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UFC Undisputed 2010 News Post


For some of the lucky UFC 2010 Undisputed community site members, you can download the demo now. If you registered correctly and on time, you can get your code by clicking the "rewards" tab on their site.

Please post your impressions here.

Game: UFC Undisputed 2010Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
UFC Undisputed 2010 Videos
Member Comments
# 381 Phobia @ 05/03/10 05:24 PM
Quote:
Originally Posted by sonny21
Great list Phobia, it would be perfect to forward that list and + to thq.

I also agree about reversing any 3 attempt auto transition, it works well.
I already posted it on their facebook page. Since the forum is down. I resulted to going to their face book
 
# 382 Phobia @ 05/03/10 05:25 PM
Quote:
Originally Posted by ManiacMatt1782
in mount with our head down try waiting for them to transition and reverse it you will posture up. if you revers from side control or half guard postured you will go to postured mount as well.
A minor transition is easier
 
# 383 sonny21 @ 05/03/10 05:25 PM
Quote:
Originally Posted by ManiacMatt1782
in mount with our head down try waiting for them to transition and reverse it you will posture up. if you revers from side control or half guard postured you will go to postured mount as well.
I will try that, I have much easier time with machida since for obvious reasons I can take the cpu down 99 % so I do posture up, but I will try waiting for them to transition then reversing.
 
# 384 Phobia @ 05/03/10 05:26 PM
Quote:
Originally Posted by sb24
Well I glad to hear that Phobia. You make some good points and are putting my worries to rest.
Yea I think we will all be alright. Plus it will be mainly a online game for me so both parties have to deal with the same issues so I am down for how ever I must put people in the ground lol
 
# 385 Phobia @ 05/03/10 05:33 PM
Quote:
Originally Posted by sonny21
I will try that, I have much easier time with machida since for obvious reasons I can take the cpu down 99 % so I do posture up, but I will try waiting for them to transition then reversing.
You can work your minor transition over and over to break free. Then rain down heavy shots posturing up. I normally land 1-2 heavy shots then will look to pass. This way they have much further to work for to get me off. Plus it seems to reset the 3 attempts = pass. So I am always landing shots, then passing. rinse repeat.
 
# 386 filtertmp @ 05/03/10 05:40 PM
Quote:
Originally Posted by Phobia
[*]Machida's take down. I understand it is a judo trip. But at the moment it is way to effective.[/list]
+1

I was sad to see while looking at some gameplay footage on the undisputed website (I think it was actually a link to a gamespot video.. it had frank mir commenting in it) and saw that Krzysztof Soszynski has the exact same auto trip.. so it looks like its not unique to machida, or so it would appear.
 
# 387 Jukeman @ 05/03/10 05:56 PM
This game has tons a potential depending on if the retail version is better or patches...

My only real problem is that the cpu may be too easy like last year...

But thats to be determine as I have not master the ground game yet + the new adaptive AI + stats in career mode...

Im having more fun with the stand up than I did last year(hated last year's)

IMO, you can string combos and work off the jab....

I hope fatigue rate is tuned along with the flash KO's

I just want more grey moments....For example in my last fight facing Rashad(Im Rua) he drilled me with a hook, I fell on my back, he mounted me and started to land a couple elbows...Grey moment...1 second later the ref stops the fight...

THAT IS WHAT I WANT MORE OF!!!!!! That is the UFC I see on TV, not the frequent flash KO's like Im watching Ultimate Knock Outs Vol 1....

Another example is when Rashad landed a uppercut in another match we had, I greyed and was able to back off untill he was able to take me down after I was leaning on the cage...he finished me off...

Now if the grey moments happen as frequent as the flash KO's and the Flash KO's happen less like the grey moments....I would be in HEAVEN!!!!!
 
# 388 sammogard @ 05/03/10 07:44 PM
certian moves need speed adjust ments i can land 3 close quater elbows with shogun on anyone and get them rocked start of the match. on expert
 
# 389 Jukeman @ 05/03/10 08:22 PM
Quote:
Originally Posted by murry
Great Demo. I love the new sway system, and blocking. The game appears to be much improved in many areas. I do not understand why people are complaining about knockdowns and knockouts. MMA is a brutal sport, and anything can happen at any time. If you fail to protect yourself, or choose to slug it out in the middle of the ring; you should expect a quick fight ending in a knockout.

