EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included - Operation Sports Forums

EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

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  • GameplayDevUFC
    Former EA Sports UFC Gameplay Developer
    • Jun 2014
    • 2840

    #106
    Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

    Originally posted by Haz____
    He's not talking about hooks auto lunging, hes talking about tapping forward to dash forward and throw a hook, when in UFC 1, if timed right was an awesome dashing hook to get in the pocket.

    In UFC 2 manual input forward dashing hooks arent possible like they were in UFC 1 and it really limits our ability to get into the pocket especially with shorter fighters.
    Ah, I see.

    I wasn't aware of that.

    It's possible they were removed by accident then.

    Or that they were patched into 1 and the patch work didn't get brought over 100% to UFC 2.

    Not 100% sure since I didn't work on that specific feature.

    Too late now anyway though.

    Comment

    • johnmangala
      MVP
      • Apr 2016
      • 4530

      #107
      Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

      Originally posted by GameplayDevUFC
      Ah, I see.

      I wasn't aware of that.

      It's possible they were removed by accident then.

      Or that they were patched into 1 and the patch work didn't get brought over 100% to UFC 2.

      Not 100% sure since I didn't work on that specific feature.

      Too late now anyway though.
      I don't mean to drag this, but my last question about the patch and I'll move on to thinking about EAUFC3..

      What happened to the shift techniques from EAUFC1, why were they removed? Especially at the highest level demonstrated by guys like Cruz and Silva. This is a heart sore for me because they were one of the the funnest part of EAUFC1 imo and felt fresh because I can't recall any other game with shifts like this. It was certainly unique and subsequently removed? Even stranger considering shortly after it's Cruz v Dillashaw and it's this on display.

      e: Going through movesets, sad to see Bisping with no switch lead overhand. This is what he used to win the title against Bisping, a type of shift strike.

      Last edited by johnmangala; 09-27-2016, 05:38 PM.

      Comment

      • Helmholz_Watson_
        Rookie
        • Aug 2016
        • 29

        #108
        Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

        The game keeps getting better... thanks!

        I have been hearing the "this is the last patch" from the community for a long time now, but I don't think I have heard it from anyone official. Is this the last patch?

        Comment

        • SUGATA
          MVP
          • Apr 2016
          • 1377

          #109
          Re: EA Sports UFC 2 Patch 1.10 Coming Soon, Here Are Some Details

          Originally posted by GameplayDevUFC
          Yes, hooks and roundhouse kicks, etc.

          We didn't change anything with straight trajectory strikes, or forward/backwards lunges.
          So, previously useless Hooks series becomes the best tool vs Side steps:
          - hooks has damage MP bonus
          - hooks are fast
          - hooks possible to link into series (with gaining CM bonus)
          - no need to guess side step direction because of fast and several in a row hooks
          - Hook has 2 damage + MP 1.6/2.4 vs short/long side step + CM from 2nd follow up Hook = 2 Hooks in a series causes FBHR (may be rocked state) VS side step.

          RESUME: only this one thing may crucially buff Hooks and berf side steps in the game... i afraid that the balance may suffered from this, needs testing.
          Full PATCH and Live tuners LIST for EA UFC 5
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          Comment

          • SUGATA
            MVP
            • Apr 2016
            • 1377

            #110
            Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

            Originally posted by GameplayDevUFC
            Ah, I see.

            I wasn't aware of that.

            It's possible they were removed by accident then.

            Or that they were patched into 1 and the patch work didn't get brought over 100% to UFC 2.

            Not 100% sure since I didn't work on that specific feature.

            Too late now anyway though.
            As i tested "manually inputted fwd dashing hooks" are possible as well as in UFC 1.
            I called them Boosted strikes.

            Copy past from my notes:
            http://www.operationsports.com/forum...post2048473520


            <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> BOOSTED STRIKE (BS):


            Boosting not depends on opponentโ€™s actions, on CW.


            [during any Dodge/Side step, but before my fighter reaches final place] (click) (may holding L2 Body modifier) square/triangle/LS fwd+ยขsquare/LS fwd+ triangle - Boosted strike.


