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EA Sports UFC's Third Patch Impressions and Thoughts

EA Sports UFC has its third patch out, and EA is once again showing that they’re at least committed to making meaningful changes to the gameplay months after the initial release. There are quite a few changes in this update, and there are two new fighters as well. Here are the details.

The new combatants are Tim Kennedy at middleweight and Gunnar Nelson at welterweight. EA has also allowed Nick Diaz to fight at middleweight. Tim Kennedy has a 91 rating, and that comes from his 91 in striking, 89 in ground and 88 in submissions. I’ve had success with him against moderate competition (on the hardest difficulty) such as Costa Philippou, who is rated 87 overall. Kennedy’s perks are geared around clinch work and pushing the pace (both in the clinch and on the ground). Gunnar Nelson is s 90 overall, and his ratings are 90 for striking, 87 for ground and 91 for submissions. He has strong ground perks, including “Infinite Core,” “Chess Master” and “Crushing Presence.”

As for other gameplay tweaks…

Quote:
• Finish the Fight 2.0: Finish off a rocked opponent, running them down across the Octagon with a flurry of punches once they’ve been wobbled.
EA previously added finish the fight moments on the ground, so it’s cool to be able to chase guys down and create some Vitor Belfort moments. The animations look okay, as the weaker fighter will sort of stagger backwards as you're blasting them with jabs and hooks. It’s a fun addition.

Quote:
• Guillotine Takedown Reversals: Users can now attempt a Guillotine submission while being taken down. This move is only available to fighters who can perform a Guillotine choke from Full Guard. To initiate the submission, deny the takedown by pressing R1/RB and down on the Right Stick.
For those who have a guillotine, it’s a nice trick to have in the bag. That said, it would be best reserved for matches where you (1) have a massive submission rating edge and (2) have a massive lead in stamina during the match. Still, the more tactical options the better.

Quote:
• Takedown Variety: More variety added to takedowns based on denial and input times. Perfect takedowns will now end in Half Guard, while late denials or inputs will end in Full Guard.
In some limited play, I’ve definitely noticed a lot more variety in how the takedowns play out, with some kick catches resulting in pushes of the foot or trips. Standard takedowns are also more varied, and the impact and animation is much more dependent on the vulnerability of the defender.

Quote:
• Slips: Back slips will now hold longer to avoid strikes and side slips now have improved evasive properties.
The window for slipping strikes does seem a bit longer, but I don’t think this is something that is going to radically change up evasion all that much. The game is still in need of a refinement to its parry system, which is too powerful, and the slip and feint system of Undisputed 3 would be welcome, but that’s probably in the next game.

Quote:
• Fatigued Kicks: New animations now added for fatigued kicks during health events or low stamina.
It did seem like kicks came out a little slower and were easier to catch when low on health, and I don’t usually try throwing any kicks during health events. This animation change is pretty subtle, but I’ll need to test it online to really know what this has done to spamming at low stamina levels. Regarding kicks, EA still needs to tweak kick catching for AI offline, as they are god-like in their ability to scout kicks and take you down. It’s a great feature, but it shouldn’t be that common of an occurrence.

The update also contains lots of tuning and tweaking, with the most important change coming from the combo branching system. You’ll probably notice that strikes are bit faster now, as you can set up new strikes a few frames earlier. It’s more subtle than I thought it would be, but there is some extra fluidity and speed on the combos. My worry is that the stamina system, while improved, isn’t where it needs to be to handle this sort of addition to the game.

We’ll see how things look online — and against AI offline — in the coming weeks.

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Follow me on twitter @glennwigmore

 


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Member Comments
# 21 DaveDQ @ 10/07/14 09:48 PM
It's frustrating because your instinct is to block it but when you block you lose lots of stamina. Not only that, but even when you counter this it does hardly anything.

This goes back to stamina drain for the amount of punches thrown. We are talking about 275-300 strikes being thrown in a 3 round accelerated clock fight. You shouldn't see this in a normal clock fight. It rewards the the "balls to the wall" guy and leaves no hope for the patient, disciplined approach.
 
# 22 fishingtime @ 10/07/14 10:35 PM
Quote:
Originally Posted by RumbleCard
I'm also seeing the inability to block this upon getting up from the ground.
Anticipate the strike when standing and hold the parry buttons. Works almost every time.
 
# 23 sirjam @ 10/07/14 11:57 PM
Quote:
Originally Posted by DaveDQ
It's frustrating because your instinct is to block it but when you block you lose lots of stamina. Not only that, but even when you counter this it does hardly anything.

This goes back to stamina drain for the amount of punches thrown. We are talking about 275-300 strikes being thrown in a 3 round accelerated clock fight. You shouldn't see this in a normal clock fight. It rewards the the "balls to the wall" guy and leaves no hope for the patient, disciplined approach.
Yeah it sucks bc true ufc fans know that fights are all about moving and picking your spots. Not represented in this game. Play with Silva the way he does in real life, u will lose stamina and prolly lose. Now if you play with him and jus strike wildly you will prolly win. Smh
 
# 24 GameplayDevUFC @ 10/08/14 12:41 AM
I just posted this on the official forums, I figured I'd share it with you guys as well.