I really do fail to understand why people say that they want a game that accurately reflects the sport, yet they would rather be able to punch someone in the head 20-50 times before you knock them down or out. I have yet to watch a UFC match and see someone take 5 or more unblocked power shots to the head (I watched approx. 50 fights). I am sure that most fighters would tell you that it only takes one punch to change the course of a fight.

They do not have as much padding in their gloves like Boxers, which should cause more knockouts if you get caught with a big punch. I guess that is why they added the sway and new blocking system; so that you can understand that you need to avoid taking big shots.

IMO, I think that you are able to give/take too many hard punches in the demo, and that there should be more flash knockdowns, or even add more animations where you get staggered without falling down. This would teach people that you really do have to protect yourself at all times, just like in real life.
We realize MMA is brutal...

Cant speak for everyone but I protect my self(so does the CPU; it's not a one sided affair)

I'm not fighting like I'm playing Rock em Sock em...

Its obvious THQ did it to appeal the casuals...

Same with FNR4...People like to see boxers slug it out (Pac man/Tyson style) thats exactly what you can do in FNR4....

UFC fans(casual) loves KO's...

No one (atleast me) want to be able to strike my opp 20 times straight without a damage, but at the same time a "Rock moment" should almost always come before a "Flash" KO...

Something thats "Flash" should not happen expectedly...
 
# 390 bignick_13 @ 05/03/10 08:55 PM
I agree with both of you.

I've seen a good deal of KO's, but that's when I'm in the dead center of the ring swaying and slugging it out. If mma fighters did that, there would be some big time damage. Lots of KO's and lots of TKO's.

Now the problem is that we get a TON of KO's and a few TKO's. It's close to being correct in reality, but need to switch out some KO's for TKO's.
 
# 391 jb12780 @ 05/03/10 09:12 PM
Good list Phobia.

Anyone else notice that Shogun is wicked good at reversing you when you try to posture up from the mount?
 
# 392 woody2goody @ 05/03/10 09:25 PM
I still think if there is an issue with too many KOs, which is debatable, then it is to do with the AI being overly aggressive. I would rather the AI be smarter and not just try to knock your head off in every fight.

I agree that if you fail to protect yourself and get knocked out you shouldn't be surprised. Once I get used to this year's ground game I think it'll be really good.
 
# 393 sonny21 @ 05/03/10 09:29 PM
Quote:
Originally Posted by jb12780
Good list Phobia.

Anyone else notice that Shogun is wicked good at reversing you when you try to posture up from the mount?
YES! Same with machida, rashad and rampage are more realistic, I can actually posture up, 95% of my attempts of posture up end up in shogun/machida reversing me and me ending up on my back, one of top 3 biggest issue I have so far.
 
# 394 Jukeman @ 05/03/10 09:31 PM
Quote:
Originally Posted by woody2goody
I still think if there is an issue with too many KOs, which is debatable, then it is to do with the AI being overly aggressive. I would rather the AI be smarter and not just try to knock your head off in every fight.

I agree that if you fail to protect yourself and get knocked out you shouldn't be surprised. Once I get used to this year's ground game I think it'll be really good.
They are only aggressive when you are not doing damage to them or standing dead center in the ring....

I've seen Rampage get aggressive with me by spamming hooks and what not, until I was able to get some good rib and leg shots in, he then started to throw jabs....

The AI to me seem like it will go with more power shots if they are landing them effectively..
 
# 395 UNC_Pete @ 05/03/10 10:17 PM
I understand the need to cater to the casual crowd but it'd be a pretty easy task to incorporate a 'hardcore' mode which would be sim but with greater fatigue..
 
# 396 Phobia @ 05/04/10 12:08 AM
Quote:
Originally Posted by UNC_Pete
I understand the need to cater to the casual crowd but it'd be a pretty easy task to incorporate a 'hardcore' mode which would be sim but with greater fatigue..
Nice to see you rocking the blue now Pete
 
# 397 Gotmadskillzson @ 05/04/10 02:49 AM
Hopefully all this will be toned down in the full version. I too KO'ed the cpu 4 seconds into a fight with 1 punch using a counter uppercut or hook with Rampage. Or do a stepping backward KO with Shogun.

My biggest gripe out of all these smaller gripes is the cpu getting out of submission attempts within 2 seconds of you putting it on them. Got to the point now I don't even attempt them in the 1st round at all anymore.

