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EA Sports UFC News Post



EA Sports has released another patch for EA Sports UFC, which includes a second free content update (see video here), containing three new fighters and plenty of updates. Check out the details below. Currently the patch is available for Xbox One users, PS4 gamers should get it later this afternoon.

UPDATE: It is available for PS4 users now.

New and Updated Content
  • Addition of 3 new fighters. 2 in Welterweight: Matt Brown, Mike Pyle and 1 at Heavyweight: Stipe Miocic
  • Updates to fighter records
  • Gameplay – Added Referee TKO stoppage if dominant fighter throws too many blocked strikes without the submissive fighter trying to improve his position
  • Gameplay – Added the ability to catch kicks on parries if the attacking fighter has low stamina or high leg damage when throwing a kick. If Parry button is held, a takedown will be initiated.
  • Gameplay – Added new defensive standup transitions from Full Guard. Moved Sweep to Advanced Transition
  • Gameplay – Added Back Mount escape for submissive fighter
  • Gameplay – Added manual taunts. Press Left or Right Directional buttons to taunt
  • Gameplay – Successful Basic Single Leg Takedowns will now end in Half Guard
  • Online – Added Coins to Championships. Watch partner videos from the Home Panel and earn Coins to trade in for Season Points.
Gameplay
  • Fixed issue where dominant fighter could stall transitions
  • Fixed an exploit where fighters could sneak in a free hammer fist during Posture up and down animations
  • Fixed exploit in Side Control where users could land a free shot after transitioning to Side Control.
  • Fixed an issue with Cage Clinch Break denial inputs.
  • Tuning – Increased base punch speed of all weight classes
  • Tuning – AI tuned to be less aggressive. AI is more aware of stamina and fight pacing.
  • Tuning – Duration and probability of Health Events has been tuned
  • Tuning – Stamina loss on strikes landed has been adjusted
  • Tuning – Tuned denial windows for various ground transitions, getups and submission attempts
  • Tuning – Animation speeds adjusted for strikes that were being abused Online
  • Added delay on submission attempts after a failed submission.
  • Submissions cannot be attempted when attacker has minimal Stamina
  • Fighters can change stances while blocking
  • Adjusted Antônio Rogério Nogueira’s and Robbie Lawler’s Hand Power and Speed attributes
Career
  • Fixed issue where Crucifix was unavailable in career. Will now be available on new Career save files after purchasing transition.
Online
  • Allow users to view Fighter Stats and Abilities in Online Championships Fighter Select Screen
  • Disabled Online Pause in all Online modes. User can still access the Pause menu, however it does not pause gameplay.
  • Tuned White Belt promotion and division belt thresholds.
Miscellaneous
  • Fixed an issue with incorrect video for ‘GSP Switch Kick’ move.
  • Fixed a crash when adjusting Walk out music
  • Fixed an issue with Mat damage
  • Changed Antônio Rogério Nogueira’s stance to southpaw
  • Various replay fixes

Source - EA Forums

Game: EA Sports UFCReader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 7 - View All
EA Sports UFC Videos
Member Comments
# 41 GameplayDevUFC @ 08/26/14 05:56 PM
Quote:
Originally Posted by ManiacMatt1782
One suggestion I would make for UFC 2, since this seems like it would be very to patch is to alter the parry system. Right now it is not timing based. If you hold RT and y, when that punch comes you will parry it. What would be better is a timing based system. High block, low block, leg block. No general weak block. Parries would be a perfectly timed block. If you attempt a parry too soon, you miss, and eat an unblocked strike. To keep people from just holding block and being over defensive, you make clinches and takedowns unstuffable while they are holding block. This gives much more of a risk reward when going for a parry. Also counters should just happen when a fighter his hit while they are coming forward with reckless abandon. If they strike out of range and and I pop them while they are over extended and moving forward, it should be a more dangerous shot than If I just connected with a hook.
It actually is timing based, but the timing window is huge (1.3 seconds). And you can parry before the strike is thrown, and if a strike comes within that 1.3 seconds it's parried.

We're looking at some tuning/changes to this for an upcoming patch hopefully.
 
# 42 2_headedmonster @ 08/26/14 06:23 PM
Quote:
Originally Posted by GameplayDevUFC
Looks like we just released a trailer for the new patch:

https://www.youtube.com/watch?v=wTCo...ature=youtu.be
thanks for the continued dedication to the game post release. i honestly believe it was actually by design in an effort to get the game out (considering the animations added), but the fact that the gameplay modifications have been for a shift towards realisim speaks volumes.
 
# 43 ERA @ 08/26/14 07:10 PM
I applaud EA for this patch. Absolutely brilliant. I certainly wasn't expecting this game to get so much support after launch. I cannot wait for future patches!

