agree with your Tyson argument, but when you have Roy Jones Jr pretty much unable to fight past the mid-way point of a bout, when he often went the distance in real life quite comfortably, something is majorly wrong. This is even more surprising when you take into consideration he was throwing a realistic number of punches per round in the game.

          Apparently, the developers are looking at CPU tendencies, so I'd expect one more patch to be released. If they just fixed the scoring and gave us working sliders, they game would be such an improvement, close to perfection.

          Comment

          • jtdribbles25
            Banned
            • Aug 2003
            • 1415

            #260
            Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

            Originally posted by Punjabi_Souljah
            I had planned on increasing the conditioning and endurance stats for each fighter for the two minute rounds, but they generally very high anyway (mostly high 80's and 90's), so I doubt if it would make much of a difference. My stamina slider was also at it's maximum aswell, but seemed to make not much difference at all.

            I agree with your Tyson argument, but when you have Roy Jones Jr pretty much unable to fight past the mid-way point of a bout, when he often went the distance in real life quite comfortably, something is majorly wrong. This is even more surprising when you take into consideration he was throwing a realistic number of punches per round in the game.

            Apparently, the developers are looking at CPU tendencies, so I'd expect one more patch to be released. If they just fixed the scoring and gave us working sliders, they game would be such an improvement, close to perfection.
            youre right. I hate that they can throw in the 40-50's and still get gassed. I was just thinking maybe it would'nt be so bad if they didn't look like complete zombies.

            I think maybe we'll get a tuner, but if I remember theres a 2 patch maximum. there are definitely some issues with this game, but it's pretty close. lol. we all want it sooooo bad.

            Comment

            • Punjabi_Souljah
              Rookie
              • Jul 2011
              • 17

              #261
              Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

              I wish there was a 90 second setting for round length right now, as the rounds wouldn't feel too short, and whilst the AI would still lose stamina, it would be a lot more realistic than it is now.

              I would seriously have considered going through each fighter and lowering their punch frequencies by half in a bid to get a realistic AI output, but when the stamina still drains considerably, it just seems pointless.

              Even moving about the ring tryimg to stay on the outisd seems to really take a hit on the stamina, making it hard to use a Wlad or Lewis and box an inside fighter effectively for all 12 rounds.

              Comment

              • jtdribbles25
                Banned
                • Aug 2003
                • 1415

                #262
                Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                Originally posted by Punjabi_Souljah
                I wish there was a 90 second setting for round length right now, as the rounds wouldn't feel too short, and whilst the AI would still lose stamina, it would be a lot more realistic than it is now.

                I would seriously have considered going through each fighter and lowering their punch frequencies by half in a bid to get a realistic AI output, but when the stamina still drains considerably, it just seems pointless.

                Even moving about the ring tryimg to stay on the outisd seems to really take a hit on the stamina, making it hard to use a Wlad or Lewis and box an inside fighter effectively for all 12 rounds.
                I think 12 is just out of the question. lol. but with the endurance/conditoning adjusted im getting the cpu to end in the high 30-40% depending on the fighter.

                Comment

                • Punjabi_Souljah
                  Rookie
                  • Jul 2011
                  • 17

                  #263
                  Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                  I think as you've mentioned, the bing problem is the zombie walking. It seems that once they get to 60% and below, they're there for the taking. If the low stamina just meant they would throw less, movement was a bit impaired and it is harder for them to recharge their bar, I don't think It'd be that bad.

                  When I play offline, I just want a realistic but challenging fight, but the stamina doesn't allow either to happen. If you really wanted to, you could just run up to the AI, and block for 4-5 rounds without throwing a punch, then finish them off in the 6th once they've reached exhaustion.

                  Comment

                  • jtdribbles25
                    Banned
                    • Aug 2003
                    • 1415

                    #264
                    Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                    the strangest thing about the stamina for me is the fact that the cpu output can be considerable less, yet I still have more stamina at the end. ie., 550 to 380 and I'll have 48% and the cpu will have 34% or something like that.

                    Comment

                    • evilc08
                      Pro
                      • May 2008
                      • 187

                      #265
                      Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                      I understand the problem with 2 minute rounds and editing each boxer, but it's worth it. Look back for what phillyfan23 suggested. Instead of lowering each punch tendency to 50%, he took the original number and reduced it to 33%. Just have to estimate/eyeball it. After doing a few you get the formula down easy. Only issue is the slow load/save times for each boxer.

                      Then try messing around with the counter/agressive sliders and a few others. I had 12 round fights(I only use heavyweights atm) and stamina above 65% for the CPU. Of course I still get fights where they get below 60% by the 8th sometimes. The punches per round range from 30-60 at most depending on the fighter.

                      Also for sliders I have:
                      Punch output at 0
                      Power at 7 now(still trying to get a good setting on this)
                      Accuracy at 0

                      Can't recall everything else. The main issues I have the game now are CAB cuts/swelling issue. I guess we are stuck with that. Though does anyone recall if they would take damage anyway with the pre-patch/tuner, out of the box version?

