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EA Sports UFC News Post


EA Sports UFC arrives today, some have downloaded the game already for the PlayStation 4. While we have plenty of early impressions from users that found the game early, we wanted to open up a new topic for everyone.

Play a few matches, play around in the modes, then let us know what you think.

Game: EA Sports UFCReader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 7 - View All
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Member Comments
# 281 JoeMimic @ 06/20/14 03:28 PM
Quote:
Originally Posted by ManiacMatt1782
I also think there is a temporary inability to throw kicks if they are in a leg health event. But I havent really seen to many leg health events on my end, so I don't know if you can still throw kicks or not. And aside from phobia I havent played a ton of kickers.
Yeah I don't think they can throw kicks but the fact that after it stops blinking they're completely fine again is dumb. I understand the head regeneration because it is possible to clear your head but if you're landing major leg kicks like that it's just not going to get better.
 
# 282 Gotmadskillzson @ 06/20/14 04:15 PM
So I been playing around with all the difficulty settings yesterday. To me normal difficulty has the least amount of CPU AI BS. I also noticed fighters fight much closer to their real life counter parts on that difficulty setting as well. Where as on Pro and Hard every CPU AI pretty much fought the same, head hunting.

I fought against the weakest person in each division and they fought like the champion of the divisions. Doing stuff way above their skill level of what their ratings listed them as. Fought against them again at normal and they fought like they suppose to, like the scrubs of the division.

Then I fought against all the submission guys. On Pro and Hard, they never looked to take me down at all. Instead they were just head hunting. On normal, they looked to take me down 4 to 6 times in the 1st round and actually attempted submission moves.

And finally, I noticed on normal strikes do way more damage and the recovery time from those strikes are not as fast for the CPU like it was on Pro and Hard. For example, on normal a liver shot is a long health state damage that last a good 30 seconds of them moving in pain holding their liver. On Pro and Hard, the damage last 3 seconds and they instantly recover. Jab strikes play more of a factor in fights on normal as well because hey they actually do damage. Which was nice to see.

I also noticed more cuts on normal. Which is probably because strikes do more damage on this setting and the AI don't recover as fast. The amount of flashy moves is severely toned down as well on Normal. The CPU AI sway more then they block too, which is nice. When I played on Pro and Hard, they simply just blocked and parried, but they blocked way more then they parried.

Leg kicks actually slows them down too and they are quicker to change their stance to protect it and back up off of you. Where as on Pro and Hard they would just check it while constantly plodding forward.

So to me anyway, Normal gives you a more strategic AI. Pro and Hard gives you nothing but a head hunter always plodding forward looking to throw nothing but flashy moves type of AI.
 
# 283 Gotmadskillzson @ 06/20/14 04:17 PM
Quote:
Originally Posted by ManiacMatt1782
I also think there is a temporary inability to throw kicks if they are in a leg health event. But I havent really seen to many leg health events on my end, so I don't know if you can still throw kicks or not. And aside from phobia I havent played a ton of kickers.
They can still throw kicks instantly. Seen it happen several times. Their injured leg kicks still do 100% damage too if it lands on you.
 
# 284 SwedishTouch76 @ 06/20/14 04:32 PM
Which fighters have the crucifix btw?
 
# 285 Gotmadskillzson @ 06/20/14 04:42 PM
Quote:
Originally Posted by SwedishTouch76
Which fighters have the crucifix btw?
Hmm, off the top of my head I believe I saw Weidman and GSP do it against me.
 
# 286 aholbert32 @ 06/20/14 04:50 PM
Quote:
Originally Posted by vpizzle28
GamePlayDevUFC,

I know this has been asked, but I am not sure I have seen a response.

What is the point of Leg Kicks if we cannot TKO the opponent? When I play Online I will get the other fighters Leg blinking red, but he can still throw kicks as if nothing is happening. Can you please explain what happens when the leg is damaged? Thanks!
FYI, use the search function. He explained this a few says ago.
 
# 287 vpizzle28 @ 06/20/14 06:45 PM
Something else I noticed.

In the demo I saw all kinds of blood and bruised faces. In the retail game it seems I don't see the same amount of blood. Has anyone else noticed this?
 
# 288 aholbert32 @ 06/20/14 06:52 PM
Quote:
Originally Posted by vpizzle28
Something else I noticed.

In the demo I saw all kinds of blood and bruised faces. In the retail game it seems I don't see the same amount of blood. Has anyone else noticed this?
Nah, I'm happy with the varied cuts and swelling I've seen.
 
# 289 Gotmadskillzson @ 06/20/14 07:04 PM
Quote:
Originally Posted by vpizzle28
Something else I noticed.

In the demo I saw all kinds of blood and bruised faces. In the retail game it seems I don't see the same amount of blood. Has anyone else noticed this?
Depends on the difficulty level you play on. On Pro and Hard it takes a large amount of strikes to cut somebody and that would usually be in the later rounds. On Normal and below, fighters cut and bruise much quicker.
 