            - Dodge/Side step is cancelled in-place immediately as I input Strike; use Strike input timing to reach needed distance via Dodge/Side step (shorter-longer).


            - Only (may holding L2 Body modifier) square/triangle/LS fwd+ยขsquare/LS fwd+ triangle Strikes can be Boosted; ALL other Strikes can not be boosted (LS bwd, L1, L1+L2, x, circle หœ, etc)


            - Only one 1<sup>st</sup> Strike may be boosted (BS), all follow up Strikes in series will be normal. But possible to make a series of Boosted strikes if perform Dodge/Side step on every Strike.



            - Only Dodge/Side step can boost Strike (and there are NO difference in boosting between different Dodges/Side steps); ALL others can not to boost Strike (Sway, Parry, Moving).


            Try always [just after or during my Dodge/Side step/Sway] counter attack with:
            - IF opponent did not Strike (no whiff, no CW): Combo, which begins by Boosted strike.
            - IF opponent did Strike (whiffed, CW): perform one quick strong Strike (for ex, rear Uppercut, Head kick or L1 Special strike) โ€“ for large damage with FBHR (stop opponentโ€™s attack with possible Health event, KO) because of CW; OR Combo, which begins by Boosted strike.


            Effects of BS:
            - faster speed (difficult to react on it for opponent)
            - longer range because of Dodge/Side step movement
            - costs more Stamina (not increased Stamina cost, because of Stamina costs summary of Dodge/Side step + Strike)
            - the same Damage as for normal not boosted Strike version


            Usage of BS:
            1. To reach the opponent:
            Example: FWD Dodge, square > (buffered during prev Strike animation) FWD Dodge, square.
            2. To intercept opponentโ€™s beginning Strike:
            Example: FWD Dodge, square - Lead Jab is a longest & fastest BS.
            3. To start Combo
            4. To counter attack after Dodge/Side step.
            5. To bait the opponent, then counter:
            Example: (For advancing) BWD Dodge, square. (For stay back) BWD Dodge, LS fwd+triangle.

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            Last edited by SUGATA; 09-27-2016, 05:49 PM.
            Full PATCH and Live tuners LIST for EA UFC 5
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            Comment

            • King_Clarke1
              Banned
              • Apr 2016
              • 163

              #111
              Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

              I can not wait to check it out.

              Comment

              • TreJayMMA
                Pro
                • Jul 2016
                • 711

                #112
                Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

                Originally posted by Helmholz_Watson_
                The game keeps getting better... thanks!

                I have been hearing the "this is the last patch" from the community for a long time now, but I don't think I have heard it from anyone official. Is this the last patch?
                Yes. GPD confirmed it. We're moving on to UFC 3.
                Loyal Browns fan

                PSN: TreJay2000

                Comment

                • johnmangala
                  MVP
                  • Apr 2016
                  • 4530

                  #113
                  Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

                  Originally posted by SUGATA
                  As i tested "manually inputted fwd dashing hooks" are possible as well as in UFC 1.
                  I called them Boosted strikes.

                  Copy past from my notes:

                  <!--[if gte mso 9]><xml> <o:OfficeDocumentSettings> <o:RelyOnVML/> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> BOOSTED STRIKE (BS):


                  Boosting not depends on opponentโ€™s actions, on CW.


                  [during any Dodge/Side step, but before my fighter reaches final place] (click) (may holding L2 Body modifier) square/triangle/LS fwd+ยขsquare/LS fwd+ triangle - Boosted strike.


                  - Dodge/Side step is cancelled in-place immediately as I input Strike; use Strike input timing to reach needed distance via Dodge/Side step (shorter-longer).


                  - Only (may holding L2 Body modifier) square/triangle/LS fwd+ยขsquare/LS fwd+ triangle Strikes can be Boosted; ALL other Strikes can not be boosted (LS bwd, L1, L1+L2, x, circle หœ, etc)


                  - Only one 1<sup>st</sup> Strike may be boosted (BS), all follow up Strikes in series will be normal. But possible to make a series of Boosted strikes if perform Dodge/Side step on every Strike.