I see a lot of people speculating that this is it, no more fixes and the problems introduced in the last patch will be here forever.

I just wanted to assure everyone that we will be introducing additional gameplay fixes.

Problems I am currently looking to fix are:

-loss of control bug after a sweep from tower/floor
-clinch escape/transition denial exploit
-stamina regen on getup denial from mount encouraging getup spamming
-hook and leg kick spam issues that surfaced as a result of the combo speed changes

Please don't start requesting more features or changes as this is all I will have time to work on if it's going to make it for the next patch. And please, don't ask me what fighters are coming. Someone always asks. I cannot answer that question.

If there are any other ways of triggering the loss of control bug I would love to see a video, but as of now the only proven way is from the sweep.

I'd also like to assure people who like the changes introduced in the last patch that we are not moving backwards on any of those changes as we believe they were all positive, we are continuing to move forward by addressing the issues we introduced which I believe will make the game better than it has ever been.

It's unfortunate that these bugs overshadowed the progress made in the last patch, and I feel confident that once these issues are dealt with you will be able to appreciate them as they were meant to be appreciated.

I'd also like to thank everyone for bringing the issues to my attention, and for helping provide details on certain exploits. If it hadn't been done as quickly as it was we may not have been able to address it in a timely fashion.

I cannot comment on when the next update will be. As usual you'll probably find out the day before it drops

I do still have to make the fixes, so it's not going to be tomorrow. Hold tight, we'll get them to you as fast as we can.
 
# 25 sirjam @ 10/08/14 01:23 AM
Quote:
Originally Posted by GameplayDevUFC
I just posted this on the official forums, I figured I'd share it with you guys as well.

I see a lot of people speculating that this is it, no more fixes and the problems introduced in the last patch will be here forever.

I just wanted to assure everyone that we will be introducing additional gameplay fixes.

Problems I am currently looking to fix are:

-loss of control bug after a sweep from tower/floor
-clinch escape/transition denial exploit
-stamina regen on getup denial from mount encouraging getup spamming
-hook and leg kick spam issues that surfaced as a result of the combo speed changes

Please don't start requesting more features or changes as this is all I will have time to work on if it's going to make it for the next patch. And please, don't ask me what fighters are coming. Someone always asks. I cannot answer that question.

If there are any other ways of triggering the loss of control bug I would love to see a video, but as of now the only proven way is from the sweep.

I'd also like to assure people who like the changes introduced in the last patch that we are not moving backwards on any of those changes as we believe they were all positive, we are continuing to move forward by addressing the issues we introduced which I believe will make the game better than it has ever been.

It's unfortunate that these bugs overshadowed the progress made in the last patch, and I feel confident that once these issues are dealt with you will be able to appreciate them as they were meant to be appreciated.

I'd also like to thank everyone for bringing the issues to my attention, and for helping provide details on certain exploits. If it hadn't been done as quickly as it was we may not have been able to address it in a timely fashion.

I cannot comment on when the next update will be. As usual you'll probably find out the day before it drops

I do still have to make the fixes, so it's not going to be tomorrow. Hold tight, we'll get them to you as fast as we can.
Will stamina in the stand up game be addressed as well? I didn't see that? Ex reward a smart fighter
 
# 26 RumbleCard @ 10/08/14 02:19 AM
Quote:
Originally Posted by fishingtime
Anticipate the strike when standing and hold the parry buttons. Works almost every time.
Its not so much "the strike".

Its the flurry of strikes...alternating hooks as mentioned above...RLRLRLRLR and the inability to get up any kind of a defense up against it.

I do agree that at times you can correctly parry or block that immediate single big shot that some try and get off right as you get up. Actually I think that exploit is much improved post patch but the barrage of RLRLRLRL is something new and completely different.
 
# 27 RumbleCard @ 10/08/14 02:23 AM
Quote:
Originally Posted by GameplayDevUFC

Problems I am currently looking to fix are:

-loss of control bug after a sweep from tower/floor
-clinch escape/transition denial exploit
-stamina regen on getup denial from mount encouraging getup spamming
-hook and leg kick spam issues that surfaced as a result of the combo speed changes
Great news. If you can actually get all 4 of these things squared away that would be huge.
 
# 28 fishingtime @ 10/08/14 04:24 AM
Quote:
Originally Posted by RumbleCard
Its not so much "the strike".

Its the flurry of strikes...alternating hooks as mentioned above...RLRLRLRLR and the inability to get up any kind of a defense up against it.

I do agree that at times you can correctly parry or block that immediate single big shot that some try and get off right as you get up. Actually I think that exploit is much improved post patch but the barrage of RLRLRLRL is something new and completely different.
Yeah, that is totally different than the stand up from the ground. It is annoying as hell, but jabs can usually minimize the damage and mess with the combo speed.

I have also hooked my PS4 directly into my modem when playing now to minimize the latency. Not everyone can do this though, and hopefully they can come up with something to fix this.
 
