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EA Sports UFC News Post




EA Sports UFC patch version 1.02 is available now, which includes 3 new fighters (Takeya Mizugaki, TJ Dillashaw and Tyron Woodley) and quite a few fixes (as seen above).

EA Sports has also released a new trailer featuring the new fighters here.

Key Gameplay Updates:
  • Touch Gloves: Users will now have the ability to manually make their fighter touch gloves (or choose not to touch gloves) before beginning to fight by pressing L2 on PS4 or LB on Xbox One. This can be done at the start of every round, or anytime the ref stands the fighters up.
  • Finish the Fight: During a knockout, the attacking fighter can jump on their downed opponent and “finish the fight” by delivering extra strikes as the knockout occurs.
  • Sprawls: The defending fighter now sprawls when successfully defending against a power takedown.
  • Clinch Break from the Cage: Fighters now have the ability to break out of a clinch when pressed against the fence by pressing the L3 button.
  • Power Takedowns and Sweeps: Power takedowns and side control sweeps have been removed from fighters who would not normally have them.
  • Stamina: Stamina no longer regenerates if the user holds block. The user will also take a larger stamina penalty if hit while weak blocking.
  • Sweep Defense: The dominant fighter in the Full Guard position now has a larger window to reverse the Full Guard sweep to Mount.
Play a few matches and let us know what you think.

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Member Comments
# 201 Gotmadskillzson @ 07/30/14 05:43 PM
I wonder if the could break down aggression into different categories, such as the following:

Aggressive movement

Aggressive take down attempts

Aggressive punches

Aggressive kicks

Aggressive clinch

And then have a combination of 2 or 3 of the above for certain fighters. Because take Chael, he isn't aggressive when it comes to striking, but he is aggressive in take down attempts. Or Clay Guida who is aggressive in movement but not really striking or take downs. Or take a fighter who punches a lot but don't throw a lot of kicks.
 
# 202 Gotmadskillzson @ 07/30/14 05:44 PM
Quote:
Originally Posted by jeremym480
I know that someone said that they were seeing too many knockouts post patch, but I haven't really been seeing that at all.

Here's my stats Pre and Post Patch

Pre-Patch
Decision - 14 (26.42%)
Knockout - 15 (28.30%)
TKO - 13 (24.53%)
Submission - 11 (20.75%)
53 Fights

Post Patch
Decision - 18 (42.86%)
Knockout - 9 (21.43%)
TKO - 10 (23.81%)
Submission - 5 (11.90%)
42 Fights

*Settings: This is with me playing against the CPU in every fight. The majority of the fights are on Hard, but there are some on Normal as well. I'm not too great, honestly, so I get my butt handed to me on Hard. On the flip side, I'm pretty dominate on Normal. I use Random.Org to decide which level I play on, but I always play Main Events and Number 1 Contenders Fights on Hard.

At this point my biggest complaint is fighter aggression. I fought against Guida last night with Edgar and he fought like a mad man. I know he's pretty aggressive in real life, but not as aggressive as he is in the game. As I've said in the past, it's almost impossible to win a decision against the CPU (especially on Hard) simply because of the amount of strikes they throw. In the fight I lost last night (just going of off memory, I can look at the actual stats when I get home) I landed a much higher percentage, but since there's such a big discrepancy in strikes then I'm at a big disadvantage.

Just as a point of reference, so far in my league my overall record against the CPU is 51 wins to 44 losses, but in fights that end in Decisions I'm 9-23. Of those 9 wins only 3-4 came on Hard difficulty. Of course, that also means that I have much more TKO's, KO's and Subs than the CPU, but I guess that's a discussion for another day.
I'm definitely seeing more Knock Outs on Hard, but then again I also combo a lot. So maybe that is why. And I very rarely get a decision.
 
# 203 aholbert32 @ 07/30/14 06:03 PM
Quote:
Originally Posted by Gotmadskillzson
I wonder if the could break down aggression into different categories, such as the following:

Aggressive movement

Aggressive take down attempts

Aggressive punches

Aggressive kicks

Aggressive clinch

And then have a combination of 2 or 3 of the above for certain fighters. Because take Chael, he isn't aggressive when it comes to striking, but he is aggressive in take down attempts. Or Clay Guida who is aggressive in movement but not really striking or take downs. Or take a fighter who punches a lot but don't throw a lot of kicks.
I think the issue is that there is only one value for aggresion in the the AI. Here is an earlier post from Thinking of Robots:

Aggression in the system boils down to a single value which then influences how much space the fighter wants between himself and his opponent, as well as whether to choose more defensive or more aggressive actions.

