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UFC 3 GAMEPLAY - UPDATE #6 - 31st May

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EA_Roger
1483 posts EA Community Manager
edited July 2018
Thank you to everyone who has been playing EA SPORTS UFC 3 and for contributing feedback on the gameplay, fighters, and ratings changes you’d like to see happen in game. We take your feedback seriously and have used that information to make key updates to various areas of the game.

The changes that come with Gameplay Update #6 revolve primarily around grappling and footwork. Below we detail the new features and key tuning changes that you’ll need to be aware of in order to stay competitive playing EA SPORTS UFC 3.

Takedowns

The biggest change to grappling comes in the form of a new feature, allowing you to perform takedowns on your opponent that cannot be denied when setup in the proper context. In order to perform these takedowns, you’ll need to use a fighter who has a double leg takedown and has a takedown rating of 90 or higher.

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The first scenario in which to execute this takedown is against a forward-moving leg kick that lands on the outside of your lead leg. A window will open up just before the leg kick lands, and if you execute a double leg takedown attempt inside that window at proper range, you will perform a takedown that cannot be denied.

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The next scenario is when your opponent misses a strike. In this case, a small window will open after the strike misses. During this window, you’ll be able to execute an undeniable double leg takedown. It’s important to note that you need to be in proper range in order to hit these takedowns. If your opponent misses a forward moving strike, you will need to execute the takedown from within kick range. If your opponent misses a standing strike, you would have to execute the takedown from within punching range.

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The final scenario happens when you duck under a rear strike that your opponent misses, which will open a small window before the strike would land, in addition to the window described above. It’s important to note that the takedown windows scale with the different strike types and the stamina advantage you have over your opponent. Less committal strikes, like jabs and straights, won’t open a viable window until you’ve earned at least a small stamina advantage. More committal strikes, like superman punches and overhands, will open a viable window with no stamina advantage, and may still present a viable window even with a moderate stamina disadvantage.

The next big change to takedowns occurs when your opponent’s back is to the cage. Prior to this content update, the only way to enter into the single leg and double leg against the cage positions was if a takedown was denied late when the opponent was near the cage.

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With this content update, any takedown performed when the opponent’s back is within two feet off the cage will end in the new cage positions.

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New transitions have been added to that position, allowing the DOM to throw their opponent to side control as well as finish the takedown. This gives you two directional transition options to bring the fight to the ground.

We’ve also slowed down the SUB transition to over-under, putting the onus on the defensive player to deny the transitions.


Finally, we’ve tuned the grapple advantage you get when you evade your opponent's strike to make the window bigger, making it easier to capitalize on a successful slip to earn a takedown. These changes should give players a more diverse set of tactics to bring the fight to the ground, making strike selection, timing, and cage position more important factors in the battle between the striker and the grappler.

Muscle Modifier

Once the fight makes it to the ground, the player can now take advantage of a new feature which allows you to use more strength and energy to complete certain transitions before your opponent is able to complete theirs. We call this the Muscle Modifier.

By pressing R1/RB when performing a grappling transition, certain transitions are now sped up at the cost of considerably more stamina. How much the transition is sped up depends on your stamina. If your stamina is full, the transition speed will be doubled. The less stamina you have, the slower the speed of the transition. When stamina becomes low enough, the increase in speed becomes negligible. Stamina cost is always the same, so it will be up to you to decide when and where this feature is worth using.

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Not all transitions can be sped up using the Muscle Modifier. Only transitions that require strength and explosiveness to complete in real life will apply.

The current list of transitions that support this feature are:
  • Any getup from a SUB position on the ground
  • The takedown transitions from single leg and double leg against the cage
  • Posturing up from a DOM position on the ground
  • Transitioning from SUB back mount flat to back mount
  • Sit out sweep from back side
  • Getup from SUB sprawl to back clinch

Ground and Pound

The last big change to grappling involves ground and pound. In an attempt to make finishing the fight from the ground more viable, we’ve slowed down head health regeneration on the ground. This will make damage persist for longer, making it possible to use strikes more strategically to setup finishes.

We’ve also made the grapple advantage gained from blocking strikes expire, which will put the onus on the defensive player to act quickly to take advantage of it, quickening the pace of the fight on the ground.

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Finally, we’ve increased the speed of ground strikes from both back mount and stacked guard, and increased the damage strikes deal from stacked guard.

Footwork

The biggest change to the standup game with this content update involves the footwork of forward-moving combinations. We’ve added the concept of range reduction when throwing multiple forward-moving strikes.

Any forward-moving combination will start to lose range and speed on the third consecutive strike thrown, unless you are switching between body and head strikes, in which case the range reduction begins immediately.

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Range reduction means your fighter won’t track as well against a backwards-moving opponent. In fact, as soon as the range of your forward-moving combination gets reduced, a retreating fighter will start to avoid your strikes and create space without having to perform any evasive maneuvers. This will make aggressive fighting much riskier, and players will have to be mindful of what combinations they are throwing when moving forward if they want to maintain pressure.

