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Content update #10 (Out Dated)

Kh3ll
381 posts Member
edited January 2019
Patch Spoilers:

Gameplay Update #10 has arrived! Once again, we have additions that includes a fighter we were lucky enough to have join us at EA Vancouver for a mocap shoot. In addition to providing the motion capture for all the cage knockdown animations and the active knockdown recovery animations for the last few updates, Alex Hernandez did a full RPM mocap shoot where we captured his unique movement and strikes.

He has now been added to the game, and we’re really excited to see his signature animations in action.

In addition to the new fighters, there are three gameplay tuning changes worth calling out. First off, we’ve added several grappling transitions that lead to and from various cage clinch positions and the single and double leg against the cage.

You’ll now be able to transition between the single and double leg positions against the cage, and attempt takedowns from single collar, double under, and the Thai clinch against the cage.

The hope is that these transitions open up cage grappling, giving players more options when attempting to get their opponent to the ground.

Next, we’ve re-worked the stamina logic when attempting a submission on your opponent. Prior to this update, there were several inconsistencies in the stamina logic based on animation length, which could cause a player who successfully initiated a submission to lose a large part of any stamina advantage they had at the time the submission was initiated.

We’ve made changes to the logic to ensure that the stamina loss during a successful submission attempt is consistent, and, more importantly, that any stamina advantage is preserved. This should make submissions more viable and provide greater payoff for timing your submission attempts to moments when you have a stamina advantage over your opponent. Finally, we’ve made further changes to the catch kick windows so that the window size scales with the move level of the kick.

For example, a level 1 roundhouse kick to the body will be easy to catch, while a level 5 roundhouse kick to the body will now be much more difficult and require considerably more precise timing to achieve.

The goal here is to make fighters with higher level kicks more dangerous, while increasing realism in the game by reducing the frequency of catch kicks.

In addition, we’ve made it impossible to catch side kicks and spinning side kicks to the body. The original intent was to make these kicks push the opponent back even if they landed on the block, while making them easy to evade with basic movement. Allowing them to be caught was an oversight that has now been corrected.

That’s it for this Gameplay Update. A smaller number of changes than others, for sure, but a significant number of new animations and some tuning that will have a big impact on the balance of the game.

Please keep the feedback coming and be sure you check out Content Update #10 to see the new fighters added to the roster.

Source:
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.

Replies

  • pretty sad that you beat the mods to this post. the care from ea is real. also anyone notice that they spelt grapple wrong on the new challenges lol?
  • oh.. so basicly ppl can spam spinning body kicks even more. Why im not suprised that this update made this game even worse. As someone said before.. When they fix one thing (subs stamina) 2 other things have to get broken.
  • Bassim_mit_B
    62 posts Member
    edited October 2018
    Yeah fought some1 who kept spamming spinning body kick. Was not able to get close. Do devs even test their "amazing super duper" changes?
  • Kh3ll
    381 posts Member
    edited October 2018
    They fixed the Greifing issue in Single Player Championships, but in doing so they made all existing Ultimate Fright Team single use cards useless.

    Edit: They are back to normal now, I have no idea about the griefing issue.
    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.
  • Kh3ll wrote: »
    Patch Spoilers:

    Gameplay Update #10 has arrived! Once again, we have additions that includes a fighter we were lucky enough to have join us at EA Vancouver for a mocap shoot. In addition to providing the motion capture for all the cage knockdown animations and the active knockdown recovery animations for the last few updates, Alex Hernandez did a full RPM mocap shoot where we captured his unique movement and strikes.

    He has now been added to the game, and we’re really excited to see his signature animations in action.

    In addition to the new fighters, there are three gameplay tuning changes worth calling out. First off, we’ve added several grappling transitions that lead to and from various cage clinch positions and the single and double leg against the cage.

    You’ll now be able to transition between the single and double leg positions against the cage, and attempt takedowns from single collar, double under, and the Thai clinch against the cage.

    The hope is that these transitions open up cage grappling, giving players more options when attempting to get their opponent to the ground.

    Next, we’ve re-worked the stamina logic when attempting a submission on your opponent. Prior to this update, there were several inconsistencies in the stamina logic based on animation length, which could cause a player who successfully initiated a submission to lose a large part of any stamina advantage they had at the time the submission was initiated.

    We’ve made changes to the logic to ensure that the stamina loss during a successful submission attempt is consistent, and, more importantly, that any stamina advantage is preserved. This should make submissions more viable and provide greater payoff for timing your submission attempts to moments when you have a stamina advantage over your opponent. Finally, we’ve made further changes to the catch kick windows so that the window size scales with the move level of the kick.

    For example, a level 1 roundhouse kick to the body will be easy to catch, while a level 5 roundhouse kick to the body will now be much more difficult and require considerably more precise timing to achieve.

    The goal here is to make fighters with higher level kicks more dangerous, while increasing realism in the game by reducing the frequency of catch kicks.

    In addition, we’ve made it impossible to catch side kicks and spinning side kicks to the body. The original intent was to make these kicks push the opponent back even if they landed on the block, while making them easy to evade with basic movement. Allowing them to be caught was an oversight that has now been corrected.