Sent from my DROID BIONIC using Tapatalk now Free
 
# 44 Gotmadskillzson @ 08/26/14 07:38 PM
Forced myself to stop playing Madden 15 and played 4 fights of UFC. The fighters move a hell of a lot slower now. That is the first thing I noticed was how slow and deliberate fighters moved now. I do like stand up from full guard for the bottom guy. I don't like the animation for stand up from back mount though. Just looks weird.

Catching kicks......yeah Dos Santos cheesed me with that. He caught my kick 30 times. I also feel as though clean shots and counters do a hell of a lot of damage now. Which is a good thing. Using Pyle, who I must say is weak as hell, I was getting my butt handed to me by Woodley. However due to Pyle long arms, I caught Woodley rushing in and KO'ed him. That was the best come from behind victory I ever had in this game.

It was one of those KOs that came out of no where. I do like the less aggressive AI. Over all a very good patch. Game plays totally different now then it did at launch.
 
# 45 pdandy @ 08/26/14 08:17 PM
Quote:
Originally Posted by GameplayDevUFC
It actually is timing based, but the timing window is huge (1.3 seconds). And you can parry before the strike is thrown, and if a strike comes within that 1.3 seconds it's parried.

We're looking at some tuning/changes to this for an upcoming patch hopefully.


You and your team are incredible!
Wasn't expecting this. After fixing this and the AI issues I posted on the main site: http://forum.ea.com/eaforum/posts/list/10153735.page, this game is going to last me a long time, well after time inevitably depletes the volume of online players.
 
# 46 GameplayDevUFC @ 08/26/14 08:43 PM
Quote:
Originally Posted by the_bohm
You guys are freaking killing it!!!

Do you guys have one last patch in you to just put the icing on the cake?

And please please please put rumble and a few others in the game!
I'm working on the next one right now. Have been for 3 weeks or so.

Can't comment on anything after that.

All this positive reaction is making me nervous. Don't want to screw anything up.

It was a lot less stressful when people hated the game
 
# 47 Weedboy @ 08/26/14 08:51 PM
Quote:
Originally Posted by GameplayDevUFC
I'm working on the next one right now. Have been for 3 weeks or so.

Can't comment on anything after that.

All this positive reaction is making me nervous. Don't want to screw anything up.

It was a lot less stressful when people hated the game
i never hated the game just wanted it at ea mmas level after tuners. things i hope you are working on are
1) leg kick tko's
2) guillotine from sprawl
3) standing guillotine from the front and behind positions
4)standing tko's if possible. as well as doctor stoppages from cuts i dont care if the ref has to wave it off instead of a doctor as we all understand you probably did not render a ringside doctor. at least i have never seen one. Im sure mousasi will end up in the right class next time.

other than those things everything else is cosmetic which does not bother me but a lot of guys want the shorts fixed. I hope you guys can add speedos to caf creation for my shamrock and shonie carter cafs. i learned to live with my greatest gripe which was the limited caf number.

also thanks for caring what the fans think of the game and helping to improve it vastly. we all appreciate it unlike some of those guys on your official board.
 
# 48 Toma @ 08/26/14 08:57 PM
Quote:
Originally Posted by GameplayDevUFC
I'm working on the next one right now. Have been for 3 weeks or so.

Can't comment on anything after that.

All this positive reaction is making me nervous. Don't want to screw anything up.

It was a lot less stressful when people hated the game
Good job guys. Still waiting for updates on CAF/gameface but other than that, you guys are doing a great job on the core of the game. Cannot wait for the next patch. Keep up the great work. Waiting 2 years for the next one won't be to bad if you guys keep going this route.
 
# 49 rich2k4 @ 08/26/14 09:13 PM
GameplayDev, if i can make one suggestion. I only played a few matches so far, mostly cpu vs cpu. However, I think if you can make it so that wrestlers fight like wrestlers, jiujitsu guys fight like jiu jitsu fighters, etc. I think that would complete this game. I've noticed a few comments in passing from other forums where people are stating that wrestlers don't go for many take downs, jiu jitsu guys try to stand up too much, etc.

Is this anything you can speak to?
 
# 50 PES3Paul @ 08/26/14 09:45 PM
Still not out for PS4 yet, and it's 8:45PM ET.
 
# 51 davis420 @ 08/26/14 09:51 PM
Quote:
Originally Posted by PES3Paul
Still not out for PS4 yet, and it's 8:45PM ET.
It's been out for awhile for me, it started downloading as soon as I turned on my PS4. I'm getting ready to play now. I'm excited!
 
# 52 Sausage @ 08/26/14 10:16 PM
Thank you very much to GameplayDevUFC and Robots for coming to this site and believing in our input and truly listening.

A special shout out to the likes of AHolbert and many others that continuously gave excellent input. OS can truly be a special place.

