EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Thanks, that's a bummer. I really liked how they would feature people in the top 100 and you could see how that fought. I guess my Twitch account will get plenty of use when this game drops.NFL: Oakland Raiders
MLB: Oakland A's
NBA: LA Lakers
NCAAF: Oregon Ducks
EA UFC League:
Gegard Mousasi - LHW (1-1)
Dustin Poirier - FW (0-2)
Sarah McMann - W Bantamweight (1-3)
"Don't let it go to the judges!"Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
I have a question. Are reversals toned down in the retail version ? Because in the demo they do reversals way too much. I lost count how many times I been reversed when I was in full mount or in side control. It is like as soon I get into those positions, 3 seconds later, reversal.
Another question. Are single leg take downs success rate toned down in the retail version ? The success rate for single leg take downs seems too high. Almost automatic in a way.Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
If you could record a video of Machida versus Anderson Silva and post it that'd be great. If there's a single strike thrown within the first three minutes of the fight the game isn't realistic! I kid, I kid.Thanks, I'm looking forward to participating in the discussions here.
1. You'll definitely be able to appreciate the AI much more in the retail version of the game. As people have said here already, you're playing two fighters with similar styles, on the easiest difficulty level. Just a small fraction of what the full game has to offer. You'll notice quite the difference playing with fighters who have different styles, tendencies and strategies. On top of that the easy difficulty level is always the most watered down in terms of AI. I've read your comments earlier in the thread that Machida would be your litmus test for the AI, and I had meant to do a quick Weidman v Machida match at work yesterday to check it out myself because I haven't actually played against his AI myself, but I didn't get a chance and I'm working from home today. I'll have a go on Monday and should be in a better position to answer questions then. In fact I'll probably be much more active on Monday when I'm back in the office.
2. I don't actually know off the top of my head, and I was given the go ahead to talk about gameplay only. I'll ask around on Monday and see if that's something I can disclose once I find the answer.
I wish I could have given a better answer for my first post here, but I will do my best to follow up.
How does fighting against a bigger, stronger, grappler feel? In my opinion another great Litmus test would be fighting against someone like Cormier and purposefully letting him take you down. If you can easily get back up to your feet or get a reversal at the rate were seeing on the demo, then that's not a good sign. I want to fear great grapplers, you know? I understand that the demo is on easy, so maybe I'm off base here, but that's definitely one of the first things that I'm going to check out.
In relation to Phobia's post, I know that you can't discuss patches right now, but I remember games in the past getting alternate control schemes through a patch, so maybe that is something you guys could look at.
Lastly, I know that's it's too late for this game, but the next game you guys have to add things like feints, the ability to catch kicks, standing submissions and more cage interaction from the ground.My 2K17 Boston Celtics MyLeague
Alabama Crimson Tide
Green Bay Packers
Boston Celtics
New Orleans Pelicans
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Grapple Defense windows went from way too big in EA MMA, to a bit on the small side in EAS UFC. EA MMA said strike to pass, and pass to strike, but that wasn't true, it was spam the hell out of any body shot untill you killed your opponents stamina so they couldn't block the pass attempt. If you had any stamina, you could always stop passes, because the window to defend was way too large. I would like to see some of the advancing positions, whether it be from top postion fighters or bottom position fighters toned down, but not to the extremes that EA MMA were at.I have a question. Are reversals toned down in the retail version ? Because in the demo they do reversals way too much. I lost count how many times I been reversed when I was in full mount or in side control. It is like as soon I get into those positions, 3 seconds later, reversal.
Another question. Are single leg take downs success rate toned down in the retail version ? The success rate for single leg take downs seems too high. Almost automatic in a way.Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Man i was decent at the older games on the ground, but this one I stink at it. I try to avoid it until I can practice it in the full game...Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
More time i play, more I like it.
Very fun game but damn they gotta tone (or get rid of) down power slam takedowns. So stupid.
Had an amazing knockout. High leg kick to the right side of the head, jones fell against cage and stumbled back toward me where I hit him with a devastating hook and knocked him out! Best knockout I've seen of any mma game.Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
June 17th, can't come soon enough.
NFL: Oakland Raiders
MLB: Oakland A's
NBA: LA Lakers
NCAAF: Oregon Ducks
EA UFC League:
Gegard Mousasi - LHW (1-1)
Dustin Poirier - FW (0-2)
Sarah McMann - W Bantamweight (1-3)
"Don't let it go to the judges!"Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Leg kicks can lead to the leg damage health event (stunned, wobbled and liver damage being the other health events in the game). In this state your movement is extremely limited and you are more vulnerable to attacks. The tuning around the health events did change since the demo was released, but I don't know the specifics. Leg kicks can also lead to KD's if you time them properly and your opponent is only on one leg because they are executing a particular striking technique. These moments are dynamic and based only on physics, but I'm hoping people learn to master this technique as a counter to some of the flashier kicks. I've seen maybe one video of this posted so far, not sure if it's happening a lot, but it's a viable strategy.