    That’s it for this Gameplay Update. A smaller number of changes than others, for sure, but a significant number of new animations and some tuning that will have a big impact on the balance of the game.

    Please keep the feedback coming and be sure you check out Content Update #10 to see the new fighters added to the roster.

    Edit: They fixed the Greifing issue in Single Player Championships, but in doing so they made all existing Ultimate Fright Team single use cards useless.

    Source:

    I see the changes to submission stamina, but not the submission escape bar speed issue we've been complaining about for over a month? Wow...so glad I left. These changes show how little EA truly care about this game(EA: spam spinning body strikes to your Hearts content, player base: Fix spinning strikes they are OP...yep EA sure listens to their consumer base) To those who stuck around after RDR 2: I'm sorry you have to deal with updates like this.
  • xXjofluzuXx
    125 posts Member
    edited October 2018
    Kh3ll wrote: »
    Patch Spoilers:

    Gameplay Update #10 has arrived! Once again, we have additions that includes a fighter we were lucky enough to have join us at EA Vancouver for a mocap shoot. In addition to providing the motion capture for all the cage knockdown animations and the active knockdown recovery animations for the last few updates, Alex Hernandez did a full RPM mocap shoot where we captured his unique movement and strikes.

    He has now been added to the game, and we’re really excited to see his signature animations in action.

    In addition to the new fighters, there are three gameplay tuning changes worth calling out. First off, we’ve added several grappling transitions that lead to and from various cage clinch positions and the single and double leg against the cage.

    You’ll now be able to transition between the single and double leg positions against the cage, and attempt takedowns from single collar, double under, and the Thai clinch against the cage.

    The hope is that these transitions open up cage grappling, giving players more options when attempting to get their opponent to the ground.

    Next, we’ve re-worked the stamina logic when attempting a submission on your opponent. Prior to this update, there were several inconsistencies in the stamina logic based on animation length, which could cause a player who successfully initiated a submission to lose a large part of any stamina advantage they had at the time the submission was initiated.

    We’ve made changes to the logic to ensure that the stamina loss during a successful submission attempt is consistent, and, more importantly, that any stamina advantage is preserved. This should make submissions more viable and provide greater payoff for timing your submission attempts to moments when you have a stamina advantage over your opponent. Finally, we’ve made further changes to the catch kick windows so that the window size scales with the move level of the kick.

    For example, a level 1 roundhouse kick to the body will be easy to catch, while a level 5 roundhouse kick to the body will now be much more difficult and require considerably more precise timing to achieve.

    The goal here is to make fighters with higher level kicks more dangerous, while increasing realism in the game by reducing the frequency of catch kicks.

    In addition, we’ve made it impossible to catch side kicks and spinning side kicks to the body. The original intent was to make these kicks push the opponent back even if they landed on the block, while making them easy to evade with basic movement. Allowing them to be caught was an oversight that has now been corrected.

    That’s it for this Gameplay Update. A smaller number of changes than others, for sure, but a significant number of new animations and some tuning that will have a big impact on the balance of the game.

    Please keep the feedback coming and be sure you check out Content Update #10 to see the new fighters added to the roster.

    Source:

    LEVEL 5 ROUNDHOUSE!?!?!? Where is this, as I've seen no move above elite moves (lvl 4)... level 5 is considered master of which I'm only aware of fighter double champs being and not moves at all. Please include a pic if possible. If anyone has them, it's you:) thx
  • Kh3ll
    381 posts Member
    edited October 2018
    Kh3ll wrote: »
    Patch Spoilers:

    Gameplay Update #10 has arrived! Once again, we have additions that includes a fighter we were lucky enough to have join us at EA Vancouver for a mocap shoot. In addition to providing the motion capture for all the cage knockdown animations and the active knockdown recovery animations for the last few updates, Alex Hernandez did a full RPM mocap shoot where we captured his unique movement and strikes.

    He has now been added to the game, and we’re really excited to see his signature animations in action.

    In addition to the new fighters, there are three gameplay tuning changes worth calling out. First off, we’ve added several grappling transitions that lead to and from various cage clinch positions and the single and double leg against the cage.

    You’ll now be able to transition between the single and double leg positions against the cage, and attempt takedowns from single collar, double under, and the Thai clinch against the cage.

    The hope is that these transitions open up cage grappling, giving players more options when attempting to get their opponent to the ground.

    Next, we’ve re-worked the stamina logic when attempting a submission on your opponent. Prior to this update, there were several inconsistencies in the stamina logic based on animation length, which could cause a player who successfully initiated a submission to lose a large part of any stamina advantage they had at the time the submission was initiated.

    We’ve made changes to the logic to ensure that the stamina loss during a successful submission attempt is consistent, and, more importantly, that any stamina advantage is preserved. This should make submissions more viable and provide greater payoff for timing your submission attempts to moments when you have a stamina advantage over your opponent. Finally, we’ve made further changes to the catch kick windows so that the window size scales with the move level of the kick.