                  - Only Dodge/Side step can boost Strike (and there are NO difference in boosting between different Dodges/Side steps); ALL others can not to boost Strike (Sway, Parry, Moving).


                  Try always [just after or during my Dodge/Side step/Sway] counter attack with:
                  - IF opponent did not Strike (no whiff, no CW): Combo, which begins by Boosted strike.
                  - IF opponent did Strike (whiffed, CW): perform one quick strong Strike (for ex, rear Uppercut, Head kick or L1 Special strike) โ€“ for large damage with FBHR (stop opponentโ€™s attack with possible Health event, KO) because of CW; OR Combo, which begins by Boosted strike.


                  Effects of BS:
                  - faster speed (difficult to react on it for opponent)
                  - longer range because of Dodge/Side step movement
                  - costs more Stamina (not increased Stamina cost, because of Stamina costs summary of Dodge/Side step + Strike)
                  - the same Damage as for normal not boosted Strike version


                  Usage of BS:
                  1. To reach the opponent:
                  Example: FWD Dodge, square > (buffered during prev Strike animation) FWD Dodge, square.
                  2. To intercept opponentโ€™s beginning Strike:
                  Example: FWD Dodge, square - Lead Jab is a longest & fastest BS.
                  3. To start Combo
                  4. To counter attack after Dodge/Side step.
                  5. To bait the opponent, then counter:
                  Example: (For advancing) BWD Dodge, square. (For stay back) BWD Dodge, LS fwd+triangle.

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UnhideWhenUsed="true" Name="envelope return"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="footnote reference"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="annotation reference"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="line number"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="page number"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="endnote reference"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="endnote text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="table of authorities"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="macro"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="toa heading"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Bullet 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Number 5"/> <w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Closing"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Signature"/> <w:LsdException Locked="false" Priority="1" SemiHidden="true" UnhideWhenUsed="true" Name="Default Paragraph Font"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text Indent"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="List Continue 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Message Header"/> <w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Salutation"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Date"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text First Indent"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text First Indent 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Note Heading"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text Indent 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Body Text Indent 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Block Text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Hyperlink"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="FollowedHyperlink"/> <w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/> <w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Document Map"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Plain Text"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="E-mail Signature"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Top of Form"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Bottom of Form"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Normal (Web)"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Acronym"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Address"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Cite"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Code"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Definition"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Keyboard"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Preformatted"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Sample"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Typewriter"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="HTML Variable"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Normal Table"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="annotation subject"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="No List"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Outline List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Simple 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Classic 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Colorful 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Colorful 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Colorful 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Columns 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 6"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 7"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Grid 8"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 2"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 3"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 4"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 5"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 6"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 7"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table List 8"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 1"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table 3D effects 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Name="Table Grid"/> <w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true" Name="Table Theme"/> <w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/> <w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading"/> <w:LsdException Locked="false" Priority="61" Name="Light List"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/> <w:LsdException Locked="false" Priority="70" Name="Dark List"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/> <w:LsdException Locked="false" SemiHidden="true" Name="Revision"/> <w:LsdException Locked="false" Priority="34" QFormat="true" Name="List Paragraph"/> <w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/> <w:LsdException Locked="false" Priority="30" QFormat="true" Name="Intense Quote"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/> <w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/> <w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/> <w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/> <w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/> <w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/> <w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/> <w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/> <w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/> <w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/> <w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/> <w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/> <w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/> <w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/> <w:LsdException Locked="false" Priority="60" Name="Light Shading 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5"/> <w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 1"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 1"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 1"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 2"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/> <w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/> <w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful Accent 2"/> <w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful Accent 2"/> <w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light Accent 3"/> <w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/> <w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/> <w:LsdException Locked="false" Priority="49" Name="Grid Table 4 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                  There are stepping jabs etc and sort of lunging hooks but they are not like they were in EAUFC1 which is what we were requesting add the lunging intercept damage buff and we have some better balance for the lunging hooks. Same thing with shifts, there seem to be slightly shifting body strikes, teeps etc. But I wanna see the open door hooks etc back

                  Comment

                  • Galgorian
                    Rookie
                    • Jul 2016
                    • 136

                    #114
                    Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

                    Great work overall on UFC 2, EA team. The game is awesome. Was hoping for Will Brooks and/or Brock Lesnar to be added, but overall the gameplay is mostly balanced, fun, and will keep me playing until UFC 3.

