Why UFC 6 should be on PC as well .
Dear EA , As we all know that UFC is one of the best MMA Sports games out there and has been going viral due to the hype of real life UFC Entertainments . We would love to have the next UFC Game released on PC as well and I'll tell you why . The reach of audiance will be greater in numbers , including the UFC community. Influencers will definitely try it out since most recordings or streams are done on PC to promote the game. People who don't have the alternate option of having a console will be more than happy to play the game (Including UFC Fans who only owns gaming laptops or PC) Controls can be modified in several ways according to the player (mouse + keyboard, keyboard only or connected controllers) Most profitable method that makes the company satisfied as well as the buyers Bug reports and errors can be found out easily since there will be more exploits on PC Higher potential to reach the next level of graphics and higher optimization. Potential of having Ray Tracing and advanced lighting to improve the visuals Higher Refresh rates and Lower latency Better network connectivity Cross platforms with higher online reach of players to match Most of all low input lag which is the most important thing while playing a game .1.3KViews9likes4CommentsPlease add to PC (UFC 5)
The only way to play this on PC is Xbox pc GamePass, and that's only if you are even aware of the more expensive Xbox Ultimate game pass which has a feature for cloud gaming (the only way to play it on pc). The game is great, I would love to just buy and have it on Steam and not have to worry about subscriptions or a cloud gaming feature that's in beta. I understand sports games have a tough time porting over to PC, but 2k games have done it regularly at this point, and EA themselves have had Madden on PC for example. It's not impossible.1.2KViews6likes2CommentsБАГИ в UFC 5 EA Sports
Всем привет! В игре поломаны хитбоксы напрочь, они плохо связаны с моделькой персонажа и при движении, уклонах, переводах в партер постоянный рассинхрон хитбоксов. Игре уже почти 2 года, неужели нельзя это пофиксить?! Что с сетевым кодом, постоянные лаги и скачки пинга, в лобби пинг 50-60, а в игре резко подскакивают выше 100?! Накой хрен нужны ваши Альтерэго, если у вас базовые механики сломаны и невозможно соревноваться в ранговых боях?! Неужели нельзя настроить ваш "гандикап" более адекватно?! На скринах бесконтактные попадания по хитбоксам и прочие баги. В соревновательной игре это недопустимо. Это происходит в каждом бою, в КАЖДОМ!!!154Views3likes2CommentsEA Sports UFC 6 Wishlist
My Wishlist for EA Sports UFC 6 Customisation -Create a venue (arena type, size etc/cage or ring) -Create a logo (for tattoos, shirts & shorts) Create A Fighter -Gameface upload -Increased CAF Slots -Custom hometown & nicknames. -More face templates, hair styles, body types & tattoo options. -Ability to select specific moves in each slot with skill levels for each move (EA Sports UFC 3). -Adjustable stats for offline play. -Select colour of official UFC fight shorts. -Selection of international flag shorts. -Ability to select from any official fighter’s emotes & walkouts. Presentation -Walkouts for all fights. -Ability to walkout with cosmetic options (shirts & accessories) and have them removed prior to entering the cage. -Referee mouth guard, nails & cup checks prior to entering the cage. -In cage face offs/touch gloves (or not) before main event/title fights. -Return of the full Bruce Buffer introduction. -Return of stats during fights (Significant strikes landed etc) -Instant replay/highlight reel. Venues -A boxing ring -Stadium (open or closed roof as a setting) Gameplay -Clinch system similar to EA Sports UFC 3 (more control over positions - single collar tie, Thai plum, over underhook, double underhook, drop to single leg, drop to double leg). -More clinch & ground animations against the cage. -More submissions (gogoplata, omoplata, Japanese necktie, standing submissions etc). -Flash Knockouts based on fighter’s power, damage inflicted & opponent’s chin rating. -Fouls (accidental & intentional groin kicks with penalty). Game Modes -My Promotion - custom promotion with customisable logos, events, press conferences, weigh ins, divisions & rankings. -Grapple only mode. -Stand & Bang mode with option for MMA, boxing or no gloves.340Views2likes1CommentPROBLEMA UFC 5 ONLINE
Desde sexta-feira (25), não é possível jogar partidas no modo ONLINE, ao procurar a partida, a seguinte mensagem aparece "Falha ao carregar sessão". Ao que parece o probelma é no servidor da América Latina, já que jogadores de outros países (Argentina, Chile, Peru..) estão relatando o mesmo problema.125Views2likes2CommentsUFC 6 fixes and needs
Hello EA UFC Development Team, I’m a long-time fan of the EA UFC series and wanted to share constructive feedback regarding UFC 5, along with suggestions that could help shape UFC 6 moving forward. Much of this reflects not only my own experience, but concerns that are consistently echoed across the broader UFC gaming community. One of the most noticeable issues in UFC 5 is the inconsistency and overall sloppiness of knockout and knockdown animations—an issue frequently discussed by players across forums, social media, and competitive circles. KOs often feel abrupt, awkward, or visually disconnected from the strikes that trigger them, which diminishes the impact of fight-ending moments. Similarly, knockdowns against the cage frequently look unnatural or poorly blended, with fighters collapsing or reacting in ways that don’t align with strike direction, momentum, or cage physics. These moments break immersion during what should be some of the most intense exchanges in the game. Fighters can take to much damage unless it is off a counter and counters should matter but so should flush strikes. Reward blocking and good head movement as well as counters. Earlier titles—especially the first EA UFC—handled knockout and knockdown animations with more weight, fluidity, and realism. Many players feel