The Aggression value is influenced by a bunch of things including a fighter's (& opponent's) health, stamina, time in the round, rounds remaining, percieved score difference, health events (ie am I or is my opponent rocked), and level of activity (ie am I / is my opponent not doing anything).

Different fighters have different tuning sets that make them more or less interested in the different factors, so going with your 3 groups, and taking the 'level of activity' as an example, Low Aggro would try to create space when their opponent is 'active', and High Aggro would try to close the distance and go toe to toe.

So based off that a guy like Guida who uses a ton of movement but doesnt throw a ton of strikes should be a 5 or lower on the scale. I'm thinking he should be more of a 3 or 4 instead of whete I had him.

The flip side of that is I probably should have Chael ranked between 6-8. I'm going to change his to 7. As someone posted earlier, he is always moving forward and pressuring. The AI and Gameplan should govern how often he attempts a takedown. That combined with aggression should have him fighting like Chael.
 
# 204 Phobia @ 07/31/14 10:25 AM
I'm really REALLY hoping Thinking of Robots can get the CPU AI in good realistic shape. I use to enjoy fighting the CPU in UFC 3, but in this game I can't stand the way the CPU fights. Sad when I get a slower more realistic pace against a online spammer than I do the CPU AI.
 
# 205 Sausage @ 07/31/14 11:38 AM
Quote:
Originally Posted by Phobia
I'm really REALLY hoping Thinking of Robots can get the CPU AI in good realistic shape. I use to enjoy fighting the CPU in UFC 3, but in this game I can't stand the way the CPU fights. Sad when I get a slower more realistic pace against a online spammer than I do the CPU AI.
I very much hope so as well; I just don't know how much longer I want this sitting on my shelf with current decent to high resale value.
 
# 206 DaveDQ @ 07/31/14 12:53 PM
I don't know how specific ratings would determine the aggressiveness of the CPU, but increasing the power in throwing strikes, and also increasing the stamina drain in throwing strikes, would slow down the CPU. The CPU holds back when he gets low stamina. Increasing stamina drain would make him slow down.

Right now, you can hit a guy that is just standing there with big strikes and it takes several to drop him. Increasing the power in strikes, but also the stamina that is taken away will slow things down greatly.
 
# 207 2_headedmonster @ 07/31/14 03:01 PM
Quote:
Originally Posted by DaveDQ
I don't know how specific ratings would determine the aggressiveness of the CPU, but increasing the power in throwing strikes, and also increasing the stamina drain in throwing strikes, would slow down the CPU. The CPU holds back when he gets low stamina. Increasing stamina drain would make him slow down.

Right now, you can hit a guy that is just standing there with big strikes and it takes several to drop him. Increasing the power in strikes, but also the stamina that is taken away will slow things down greatly.
i would love for significant strikes to take much more stamina, and be a little slower, and harder to do in succession. also more significant punch offsetting and lower accuracy on strikes.
 
# 208 Beasta52 @ 07/31/14 04:52 PM
In career mode the rosters need to be up-to-date by weight classes for current fighters. Such as Cormier in LHW, Mos in MW, ect.
 
# 209 pdandy @ 07/31/14 10:01 PM
Would like to see low stamina strikes be much slower and do less damage.

The game design places a lot of punishment on low stamina situations but this was missed. The ability to still KO with the slowest superman punch ever is horrible.
 
# 210 aholbert32 @ 08/01/14 12:37 PM
BW

Barao – 7
Bowles – 5
Cruz – 3 (throws a lot of strikes but uses a ton of movement and moves backwards a lot)
Dillashaw – 7
Easton – 4
Faber – 6
Mizugaki – 5 (With the exception of the Phan fight, he has always had middle of the road strike thrown numbers.)
Erik Perez -5
Pickett – 8
Wineland -7

FW

Benevidez – 6
Dodson – 5 (Power puncher who uses a ton of movement but doesn't throw a lot except for the Elliott fight)
Elliott – 7
Gaudinot – 3
Johnson – 7
Jorgenson – 6
McCall – 3
Darren Y. – 2

Women

Don't have enough stats on them but I would place them in these groups –

High Aggressiveness - Rousey. Tate, Zingano
Medium – Kaufmann, Carmouche
Low – Davis, Mcmann


Thats the entire roster. Let me know if you disagree with any of them.
 