If the attacking fighter wants to cover more distance and maintain pressure on a retreating opponent, they can still do so, but they will have to modulate their strike output in order to maximize their range. Once a combination is about to be range reduced, simply slowing down the input of the combination by approximately a quarter of a second will be enough for the fighter to reset their footwork and achieve maximum range once again.

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This adds a new skill element to forward pressure and distance management. Mindless forward aggression will be far less successful, but deliberate forward pressure with awareness of footwork limitations can still be successful when done properly. These brief delays in output can leave a window open for the retreating fighter to land a strike in between the opponent’s forward-moving strikes, if timed properly.

In order to ensure that balance doesn’t shift too far towards the retreating fighter, we’ve also tuned the movement speed curve to make cage cutting much more effective. This, combined with the new cage takedown entries, should give skilled players who control the center of the Octagon more tools to control their opponent.

Finally, we’ve tuned the advanced side lunges to have more range, and further reduced the evasive retreat stamina tax by 50%. These changes should give more options to every playstyle when it comes to footwork.

See below for a complete list of gameplay changes coming with this content update.

Game Modes
  • Gameplay Sliders added to Event Mode
  • Health Events added to Post-Fight Statistics
  • Added more potential Rivals to Career Mode
  • Added indicator to schedule camp screen to display the last gym trained at
  • Added icon on tabs when new moves are earned in Career Mode
  • Added Random Fighter option to Fighter Select screens
  • Ultimate Team Customization improvements
  • Updated New Zealand and Australian Fight Kits
  • Opponent HUD removed for Division 6 or higher in Ranked Championships and all LEC matches
  • Fighter Grades added to Ranked Championship Fighter Select, which determines potential Rank Point gain or loss
  • Misc. Ranked Point improvements for Ranked Championships
  • Added Fighter Select back-out option for high latency matchups

AI
  • Added ability for AI to use grapple fakes depending on difficulty
  • Decreased aggression of AI on Pro & Legendary difficulty
  • Fix AI defense in practice mode sparring
  • Properly defend against muscle modified transitions
Post edited by NatureBoy2323 on

Replies

  • Much needed update, great work. Gameplay is noticeably better.
  • Game just got killed.
    How so?

  • uh_jamie
    11 posts Member
    Head health now regenerates slower on the ground? Multiple undefendable takedowns? That is so unnecessary, especially since you already completely nerfed blocking in general. The last thing this game needed was more advantages for grapplers. I think I'm done with this game, Ive basically been over it since the last unnecessary patch completely destroyed my style of fighting. This patch just further ruines what was once a great game.
  • KnocksYOUoutCold
    430 posts Member
    edited June 2018
    uh_jamie wrote: »
    Head health now regenerates slower on the ground? Multiple undefendable takedowns? That is so unnecessary, especially since you already completely nerfed blocking in general. The last thing this game needed was more advantages for grapplers. I think I'm done with this game, Ive basically been over it since the last unnecessary patch completely destroyed my style of fighting. This patch just further ruines what was once a great game.

    I can certainly vouch for the undeniable takedowns, as I have 90 takedown defense and still guys like GSP and Romero can take me down with ease Even with their takedown offense only in the 60s and 70s.
  • This is a really nice update!
    Games seems more reallistic with the new animation but imagine if you add like for example the new takedown animation near the cage if when your there you can also throw punches and also sitting on the cage is also something that is missing i think those animation will complete this game for sure.

    One more thing that would make this game even better is the option to throw elbows without having to posture up like in reallity you don't always see a fighter posture up to throw an elbow so yeah that would also be an amazing animation to add to the game!
  • Cage_War
    20 posts Member
    edited June 2018
    ground fighters should be able to scoot away forward or backwards on the ground in real life ground fighters can scoot away on the ground and get back up very fast with no transitions and from some positions ground fighters work there way to the fence as they scoot and guy on top cant just hold them in one position over and over i wrestled in highschool and unless your chest to chest its very hard to hold a man down did few mma fights real life its very tough to hold a man down and you use lots of stamina and energy trying to hold someone on the ground that being said guy on top should be just as tired as the guy on ground he is holding a fighter on the ground in one position that takes alot of energy and if guy on top does not scoot with the guy on bottom it should be an automatic get up escape from a guy being on top of you like undisputed ufc 3
  • ZReynoso
    30 posts Member
    You always thank the fans for constructive feedback, but honestly not one of the developers seems to listen to complaints on here. Any administrator or developer wanna explain why there are 5 knockdowns and 4 wobbles before a KO now? I mean I can’t say it enough, one step forward and 2 steps back. Striking becomes less realistic every update. People have been complaining about this for months and you guys sill manage to ruin stand up more every update.
  • Besides the couple of new takedowns it is still entirely too easy to block takedowns from higher rated grapplers
  • this game bro is wwe right now lol everybody is a grapler right now
  • You havent changed the one thing I've asked for which many initially have complained about funny enough how its an easy change let us choose our height and weight in ultimate team
  • Kh3ll
    381 posts Member
    edited June 2018
    morgank123 wrote: »
    You havent changed the one thing I've asked for which many initially have complained about funny enough how its an easy change let us choose our height and weight in ultimate team

    @morgank123 I don't think it's that easy of a change. It's my opinion that the UT team is severely understaffed. We can't even get the regular updates on there current Summer Camp promotion as promised.