Peace
 
# 53 Rules @ 08/26/14 10:36 PM
Thank you EA Gameplay Dev's. You have impressed me again with another outstanding patch!!!


Keep up the great work and have a great week!!
 
# 54 countryboy @ 08/26/14 11:31 PM
I've fought 5 fights since the patch, and this game seems like the next installment of the series vs what was in the demo.

3 of the 5 fights went the distance, something that was rare for me at least pre-patch. One of those was a championship fight.

I wish I could learn the ground game better, as I get frustrated when the fights go to the ground. I simply cannot "get" the controls and how the ground game works.
 
# 55 ManiacMatt1782 @ 08/27/14 12:24 AM
Best way is to spar with a friend who does understand the ground game, live and have them explain things to you. It's not really that hard, but easy to be lost if you don't "get it"
 
# 56 The Senator @ 08/27/14 12:49 AM
This is by far the best update I can ever remember a game receiving via patch. Stipe and the Immortal were well welcomed and Pyle's pretty fun to use, too. Can't complain about adding fighters to the roster like that.

The gameplay improvements are huge. Simply changing the single->side control into a takedown to side control changes a ton. It was far too easy to gain a dominant position with that one move, and everyone had it. The kick catching was another pleasant surprise. Now I have to think before I throw a lot of kicks out there, which feels much more like real life. Frankie Edgar fans should be especially excited about that addition. The movement feels much more realistic, perhaps a bit more precise. All in all, it feels like a new installment more than an update, and I'm enjoying it so much at this point that I'm playing it instead of the brand new Madden. Well done.

A few suggestions going forward, whether it be for UFC 2 or the next patch:

*Give the single->side control back to most people, but not as a regular takedown, but as a replacement for the suplex takedown from standing. Few people aside from Jones, Cormier and Faber should have that move.

*Another moveset related thing, fighters with fancy kicking arsenals should have easier access to a mid roundhouse. It irks me that I can't throw a nice quick liver kick off a counter with some people like Anderson who have lots of spin kicks and knees(which is good), but no basic mid roundhouse.

*Tone down the parries a bit, there's some good suggestions in here already for that.

*Knees to the ribs from side back mount and elbows to the ribs from side control would be nice.

*Keep working on fighter differentiation in their fight styles, movement and techniques.

*Make the jab more effective, jabs are far too easy to parry, which negates much of their purpose. This can probably be fixed with a parry balance and not much else, but I'd really like to be able to use the jab to set up my offense and not have to worry about eating big shots every time I throw it out there with a good boxer like Jones or GSP.

*I'd like to see more cage interaction, probably not as easy to do for this one, but it'd be great if the cage came into effect much as it does for Undisputed 3.

*On a related note, more pushback for a fully connecting front kick and side kicks would be great, especially if you could bounce an opponent off the cage a bit. Think of Cung Le landing his spin side kick and sending his opponent staggering back.

*PUT THE MANUAL IN THE GAME!!! Sorry for yelling there, and it's really not a big deal, but it irks me that the place in the game where the manual goes simply tells you to go to the website. Putting it in couldn't be hard to do, and if anything changes, just patch the manual, too.
 
# 57 unBEARable @ 08/27/14 03:38 AM
Quote:
Originally Posted by aholbert32
Just did two rounds. One against Jones (High Aggression) and one against Machida (Low Aggression). Jones threw 86 in the first (I made sure to keep the fight standing so that the strike totals wouldnt be skewed). Machida threw 64 (couldve been less but I trade with him a little).

The numbers are a bit on the high side but I dont mind them because its a video game and I understand the need for action. I would be happier if the number skewed about 10-15 strikes thrown lower but you can clearly see aggression has been tweaked. Pre-patch, Machida was throwing 90 plus in the first round.
That's promising!

Out of interest what difficulty are you playing on? That probably has an effect on it as well.
 
# 58 talucchesi @ 08/27/14 04:05 AM
Quote:
Originally Posted by countryboy
This is like a completely different game than the one I played a week ago! Very well done with the patches!
This is TERRIFIC. Im actually thinking about purchasing the game now
 
# 59 aholbert32 @ 08/27/14 08:36 AM
Quote:
Originally Posted by unBEARable
That's promising!



Out of interest what difficulty are you playing on? That probably has an effect on it as well.

Normal. Another example: I fought Carmont (who has low aggression) and he averaged around 55 strikes around.
 
# 60 DaveDQ @ 08/27/14 09:17 AM
One thing I'd like to see tuned is the modified strike being less effective when a fighter is gassed. Just like the inability to throw a kick when you have a health event on your legs, I think a gassed fighter should have a stop animation for mod strikes.

Also, I'd like to see stamina not parallel between the two fighters. It seems like the disparity between an aggressive fighter and one that is not is too small.
 


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