# 211 aholbert32 @ 08/01/14 12:39 PM
A question for ThinkingofRobots:

What attributes govern aggressiveness for CAF? Is there a way to control how aggressive a AI controlled CAF is?
 
# 212 ERA @ 08/03/14 04:21 AM
I really hope in the next patch EA addresses how quick the refs stand you up. I'll be in top for 5 seconds and be stood up. It could possibly be just me though, as I play on the 'normal' clock rather than the accelerated clock.

Sent from my DROID BIONIC using Tapatalk now Free
 
# 213 tha_show256 @ 08/03/14 11:53 AM
Quote:
Originally Posted by ERA
I really hope in the next patch EA addresses how quick the refs stand you up. I'll be in top for 5 seconds and be stood up. It could possibly be just me though, as I play on the 'normal' clock rather than the accelerated clock.

Sent from my DROID BIONIC using Tapatalk now Free
It's not just you...I have the same problem. I've made reference to it earlier in this thread.
 
# 214 aholbert32 @ 08/03/14 12:53 PM
Quote:
Originally Posted by ERA
I really hope in the next patch EA addresses how quick the refs stand you up. I'll be in top for 5 seconds and be stood up. It could possibly be just me though, as I play on the 'normal' clock rather than the accelerated clock.

Sent from my DROID BIONIC using Tapatalk now Free
I dont hate it that much because the clock resets if you posture up or advance your position. I've spent entire rounds in top position by posturing up and advancing my position.
 
# 215 The JareBear @ 08/03/14 02:41 PM
The standups are fine for accel clock, IMO. I can stay on the ground for awhile if I'm active.

Never played on normal clock though
 
# 216 ThinkingOfRobots @ 08/05/14 03:11 PM
Quote:
Originally Posted by aholbert32
A question for ThinkingofRobots:

What attributes govern aggressiveness for CAF? Is there a way to control how aggressive a AI controlled CAF is?
Not directly, but which aggression set a fighter gets is dictated by their type, so you can use the following to choose which set your CAF gets:

Low Jiu Jutsu
Medium MMA
High Greco Roman Wrestler
Medium Freestyle Wrestler
High Boxer
Low Judo
High Karate
Medium Tae Kwon Do
Medium Kickboxer
Medium Muay Thai


Thanks for all the aggression ratings - I'm taking your lists as you put them out into consideration.
 
# 217 aholbert32 @ 08/05/14 03:41 PM
Quote:
Originally Posted by ThinkingOfRobots
Not directly, but which aggression set a fighter gets is dictated by their type, so you can use the following to choose which set your CAF gets:

Low Jiu Jutsu
Medium MMA
High Greco Roman Wrestler
Medium Freestyle Wrestler
High Boxer
Low Judo
High Karate
Medium Tae Kwon Do
Medium Kickboxer
Medium Muay Thai


Thanks for all the aggression ratings - I'm taking your lists as you put them out into consideration.
Thanks man. Really appreciate this.
 
# 218 DaveDQ @ 08/09/14 10:46 PM
Can anyone comment on the possibility of fixing the stamina for punches thrown? Online, especially because it is 3 rounds on accelerated, sees guys throwing hundreds of heavy punches with not enough stamina drain.

This is killing the game for me. You can throw super punches, one after another and see hardly any fatigue.
 
# 219 GameplayDevUFC @ 08/10/14 12:03 AM
Quote:
Originally Posted by DaveDQ
Can anyone comment on the possibility of fixing the stamina for punches thrown? Online, especially because it is 3 rounds on accelerated, sees guys throwing hundreds of heavy punches with not enough stamina drain.

This is killing the game for me. You can throw super punches, one after another and see hardly any fatigue.
There is some tuning along these lines coming in the next patch. I can't share the details (and I'm not familiar enough with the details as I didn't do the tuning myself), but the general goal is to discourage strike spamming, especially with the higher energy strikes.
 
# 220 xVenomx91 @ 08/10/14 12:09 AM
Quote:
Originally Posted by GameplayDevUFC
There is some tuning along these lines coming in the next patch. I can't share the details (and I'm not familiar enough with the details as I didn't do the tuning myself), but the general goal is to discourage strike spamming, especially with the higher energy strikes.
Can u tell us if any more free dlc fighters are coming and can u make 3 round fights have entrances as well
 


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