Re: EA Sports UFC 2 Patch 1.05 & Content Update Adds 2 Fighters, Plenty of Fixes
So I ran a second card last night and had better results. I actually went 2-7 against the AI last night. Two of them were bull**** split decisions given to the AI but it was way more competitive. Here are some notes:
- The AI had one KO (GNP) two Subs (one armbar/ one guillotine off his back) and 4 decisions. The good news is that I was rocked several times during the event (Rothwell, Letourneau and Lim). The AI did what it was supposed to do and attacked when I was hurt but I was able to recover each time.
- The issues that everyone identified (Stamina/Stopping Power) are still issues no matter what you do. Its good to hear that Skynet is looking into this.
- I added one more house rule that made the fights more competitive. As I said before, I tend to rely heavy on the high block. Its almost instinctive that I press high block after I throw a combo. I noticed that I constantly have my finger on LB all the time. Last night, I decided to force myself to reactively block by moving my finger off of LB so that if the CPU fires back a shot after I strike, I have to time the block instead of instinctively blocking automatically.
- I discovered another online change that negatively affected offline. So online players hate randomness. That is a constant cry on the EA forums and by the majority of Gamechangers. Its also one of the reasons why body shots and leg kicks no longer cause health events consistently and why we rarely see leg kick KO's anymore. Online players were upset that people would spam leg kicks or body shots to get leg kick KOs or body KO/Health Events through spamming and claimed that many of those health events occurred randomly (with no build up) in their opinion.
Thats great for online players.....but sucks for offline players. Why? Because the AI rarely spams and treats the body and legs like they are viable places to lead to a KO. Because the body and leg kick damage has been decreased so much, the AI is constantly attacking there but it doesnt result in much damage.
So I ran a second card last night and had better results. I actually went 2-7 against the AI last night. Two of them were bull**** split decisions given to the AI but it was way more competitive. Here are some notes:
- The AI had one KO (GNP) two Subs (one armbar/ one guillotine off his back) and 4 decisions. The good news is that I was rocked several times during the event (Rothwell, Letourneau and Lim). The AI did what it was supposed to do and attacked when I was hurt but I was able to recover each time.
- The issues that everyone identified (Stamina/Stopping Power) are still issues no matter what you do. Its good to hear that Skynet is looking into this.
- I added one more house rule that made the fights more competitive. As I said before, I tend to rely heavy on the high block. Its almost instinctive that I press high block after I throw a combo. I noticed that I constantly have my finger on LB all the time. Last night, I decided to force myself to reactively block by moving my finger off of LB so that if the CPU fires back a shot after I strike, I have to time the block instead of instinctively blocking automatically.
- I discovered another online change that negatively affected offline. So online players hate randomness. That is a constant cry on the EA forums and by the majority of Gamechangers. Its also one of the reasons why body shots and leg kicks no longer cause health events consistently and why we rarely see leg kick KO's anymore. Online players were upset that people would spam leg kicks or body shots to get leg kick KOs or body KO/Health Events through spamming and claimed that many of those health events occurred randomly (with no build up) in their opinion.
Thats great for online players.....but sucks for offline players. Why? Because the AI rarely spams and treats the body and legs like they are viable places to lead to a KO. Because the body and leg kick damage has been decreased so much, the AI is constantly attacking there but it doesnt result in much damage.
Comment