    For example, a level 1 roundhouse kick to the body will be easy to catch, while a level 5 roundhouse kick to the body will now be much more difficult and require considerably more precise timing to achieve.

    The goal here is to make fighters with higher level kicks more dangerous, while increasing realism in the game by reducing the frequency of catch kicks.

    In addition, we’ve made it impossible to catch side kicks and spinning side kicks to the body. The original intent was to make these kicks push the opponent back even if they landed on the block, while making them easy to evade with basic movement. Allowing them to be caught was an oversight that has now been corrected.

    That’s it for this Gameplay Update. A smaller number of changes than others, for sure, but a significant number of new animations and some tuning that will have a big impact on the balance of the game.

    Please keep the feedback coming and be sure you check out Content Update #10 to see the new fighters added to the roster.

    Source:

    LEVEL 5 ROUNDHOUSE!?!?!? Where is this, as I've seen no move above elite moves (lvl 4)... level 5 is considered master of which I'm only aware of fighter double champs being and not moves at all. Please include a pic if possible. If anyone has them, it's you:) thx

    @xXjofluzuXx There isn't one in UT at the moment, but they are other parts of the game such as ranked.
    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.
  • Kh3ll wrote: »
    Kh3ll wrote: »
    Patch Spoilers:

    Gameplay Update #10 has arrived! Once again, we have additions that includes a fighter we were lucky enough to have join us at EA Vancouver for a mocap shoot. In addition to providing the motion capture for all the cage knockdown animations and the active knockdown recovery animations for the last few updates, Alex Hernandez did a full RPM mocap shoot where we captured his unique movement and strikes.

    He has now been added to the game, and we’re really excited to see his signature animations in action.

    In addition to the new fighters, there are three gameplay tuning changes worth calling out. First off, we’ve added several grappling transitions that lead to and from various cage clinch positions and the single and double leg against the cage.

    You’ll now be able to transition between the single and double leg positions against the cage, and attempt takedowns from single collar, double under, and the Thai clinch against the cage.

    The hope is that these transitions open up cage grappling, giving players more options when attempting to get their opponent to the ground.

    Next, we’ve re-worked the stamina logic when attempting a submission on your opponent. Prior to this update, there were several inconsistencies in the stamina logic based on animation length, which could cause a player who successfully initiated a submission to lose a large part of any stamina advantage they had at the time the submission was initiated.

    We’ve made changes to the logic to ensure that the stamina loss during a successful submission attempt is consistent, and, more importantly, that any stamina advantage is preserved. This should make submissions more viable and provide greater payoff for timing your submission attempts to moments when you have a stamina advantage over your opponent. Finally, we’ve made further changes to the catch kick windows so that the window size scales with the move level of the kick.

    For example, a level 1 roundhouse kick to the body will be easy to catch, while a level 5 roundhouse kick to the body will now be much more difficult and require considerably more precise timing to achieve.

    The goal here is to make fighters with higher level kicks more dangerous, while increasing realism in the game by reducing the frequency of catch kicks.

    In addition, we’ve made it impossible to catch side kicks and spinning side kicks to the body. The original intent was to make these kicks push the opponent back even if they landed on the block, while making them easy to evade with basic movement. Allowing them to be caught was an oversight that has now been corrected.

    That’s it for this Gameplay Update. A smaller number of changes than others, for sure, but a significant number of new animations and some tuning that will have a big impact on the balance of the game.

    Please keep the feedback coming and be sure you check out Content Update #10 to see the new fighters added to the roster.

    Source:

    LEVEL 5 ROUNDHOUSE!?!?!? Where is this, as I've seen no move above elite moves (lvl 4)... level 5 is considered master of which I'm only aware of fighter double champs being and not moves at all. Please include a pic if possible. If anyone has them, it's you:) thx

    @xXjofluzuXx There isn't one in UT at the moment, but they are other parts of the game such as ranked.

    Thx, I figured this. Makes no sense not to have these moves in UT and also the perks the way they are...
  • Didn't dern miss weight by like 20 pounds? And then get smashed?

    Wheres style bender i guess the striking is SO BAD HE TOLD THEM TO JIGGLE HES NUTS AND STEP THERE GAME UP LOL DERN LOL
  • Kh3ll
    381 posts Member
    doupee85 wrote: »
    Didn't dern miss weight by like 20 pounds? And then get smashed?

    Wheres style bender i guess the striking is SO BAD HE TOLD THEM TO JIGGLE HES NUTS AND STEP THERE GAME UP LOL DERN LOL

    LOL!!!

    I want Smith, and Reyes!!!
    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.
  • Unlucky bassim!!!! Screenshot
  • doupee85 wrote: »
    Didn't dern miss weight by like 20 pounds? And then get smashed?

    Wheres style bender i guess the striking is SO BAD HE TOLD THEM TO JIGGLE HES NUTS AND STEP THERE GAME UP LOL DERN LOL

    She missed the weight but won the fight.
    But I agree, UFC is trying to create a star who does not exist has usual
  • Where did lead body side kick go?
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