                      Other then that, even when the CPU does keep it's stamina, I can still throw more and not lose as much. Which is weird because the CPU will almost always throw a higher connect rate, yet lose more stamina on less punches thrown.

                      It's not perfect but I will go with it for now. I think it's better then the game was originally. You lose things either way, but I will settle on this version. Won't run out and buy the next Fight Night though. In fact I am done with EA except for maybe the NHL series(FIFA is good I think, but don't play that). Sooner or later they will fall into the same issues and mess that up too.
                      Last edited by evilc08; 07-16-2011, 05:48 PM.
                      The Golf Club created courses:

                      Ashford Pines Golf Club (front 9)

                      Full version release June 2016

                      Challenging course without the cheap gimmicks.

                      Comment

                      • kingsofthevalley
                        MVP
                        • May 2011
                        • 1959

                        #266
                        Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                        Originally posted by Punjabi_Souljah
                        I wish there was a 90 second setting for round length right now, as the rounds wouldn't feel too short, and whilst the AI would still lose stamina, it would be a lot more realistic than it is now.

                        I would seriously have considered going through each fighter and lowering their punch frequencies by half in a bid to get a realistic AI output, but when the stamina still drains considerably, it just seems pointless.

                        Even moving about the ring tryimg to stay on the outisd seems to really take a hit on the stamina, making it hard to use a Wlad or Lewis and box an inside fighter effectively for all 12 rounds.
                        Thats the biggest flaw in my opinion. It seems that now you're forced to fight inside even if you're not an inside fighter. I cant STAND that **** man. I'm feeling like I have to stand in the box and suck up/try to block all the spammed body punches. If I try and move back its like more of my stamina is drained than standing there and taking all those body shots lol. **** is horrendous.

                        Comment

                        • jtdribbles25
                          Banned
                          • Aug 2003
                          • 1415

                          #267
                          Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                          Originally posted by kingsofthevalley
                          Thats the biggest flaw in my opinion. It seems that now you're forced to fight inside even if you're not an inside fighter. I cant STAND that **** man. I'm feeling like I have to stand in the box and suck up/try to block all the spammed body punches. If I try and move back its like more of my stamina is drained than standing there and taking all those body shots lol. **** is horrendous.
                          at least if the guys with potent jabs could back off the imposing fighter it would be much more balanced. But they render the jab almost useless as a tool. And Im saying the guys with jabs from say, 17-20 power. It would make much more balance and you would'nt have to play on the run all fight if you had a potent jab. Plus for online, if you wanted that as a weapon you would have to devote your skill to that.

                          Comment

                          • kingsofthevalley
                            MVP
                            • May 2011
                            • 1959

                            #268
                            Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                            I just tried online again. Guess I'm a glutton for punishment. Guys were using Cotto this go around. Coming forward and pressing me (as they should in my opinion) BUT I couldn't back up and use my jab effectively because I kept getting exhausted.

                            These guys were just pressing forward throwing all kinds of punches (3 to 5 in a row) but I was the one getting tired for trying to stick and move( 1 to 2 punches at most in a row)? Riiiight. I just might be done with online.

                            I dont usually get pissed at games but I was getting very steamed. Might be time to get rid of this game. Is EAs MMA any better?

                            I'm actually a fan of the series and really dont play online too much but the offline is kinda jacked up also with the CPU gassing itself out too much. Damn it would be great if the japanese dev team produced a current Hajime no ipp game.
                            Last edited by kingsofthevalley; 07-17-2011, 09:28 PM.

                            Comment

                            • brrmikey
                              Pro
                              • Aug 2005
                              • 826

                              #269
                              Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                              By editing cuts/swelling ratings WAY down, and with the right sliders, I'm semi-enjoying this game again. Quick question though...I despise having to spend money for DLC, so I've been downloading other users' created fighters...I edit cuts/swelling on a 1-15 scale (thanks for the idea whoever that was) but still don't see damage to the created boxers...do they not get damaged like the licensed boxers? Thanks.
                              edit: PS3 version

                              Comment

                              • DaveDQ
                                13
                                • Sep 2003
                                • 7664

                                #270
                                Re: Fight Night Champion Title Update #2 Available Now, Post Impressions Here (PS3, 3

                                I had the absolute worst experience last night that unfortunately may have sealed it for me in terms of online play with this game. My opponent immediately got in my face and just stood there, blocking. I would step away and be able to land a jab, but doing anything else would result in blocked punches, so I was extremely cautious. I kept my output very low, but it was so ridiculous that the two of us would just stand there. I immediately realized what he was doing. In round two he threw 4 punches and landed two to my 24 punches that landed 18 times. He won that round. This was his scheme and it worked. Later in the fight he started to throw more punches and I won those rounds but it was too late. It was like we were glued together and if I tried to move back too much i'd lose stamina.

                                It was all I could do to not just quit or send him a hate message. I was furious that something like this could be done and the devs not even be aware of it. while I can still enjoy the game, I have always told myself that when it's not fun anymore it's time to move on. I'm about at that point. What's sad is the legacy mode is freezing and it was hardly touched, making me walk away from the game far earlier than I did with Round 4.
                                Being kind, one to another, never disappoints.

                                Comment

                                Working...