As soon as I grab an arm, second later I hear he escapes and I be like WTF I didn't even start the shine yet. And I have yet to do a transition submission into another submission yet against the cpu. Mainly because this year there don't seem to be a struggle to get out of submissions, instead it is like they just instantly get out of them like the incredible hulk.
 
# 398 oChaos_Nine @ 05/04/10 03:04 AM
Quote:
Originally Posted by oChaos_Nine
Demo is great so far. Major complaints are:

Ref stand ups are too quick.

When trying to transition and CPU is blocking I can always transition on the 3rd try. Wish you could still transition block effectively, I like that stats matter but when I posture up in mount and still block the CPU shouldn't get me off after the 3rd time.

Flash (frequent) KO's.

When there is a KO the fighter immediately knows it and walks away or puts his hands up, no feel for aggression. I'd like to see the fighter still swinging or rushing to get on top w/ the ref having to jump in.

When there is a chance for a TKO, you're standing w/ opponent on the ground, no aggression by user, walk up, step over his leg and throw punches which don't feel as if the fighter is trying to finish him off. Again, I wanna see the ref jump in between us.

More effect for leg kicks. I can chop at Rampage the whole first round with Rua (20+ landed), in which Rampage may walk slowly for a couple seconds but then he'll land a lunging hook that drops me. If it goes to the 2nd round there's really no carry over on leg damage.

My ground complaints are my biggest worries because online if stats matter the people who get GSP will take you down and hold you w/o having to transition block, or they won't be able to hold you down because I'm spamming transitions to get back up by the 3rd try. I like the addition of auto transition blocking but it almost takes the skill out if I can get up 3rd try regardless of who I'm fighting. This could all be speculation cuz of the 4 demo fighters they're all pretty equal in stats. But what I don't wanna see happen is not being able to hold down an opponent even if you're blocking the transition and vice versa. For instance Kimbo shouldn't be able to get up 3rd try with Brock on top unless I reverse a transition or transition while he's punching. It's a toss up really (I'm rambling) but I almost like it better or atleast I think I'd like it better if that aspect was like last year. Most importantly this is a demo and some of this stuff may be fixed or changed by release, I'm still getting regardless I just hope some of this will get some attention.
Quoting an earlier post of mine because the forum was deleting my line breaks and it looked like one big paragraph. Fixed in quote.
 
# 399 filtertmp @ 05/04/10 04:02 AM
The three-consecutive-tries and escape from the ground kind of sucks against the CPU (over-effective) but it will not be an issue against other humans. I've played quite a few matches and when the fight goes to the mat it is very easy to punish people who spam transitions.

It's actually the only effective way to remain in dominant positions- counter transitions to advance through guard and once in mount a counter will keep you in mount and seems to 'reset' the transition attempt count (speculation, but it seems like it). Mixing in strikes and figuring out your opponents transition attempts (and avoiding getting countered yourself) is the only way to go to keep control on the ground for any significant period of time, and even if your zoned-in you can't hold that someone down for an entire round.

Is it unfortunate that you can't camp out in guard doing this, and instead have to keep moving to more and more dominant positions? In terms of realism, yes, but in terms of gameplay it seems key to keeping the game fluid and the ground game relevant but not overpowering.
 
# 400 eeyor @ 05/04/10 04:06 AM
Having made myself clear about my opnin that the game needs sliders in the other thread there is one impression about the game that strikes me.

Submissions: Looking at how it is done this year, and partly last year, it is hard to argue for it as a valid tactic against the cpu. The problem I have is that submissions do not provide any tactical/gameplay benefit that would rationalize their existence.

What do I mean with that?
When you look at actual MMA the idea of submissions is to provide a mean of regulating aggressiveness. When you get sloppy, you might get caught in a submission attempt and will have a hard time fighting the danger of tapping. It should pace the opponent to only do "rationally" solid attacks. This part of the submission game is not there in UFC2010 which I do not understand. Flash KO's are there to caution you while in the standup but while on the ground, the element of pacing through the constant fear of being put in a submission is not there and also wasn't really there in 2009. This is per se not a big deal but in the game it downgrades submissions to a slick/fanzy way of knockouts.
I know that this problem can be reduced by playing online or with friends, but it should also be addressed in the AI coding.
 


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