# 290 Lakers 24 7 @ 06/20/14 07:23 PM
Servers have been down a lot :/
 
# 291 aholbert32 @ 06/20/14 09:03 PM
Quote:
Originally Posted by Gotmadskillzson
So I been playing around with all the difficulty settings yesterday. To me normal difficulty has the least amount of CPU AI BS. I also noticed fighters fight much closer to their real life counter parts on that difficulty setting as well. Where as on Pro and Hard every CPU AI pretty much fought the same, head hunting.

I fought against the weakest person in each division and they fought like the champion of the divisions. Doing stuff way above their skill level of what their ratings listed them as. Fought against them again at normal and they fought like they suppose to, like the scrubs of the division.

Then I fought against all the submission guys. On Pro and Hard, they never looked to take me down at all. Instead they were just head hunting. On normal, they looked to take me down 4 to 6 times in the 1st round and actually attempted submission moves.

And finally, I noticed on normal strikes do way more damage and the recovery time from those strikes are not as fast for the CPU like it was on Pro and Hard. For example, on normal a liver shot is a long health state damage that last a good 30 seconds of them moving in pain holding their liver. On Pro and Hard, the damage last 3 seconds and they instantly recover. Jab strikes play more of a factor in fights on normal as well because hey they actually do damage. Which was nice to see.

I also noticed more cuts on normal. Which is probably because strikes do more damage on this setting and the AI don't recover as fast. The amount of flashy moves is severely toned down as well on Normal. The CPU AI sway more then they block too, which is nice. When I played on Pro and Hard, they simply just blocked and parried, but they blocked way more then they parried.

Leg kicks actually slows them down too and they are quicker to change their stance to protect it and back up off of you. Where as on Pro and Hard they would just check it while constantly plodding forward.

So to me anyway, Normal gives you a more strategic AI. Pro and Hard gives you nothing but a head hunter always plodding forward looking to throw nothing but flashy moves type of AI.
I gotta agree with GMSS on this. Ive been playing Normal most of the day and it gives you a variety of AI tactics. The problem I'm running into is that takedowns are a little too easy and so is grappling. I think I'll just have to roll out the house rules I used for UFC 3 to make it more of a challenge.
 
# 292 Swamp Swagger @ 06/20/14 09:19 PM
Still dumb leg kicks are pointless for the most part since they seem to heal fast and can't be a KO at least online it seems like they are
 
# 293 Lakers 24 7 @ 06/20/14 09:53 PM
A fight stopping from leg kicks is so rare it really shouldn't even be in the game imo, that is leg kick tko's. Now sustained damage to the leg is another thing and should be implemented, but I wouldn't say leg kicks are useless as is.

If anything they're overpowered for what they do overall, outside of simply damaging your opponent. Leg kicks are the only attacks in the game that can interrupt anything your opponent is throwing. Your opponent can be mid strike and stop his swing due to being kicked in the leg. From what I've experienced anyway. That's huge and extremely impactful. Also, once the damage turns red it really opens them up for other attacks. In general including leg kicks into your combos are extremely effective as well and a great "poke" to open your opponent up. They're far from useless.
 
# 294 DirtyJerz32 @ 06/20/14 10:32 PM
I wish there was a practice mode like fighting games (Tekken, DOA, etc...) so I could practice with certain guys.

I'd like to see what buttons I'm pushing
 
# 295 N51_rob @ 06/20/14 11:06 PM
Quote:
Originally Posted by 32
I wish there was a practice mode like fighting games (Tekken, DOA, etc...) so I could practice with certain guys.

I'd like to see what buttons I'm pushing
Just use your second controller as the other fighter.
 
# 296 SwedishTouch76 @ 06/21/14 12:52 AM
So MT Clinch is the new cheese now ? Other than blocking what are the options? Guy just held me in it fed me like 10 knees. None of my transition ever registered as he spammed the knees
 
# 297 Rockie_Fresh88 @ 06/21/14 01:26 AM
Still getting frustrated with the ground transitions and submissions .
 
# 298 SwedishTouch76 @ 06/21/14 02:53 AM
Just had a dude in unranked quit on me. Wow
 
# 299 marbury @ 06/21/14 09:12 AM
I'm still shocked about this split decision loss

 
# 300 EarvGotti @ 06/21/14 09:35 AM
Quote:
Originally Posted by marbury
I'm still shocked about this split decision loss

It's because he had more ground passes. After playing over 90 online ranked matches, I've noticed this as well. If you control your opponent on the ground and get more dominant positions, you are almost guaranteed to win the decision.

This game favors ground control HEAVILY. It's kind of realistic because judges in real life favor wrestling heavily over everything else.
 


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