that revisiting or modernizing those animation systems, particularly for cage interactions, would significantly improve authenticity and player satisfaction in UFC 6. Beyond animations, core gameplay balance remains a major concern. Counter damage in UFC 5 often feels overtuned across the board, allowing nearly any fighter to rely on counter-heavy exchanges regardless of archetype or skillset. At the same time, true counter-strikers do not feel meaningfully distinct or rewarded for precision, timing, and defensive reads. Counters should matter more for fighters built around counter striking, not be universally dominant for every playstyle. Uppercuts, in particular, feel inconsistently balanced and disproportionately strong in many situations, leading to repetitive and unrealistic exchanges. Refining damage scaling so that counter effectiveness is tied more closely to fighter attributes, timing, positioning, and archetype—rather than raw system-wide tuning—would create more authentic and varied fights. Another frequently discussed issue is the lack of meaningful fighter uniqueness. Many fighters feel as though they share the same core playstyle, with limited differentiation beyond ratings. Fighter tendencies, specialties, and attributes should play a much larger role in how each character feels to use. Strikers, counter-fighters, pressure fighters, and grapplers should naturally encourage different approaches, rather than funneling players into a single dominant strategy. Greater individuality would significantly improve immersion, replayability, and competitive depth. Additional gameplay concerns commonly raised by the community include: Stamina and damage balance that can feel inconsistent across fights. Strike responsiveness and hit reactions that sometimes feel delayed or disconnected. Grappling transitions and ground control that feel overly stamina-based rather than positioning-driven. Doctor stoppages and cut mechanics that often feel random instead of organic. Online balance and input responsiveness that can be inconsistent in competitive play. Would like to see more than two grappling transitions to get out of subs which is true to irl grappling. In Depth Clinch system similar to other titles Damage affecting fights more and damage showing up visibly on the fighters when it occurs. ground game having more depth than just who has more stam and 1st time sub finish. The EA UFC series has a strong foundation, but improvements to animation blending, physics-based reactions, damage tuning, counter logic, and fighter individuality could greatly elevate the experience. I’m sharing this feedback because I genuinely care about the franchise and want to see UFC 6 deliver the most authentic MMA experience possible. Thank you for your time and for continuing to support the UFC gaming community. Best regards, Ethan McMillion162Views1like0CommentsLong-time UFC fan & heavy UFC 4/5 player – happy to help with feedback/playtests
Hi EA_Mako and the EA UFC team, I’ve been playing EA Sports UFC since the very first game and I’m a long-time MMA fan who follows the sport closely. I really care about the franchise and would love to contribute in a constructive way. My background as a player / fan: Hundreds of hours across UFC 4 and UFC 5 on PlayStation Deep interest in MMA strategy, fighter archetypes, event structure, matchmaking, and career mode systems I’m not here to send unsolicited game ideas (I know the policy) - instead, I just want to say: 👉 If there are any official ways for dedicated players to help — surveys, interviews, focus groups, workshops or playtests — I’d be very happy to participate. I recently signed up for EA Playtesting and completed my profile, but I wanted to introduce myself here as well so the team knows I’m available and interested. I enjoy giving thoughtful, realistic feedback and I’d be happy to help with anything from gameplay feel to career mode structure to overall UFC authenticity. In the meantime, I’ll keep supporting the franchise. Thanks to the dev team for all the work you do — and thanks EA_Mako for always being present here. Happy to discuss with anyone in the community as well!109Views1like1CommentВнимание! Проблемы с соединением с соперником в UFC FC NHL!
Уважаемые менеджеры EA, я наблюдаю множество одинаковых проблем у пользователей из России с различными играми от EA (UFC, FC, NHL), у меня подобная проблема в NHL26 уже две недели не могу сыграть с соперником в сетевой игре (HUT Compare или HUT Championat) или не находит соперника, или находит, но обрывается соединение в самом начале матча на заставке начала игры, я так понимаю, в тот момент когда создается непосредственное соединение с соперником. И скорее всего вы правы, это происходит где то у нас у но видимо не у провайдера. К своему провайдеру по этой неисправности я обращался, и они проверяли мое интернет соединение уже четыре раза, и ни каких неисправностей найти не смогли, а так же уверяют меня что они ни чего не блокируют. Возможно это происходи на уровне РосКомНадзора Это лишь мое предположение, соединение всегда и четко обрывается в один и тот же момент. Если бы вы подсказали что меняется или происходит в момент создания игры с соперником, и мы могли бы объяснить это своим провайдерам, вы бы решили практически все вопросы на данном форуме. У всех пользователей с этой проблемой весь остальной интернет работает нормально и не наблюдается проблем в других играх, я например без проблем играю в CoD6 и Warzone и захожу в NHL HUT тоже без проблем хотя там уже необходимо соединение с сервером EA. Очень нужен ответ от технического специалиста EA который нам сможет подсказать что нам объяснять своим провайдерам. У меня провайдер проверял интернет соединение уже четыре раза за последние две недели, и конечно же не обнаружил ни каких неполадок. С другими играми проблем тоже не наблюдается. Заранее благодарен если вы сможете квалифицированно нам помочь. А всем пользователям с подобной проблемой ставьте пальчик вверх (может поможет), чтоб EA обратило на нас внимание.Solved174Views1like4Comments