                    Comment

                    • chapmandachamp
                      Rookie
                      • Jul 2014
                      • 380

                      #115
                      Re: EA Sports UFC 2 Patch 1.10 Coming Soon, Here Are Some Details

                      Originally posted by bcelts
                      Is there any way to adjust long term stamina through a hot fix and not a patch? Really think little more power and consequences for striking too much could make standup little more realistic. Also can block be tweaked to be more responsive. Just asking? Thank you for your hard work man!
                      I wish this too. Added this power, more Arm damage. Why is block have to be delayed? That what the different buttons were for I thought? Also perm stam def needs tuning still can throw and miss strikes and b fine for round 3. It kinda works in 5 rounds but most matches r 3 and we see people irl gassed after one ...

                      Comment

                      • chapmandachamp
                        Rookie
                        • Jul 2014
                        • 380

                        #116
                        Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

                        I really hope ALL the work from ufc2 is carried over including patch work. I also wish the community had say in ufc3 before the dev team goes ahead with their own ideas. And then our wants just get slightly patched in. Like for example the move sets need to be strikes the people actually use...

                        Comment

                        • johnmangala
                          MVP
                          • Apr 2016
                          • 4530

                          #117
                          Re: EA Sports UFC 2 Patch 1.10 Coming Soon, Here Are Some Details

                          Originally posted by TheRizzzle
                          Is it bad that I was kind of hoping for Mickey Gall?

                          Sent from my SM-N920V using Tapatalk
                          Jake Mathews plays a bit like Mickey Gall would so I get the message, we'll probably get most the requested adds in EAUFC3 I am sure, so it's good.

                          RDA heavy overhand and Shogun overhand is much appreciated I will note more as I see them thanks- this was a great fix
                          Last edited by johnmangala; 09-27-2016, 08:45 PM.

                          Comment

                          • TheSouthpaw
                            Rookie
                            • Apr 2016
                            • 114

                            #118
                            Re: EA Sports UFC 2 Patch 1.10 Available Now, Patch Notes Included

                            Really excited to see how the next game turns out. Now that the dev team has two MMA games under their belt and a solid foundation, I think we'll finally get to see what they're capable of.

                            I think the next game is going to be excellent. On a completely different level than the past two games.
                            Check Out The Submission Thread!
                            http://www.operationsports.com/forum...subs-idea.html

                            Comment

                            • theballa
                              Banned
                              • Jul 2016
                              • 30

                              #119
                              Re: EA Sports UFC 2 Patch 1.10 Coming Soon, Here Are Some Details

                              Originally posted by johnmangala
                              Jake Mathews plays a bit like Mickey Gall would so I get the message, we'll probably get most the requested adds in EAUFC3 I am sure, so it's good.

                              RDA heavy overhand and Shogun overhand is much appreciated I will note more as I see them thanks- this was a great fix

                              hold up so dos Anjos now has an overhand right and not a superman punch anymore???

                              Comment

                              • Haz____
                                Omaewa mou shindeiru
                                • Apr 2016
                                • 4033

                                #120
                                Re: EA Sports UFC 2 Patch 1.10 Coming Soon, Here Are Some Details

                                Originally posted by theballa
                                hold up so dos Anjos now has an overhand right and not a superman punch anymore???
                                Yup!

                                Shogun has the Right Overhand lvl 3, and ALSO Gamechanger lvl 3 perk now!

                                Also Yair has been redone. Has a bunch of crazy new kicks. Jumping Roundhouse, Cartwheel Kick.

                                VanZant has both Jumping kicks now.


                                This is awesome! Thanks Devs! So cool!!!!!
                                PSN: Lord__Hazanko

                                Just an average player, with a passion for Martial Arts & Combat Sports

                                Comment

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