    In fact I don't think anyone knows what's going on with it. The only reason we know arm won week 2 is because it was added to the fighters the other day. It was never posted anywhere to my knowledge. We have no info on week 3, and that finished 5 days ago. Anyway that's just my 2 cents, and no disrespect intended.

    Edit:

    Don't get me wrong though. I completely agree that it is a needed change. It is very frustrating as it is trying to get a CAF in the weight class and fighting style you want. I also think there should be a champion set CAF.
    Post edited by Kh3ll on
    I have mental health disabilities that prevent me from leaving the house. I like to play UFC 3 Ultimate Team, so I do. Probably too much.
  • EA_Roger
    1483 posts EA Community Manager
    @Kh3ll , I don't think it's one bit disrespectful. For the Summer Camp UT I'm trying to get some information on it, I apologize for the lack of transparency there & you can hold me accountable for that in the meantime.
  • morgank123
    55 posts Member
    edited June 2018
    I can be patient in waiting for updates surrounding the summer camp challenges but @Kh3ll it definitely is an easy change considering during the beta we were able to change height and weight of our created fighters in ultimate team they switched it for launch for no reason at all.
    Whilst no employee of any company can be held accountable for mistakes and outright robbery we as consumers who spend hard earned money on buying these games CANNOT give EA any excuses. After all this summer camp was only implemented so EA could make money off bundle packs. Instead of failing to try squeeze every penny out of the dwindling loyal player base they should actually evaluate what made ultimate team in ufc 2 so good and why to this day there is a stronger player base for ufc 2
  • Kh3ll
    381 posts Member
    @morgank123 I didn't know that about the beta. I apologize for that, and it indeed would be an easy fix one would think. This is my first UFC game, and I picked it up after playing it in EA access post release. For years I played WWE games, but I'm not happy with the direction 2K is taking it. So I needed a new fighting fix.

    Personally I am enjoying myself playing UT. Admittedly I don't have past experiences that were left unfulfilled as far as the all CAF UT was concerned from UFC 2. I can relate though, I'm playing UFC 3 because I felt like WWE 2K was going a different direction then I wanted them to.

    Concerning the EA UFC Dev team I have fresh eyes. I don't have your, lets call them reservations with them. When I say that I don't mean you are wrong, or that you shouldn't have them. If I were in your shoes I would likely feel similar, but I'm not.

    What I have seen from them has blown me away. I do believe they are underfunded and understaffed. They are passionate though, and interact with the community more than any team I have ever seen. The community manager @EA_Roger doesn't just post canned blogs once a month, and never come back. He actually interacts with the community. Two developers, and I'm going to say it again because I have never seen it. Two developers @SkynetUFC @GameplayDevUFC post, respond, take feedback, troubleshoot, and so on. They do it here, OP sports, and reddit.

    In closing, I do hope you get what you are looking for. You are a very passionate, and loyal UFC gamer and deserve it.
    I have mental health disabilities that prevent me from leaving the house. I like to play UFC 3 Ultimate Team, so I do. Probably too much.
  • You on psn? Should have a quick fight or two haha
  • Kh3ll
    381 posts Member
    No, I'm on X-Box. :disappointed:
    I have mental health disabilities that prevent me from leaving the house. I like to play UFC 3 Ultimate Team, so I do. Probably too much.
  • All these patches, and yet I can still get a 45 second ko, and if the guy quits really quick, get 0 division point. Absolutely ridiculous.
  • ZReynoso wrote: »
    You always thank the fans for constructive feedback, but honestly not one of the developers seems to listen to complaints on here. Any administrator or developer wanna explain why there are 5 knockdowns and 4 wobbles before a KO now? I mean I can’t say it enough, one step forward and 2 steps back. Striking becomes less realistic every update. People have been complaining about this for months and you guys sill manage to ruin stand up more every update.

    I just don't get why they don't streamline the feedback process. It should be formatted like Reddit where we all vote up or down on ideas so that the best ones are at the top of the forum. And then the devs can dialogue with us about those most wanted ideas.

    They could even just create an official wishlist subreddit.

    There's still too much wrong with the game. And worse it feels as if the devs are hearing so many contradictory voices they aren't sure what it is we want.

    In general, I would say that the consensus is a more simulation like experience. Less cartoonish reactions, less accuracy on strikes (especially those thrown while moving), realistic/more damage per greatly landed strikes, more debilitation from leg kick damage, less stuns wobbles and knock downs.

    Seriously, just watch a UFC PPV and try to make the game work like that and I think the majority of us would be a lot happier.
  • Yoo EA_Roger please let it be known that Ian McCall is needed in the flyweight division it would make the game even more great it will bring alot of ufc 2 players back he really needs to be in this game he made the flyweight fun to play now its only DJ im going back to ufc 2 because of that only and its a shame because i thought it was the perfect ufc it would be amazing thanks for reading and hopefully caring about the flyweights show some love ur da man if u can make that happen
  • Zabit needs to be added LONG before Emil Meek.
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