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SkynetUFC
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  • Hey @CorvoBianco, The red/blue bar in the middle is called the 'Grapple Advantage' and it gives you information about how effective your grappling will be at that time. For instance, if you shoot for a takedown when your side has more advantage, you'll be faster and harder to deny. If you shoot when the opponent has…
  • Decisions are based primarily off of damage and health events, not takedowns or control....so this is quite strange if you're not exaggerating. That being said, fights are scored per-round, so if the other guy won more points in the other rounds it doesn't matter if you only dominated a single round. We score using the…
  • @felixbinladen We haven't changed or patched the grappling in some time, so the only thing I could think of is poor connection quality. Either on your end or from the opponent. Since the game is peer 2 peer, a bad connection can really impact twitch reflexes like denials. If you have a second controller, you could also…
  • Yeah we've talked about very similar systems to this before, they've simply taken too much time in the past to be doable. We already had so much work scheduled with the massive changes to standup striking in UFC 3, and the grappling overhaul itself in UFC 2. Personally, not speaking for the team but just myself, it would…
  • I work on gameplay too :( This is just a case of us working on/in this game for so many years, that you can't recall every single thing. Heck, I can't recall the exact thing I worked on last month off the top of my head, let alone something I haven't touched personally in a year or two. These kinds of details might be…
  • Hey @doupee85 This has been a really difficult problem because so many people have very different experiences with the submission game, on all difficulties. For instance, here's another thread on this very thing from another forum from today, where two people are voicing exact opposite opinions about this:…
  • @I_shall_prevail The swoop mechanic itself is the same as it was in UFC 2 (far as I know), in that you can rotate the right stick in a circle once a transition is nearly complete to get a slightly better result. You spend slightly less stamina if you swoop at the right time, which is indicated by the controller rumble if I…
  • @I_shall_prevail Most people don't know this, but there is a takedown reversal into double-under. If you hold both triggers when you deny a takedown, it'll go to the clinch. I'm not sure why, exactly, but this is a very little known technique that's been in the game since launch. Reversals actually require the initial…
  • @I_shall_prevail The fact that a fighter has high TD stats is representative of their ability to perform takedowns well. GA is a representation of how effective grappling actions would be if done in that scenario. Although there's no GA bar in real life that you can watch, high level wresterls, bjj experts, and grapplers…
  • As a few people here have mentioned, Nate Diaz has a custom straight strike. It's not simply a different animation as part of his posture, but is a whole new move with different properties from the regular strike. To use the Diaz Straight, like a number of custom strikes on well-known fighters, you need to equip the move.
  • We've done quite a bit of work to make sure that strikes that aught to connect do so. However, making them connect in a visually pleasing way is incredibly tricky with all the different movements and positions that fighters can be in. Realistically, strikes will bounce off shoulders and hooks/uppercuts will blend together…
  • This is something we discussed a lot between UFC 2 & 3, and went back and forth on. Essentially, you're asking for changes to the health event and damage system that says a KO cannot happen unless the strike was big enough. This is closer to the school of thought that we used on UFC 2, which didn't have as good of results…
  • To be clear, I have nothing to do with UT. I am simply willing to run some of your questions by people who I know will know more than I do. @I_shall_prevail No, they will almost never tell you 100% clearly what their plans are in advance, because in our industry that can be a legally binding contract. Game development and…
  • A couple notes to try and help you on this: 1) The evasion properties of head movement are not active during the entire animation. There are windows where your head is far enough off the line that it will evade, and times when it's still too close to do anything. If you enter the slip too late you will get caught in the…
  • Thanks for the feedback and ideas @prettyboyciero!
  • This was an emergency hot fix for an issue that was preventing a number of users from accessing the UT mode. Patches, regardless of how much has changed, are quite large. We also snuck in a minor change to the single collar denial window for clinch attempts.
  • I wouldn't get rid of them just yet, if I were you :)
  • While we've certainly discussed this, I don't see it happening for UFC 3. As you've said, the visual damage in the game isn't predictable enough, and any doctor stoppages we had would seem undeserved or unwarranted at times (not always, but any is too much). For those reasons, we wouldn't be able to include them in the…
  • @zIIpunisherIIz @ShawnSolomon @PiggidyPanda @attitudecg Sorry to ruin your conversation gents, but the free updates and patches haven't actually finished. The biggest content update yet is dropping tomorrow, in fact.
  • @Mambastrikes24 Well, turns out that the ripples might have actually been unintentionally impacted by some changes near the end of production. The engineers involved can't recall exactly what it was, but they think it's possible that the ripples might not activate some of the time, or perhaps there's no change to them at…
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