I can't comment on future plans for the title or make any promises, but I'm making note of the request as your not the first to ask about it.
I'm not intimately familiar with the details of the stamina algorithms but I'll look into it. I know for sure that stamina drain is based on actions performed and are not tuned differently for different round lengths or number of rounds, so a longer round fight should lead to more stamina drain. Not sure about the lower limits on perm stamina, I'm sure that would be based on ratings, but I'm not sure on the details of how that works. I'll check though.Stamina (2) - I noticed in the demo both Bones and Gus have stamina and endurance in the 69 range. Yet perm stamina is not decreasing past a certain point after 3 rounds it seems. Is this a issue with the demo build? If so, what would a typical stamina drain look like for a 5 round fight with these fighters? 50% stamina remaining on accelerated clock, 25% remaining on real time? Because at this current rate the lighter fighters with 90+ stamina/endurance will never get past 75% stamina for 5 rounds.
Depends on how experienced the players are I would think. Some people are very good at the defensive aspect of the game, and I'm curious to see what ends up being the winning strategies online when the game is released. Two defensively skilled players could certainly last 5 5 min rounds.
I remember a lot of discussions back and forth on the controls. L1 and R1 modifiers are there to add more strike variety that is under the users control.Controls - Why is there a L1 and R1 modifer, This seems extremely redundant? Also speaking of redundancy, why not have sways on R2 instead of L2? The controls would remain the exact same and offer the same abilities, yet allow for easier hand control on the controller instead of being forced to hold R2 to block, L2 to sway, buttons to strike. Instead you could hold R2 to block, can move around with left joy, yet flick left stick to sway when needed. Then only apply L2 when needing to modify your strikes to the body.
I think your proposal leaves out the dodges/lunges. They are currently a flick of the left stick and can be performed if you are blocking or not. If lunges have no modifier, sways need to so block can be held regardless. You could switch sways with lunges, but that doesn't really fix anything, just swaps the ease of execution between the moves. Or maybe I'm misunderstanding you which is very possible.Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Will the ref stop the fight due to blood loss or facial damage? I remember that was a trophy in UFC 3. Thanks!NFL: Oakland Raiders
MLB: Oakland A's
NBA: LA Lakers
NCAAF: Oregon Ducks
EA UFC League:
Gegard Mousasi - LHW (1-1)
Dustin Poirier - FW (0-2)
Sarah McMann - W Bantamweight (1-3)
"Don't let it go to the judges!"Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Thanks for the feedback
Now on the controls.
Lets look at it from a logical standpoint.
You are not going to see guys jumping in lunging while blocking hands high. Lunging in, in real life is a risky situation. So from my view point I would remove lunging/dodges when R2 is held. You are covering up, which means deflecting a incoming shot or swaying incoming attacks (flicking LS). So in short, my purposed control scheme would be.
R2 - Block
L2 - Body modifier
L1/R1 - Power attacks (just leave it to change less)
Face buttons - Strikes
Changes
LS + flick - dodge/lunge
R2 + LS flick - sway
If I'm not mistaken wasn't fight night champion control scheme similar to what I'm proposing?Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.I have a question. Are reversals toned down in the retail version ? Because in the demo they do reversals way too much. I lost count how many times I been reversed when I was in full mount or in side control. It is like as soon I get into those positions, 3 seconds later, reversal.
Another question. Are single leg take downs success rate toned down in the retail version ? The success rate for single leg take downs seems too high. Almost automatic in a way.
I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.
I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.
I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.
I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.
I was having that takedown issue with the x1 version but not the ps4. I couldn't defend the takedown at all on x1Comment
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Re: EA Sports UFC Demo Available Now, Post Your Impressions Here (Xbox One, PS4)
Maybe that is my issue, I'm attempting to deny when I see them shooting, not once they make contact with my character. If, I'm understanding what you are saying it is once they make initial contact that we must attempt deny?Originally all transitions had the same denial window for consistency, but based on internal feedback we increased the denial windows for specific transitions, guard to mount and side control to side control being the specific ones I remember. I honestly can't remember if that change was made before or after the demo was shipped, but for sure in the retail version of the game those specific transitions are much easier to defend than the other more standard transitions (guard to half guard for example), by pretty much doubling the size of the window.
I've notice a lot of people are having trouble stuffing takedowns and I'm not 100% sure why that is. So people know, the window to deny the takedown is from the time the fighter begins the takedown to when he grabs onto you. There is then a brief idle in this position that is determined by stamina and ratings, then the takedown finish starts. You cannot deny once the finish starts. The denial window is in the first two stages. The window is affected by stamina and ratings so it's not always that full length, but it falls in that segment of the animation. So that's when you need to react.
I'm wondering if people are trying to deny during the wrong phase of the takedown, or if they just aren't picking up on the animation fast enough and that will come with practice.Comment

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