# 29 SwedishTouch76 @ 10/08/14 10:38 PM
Ok so im not the only one finding online a bit ridiculous. Amazing how the spammers always find a way isnt it. To devote ones existence to always finding a cheap exploit really is sad. But ya I fought a guy at LHW using Dan Henderson who seemingly had the hand speed of a bantamweight. Im probably just staying offline now as games like this will always have exploits
 
# 30 fishingtime @ 10/09/14 01:06 AM
Quote:
Originally Posted by SwedishTouch76
But ya I fought a guy at LHW using Dan Henderson who seemingly had the hand speed of a bantamweight. Im probably just staying offline now as games like this will always have exploits
That is the combo speed. Not an exploit. People can cheese with it, but it is not an exploit. This was intentional. You can do the same thing. Defending it is hard, but a really great player has come up with some tips to help people out. <---link to it.
 
# 31 DaveDQ @ 10/09/14 11:17 AM
I'll try those tips. My goal is to see a guy that comes out throwing 100+ strikes a round pay for it in stamina drain and thereby highly susceptible to getting KOd.

Right now I can get a disparity between my stamina and his but there isn't much of a payoff. I will try those tips.
 
# 32 DaveDQ @ 10/09/14 03:40 PM
The tips that fishingtime posted definitely help. Especially with the tapping of the block button against the Right/left hook spamming.

I just hope any fix for that doesn't mess with the new strike system and its fluid movement.
 
# 33 RumbleCard @ 10/09/14 04:08 PM
Quote:
Originally Posted by DaveDQ
I'll try those tips. My goal is to see a guy that comes out throwing 100+ strikes a round pay for it in stamina drain and thereby highly susceptible to getting KOd.

Right now I can get a disparity between my stamina and his but there isn't much of a payoff. I will try those tips.
I could live with this but I'd rather see a speed and effectiveness drain after the 4-5 combo. Lets face it there are only a few great fighters that can sustain 6-7-8-9 strike combos without losing speed and power.

I had a fight last night that went 3 rounds. My opponent threw 378 strikes and only landed 76. I was knocked out and my stamina ended up being lower than his.
 
# 34 DaveDQ @ 10/09/14 04:19 PM
Quote:
Originally Posted by RumbleCard
I could live with this but I'd rather see a speed and effectiveness drain after the 4-5 combo. Lets face it there are only a few great fighters that can sustain 6-7-8-9 strike combos without losing speed and power.

I had a fight last night that went 3 rounds. My opponent threw 378 strikes and only landed 76. I was knocked out and my stamina ended up being lower than his.

I agree. There should be an immediate stamina penalty for being unrealistically aggressive. There should be a vast difference in all around fighter movement when one is low in stamina and the other isn't.
 
# 35 GameplayDevUFC @ 10/09/14 05:00 PM
Quote:
Originally Posted by DaveDQ
I just hope any fix for that doesn't mess with the new strike system and its fluid movement.
It won't. I can guarantee that.
 
# 36 DaveDQ @ 10/10/14 07:04 PM
I have about 20 fights in since I read fishingtime's post on defending the punch spam and have seen much improvement. I am able to throw under 175 strikes a fight and can usually pull out the win. I just need to get to the third round. That's where you really see a spammer dwindle.

I still feel like these guys should be done by round two, but the blocking scheme of tapping the block really helps.
 
# 37 SwedishTouch76 @ 10/12/14 10:47 PM
Ill try the suggestion of tapping block. Im also not a top player nor trying to be. I did encounter a guy who went body head body head so fast I felt paralyzed. See if tapping block helps there. I still think guys who throw tonnes of volume and miss should be penalized more.
 
# 38 DaveDQ @ 10/12/14 11:52 PM
Quote:
Originally Posted by SwedishTouch76
Ill try the suggestion of tapping block. Im also not a top player nor trying to be. I did encounter a guy who went body head body head so fast I felt paralyzed. See if tapping block helps there. I still think guys who throw tonnes of volume and miss should be penalized more.
It doesn't help to tap block against body as much as head shots. This issue is the same that was in FNC. Combinations don't fatigue a guy as much as they should. It's like they reward you for throwing them by not taking away stamina. I fought a guy that threw over 400 punches in an online match and I could do anything to him.

For whatever reason ('m assuming they want the fights to be action packed), they let you get away with throwing strikes and penalize you for trying to block them.
 
# 39 bballshawn24 @ 10/13/14 09:56 PM
some gripes.

- unresponsive controls: i have to half circle like 1million times to do a transition its annoying
- striking has been put in the pooper this patch
-judges are tards: i outstrike each round and have multiple takedowns i shouldnt lose
 
# 40 sportsfan8812 @ 10/14/14 01:19 AM
The problem I have been having lately is that the CPU (offline, obviously) rarely gets knocked down or stunned. I will hit my opponent with precise, hard shots (with full stamina), repeatedly, yet he seems to go unfazed. I will then take a couple hard shots and get knocked to the ground. Its very frustrating. I am usually able to still get the win because my submission game is pretty good but still.... The amount of hard, clean, signature shots I hit...... It shouldn't take that long for the damage to set in.
 


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