This is my firs post to the forums, but I have been lurking here for a month :P I'm from Finland so I was not eligible for the beta. But I have been watching twitch streams and youtube clips of the beta and so far it looks great!
But there is one thing that bugs me a lot when watching the fights. Knockouts look amazing but those ground and pound finishes don't deliver in my opinion. With ragdoll physics you can really feel the hits and get those holy -bleep!- moments. But when you are finishing the fight in the ground, the fighter giving the beatdown has some serious windups in the punches but the receiving fighter barely reacts after the first punch. And it always looks the same. Worst part is that the replays won't show the knockdown leading tho the ground and pound. That somewhat breaks the immersion that otherwise is awesome.
I know that it's not the biggest thing but it can be anti-climatic when you get a awesome finish, but end it in not so great looking pounding and you don't even get to see the replay of the great knockdown.
If you guys agree with me, could you mention it to the beta forums so the devs can see the issue? Thanks.
Already been mentioned to the devs by me and a few other people. :-)
Does anybody else feel like the damage needs to be tuned a bit? I feel like fighters take way too much damage sometimes, I feel if they made the damage a bit more realistic and in turn increased the stamina penalty for throwing the LB/L1 strikes we have the best MMA game in a while.
is it possible to finish someone with ground n pound in this one?
if so how do you do it? I try to block transition and then punch but by the time I do they have already transitioned out of it
I really don't like the ground game in this one, it is so sloppy and just a transition fest.
As Freakywwe wrote, deny transitions, use small strikes to build GA and use big strikes to interrupt transitions. It's only a transition fest because the HUD shows people the transition options and whenever you put UI like that front and center, users gravitate towards executing one of those. They don't utilize the full arsenal.
I've been able to do alot of GNP using Matt Hughes.
If you guys like the beta, you guys are going to love the retail version.
- I believe the beta is from around 6 weeks ago (Either I read this on the EA forums or one of the devs told me this). So you guys are playing a version similar to the game I played when I went to EA's studio in December. Since then the dev team has been working on the game and I dont believe this version has all of the tweaks that the GCers suggested.
- I just realized that the game doesnt have changes to the perks that the GCers sent to EA in late December. This will help differentiate fighters even more than they currently are.
- This is just a guess but the movesets were far from complete when I played the game in December so its possible that they still are working on these. That could be the reason people like BJ dont have high kicks or some of the move levels are out of wack.
Does anybody else feel like the damage needs to be tuned a bit? I feel like fighters take way too much damage sometimes, I feel if they made the damage a bit more realistic and in turn increased the stamina penalty for throwing the LB/L1 strikes we have the best MMA game in a while.
I absolutely agree. The stamina issue was also very forgiving towards guys that throw hard and in large quantities in the first game. There needs to be a strong penalty for someone that chooses to throw hard. There are times I wait and be patient to strike back, only to watch my counter strikes be absorbed with ease. If a guy just unloaded, he should be greatly gassed and highly susceptible to my strikes.
I absolutely agree. The stamina issue was also very forgiving towards guys that throw hard and in large quantities in the first game. There needs to be a strong penalty for someone that chooses to throw hard. There are times I wait and be patient to strike back, only to watch my counter strikes be absorbed with ease. If a guy just unloaded, he should be greatly gassed and highly susceptible to my strikes.
This is a huge pet peeve of mine. Ive talked about this a bit during the events but I understand why they are hesitant to lower permanent stamina. There is a large group of the owners of the game who just want to have fun. They want to be able to throw 3-4 tornado kicks in a row. They dont want to enter round 3 with their guy absolutely exhausted because they threw 40 power shots and 100 strikes the last two rounds.
Also, against a skilled player its rare that someone will be successful spamming strong strikes. So there isnt a huge incentive to increasing the perm stamina.
I see it the opposite way and if they are hesitant to significantly increase perm stamina, I want a stamina slider or a sim stamina mode like UFC 3. I'm frustrated with the current state of perm stamina. For example, a GCer and I fought on Thursday and spent 3 rounds just grappling. At the end of round 3, both of us had around 80% of perm stamina.
Now everybody knows that if you grapple for 15 minutes, there is no way that you will feel almost the way you did when you started the fight.
Anyway, I'm suggesting that they increase perm stamina drain even if its a small increase. Hopefully the devs will agree.
I absolutely agree. The stamina issue was also very forgiving towards guys that throw hard and in large quantities in the first game. There needs to be a strong penalty for someone that chooses to throw hard. There are times I wait and be patient to strike back, only to watch my counter strikes be absorbed with ease. If a guy just unloaded, he should be greatly gassed and highly susceptible to my strikes.
You are definitely right about stamina and guys being punished for gassing out.
As for the original post though, regarding guys taking too much damage in general, the bottom line is pressing a button on a controller isn't quite the same as throwing a punch in real life. I think, naturally, more strikes are going to land in the game than in real life. I think it is a tough formula to figure out for EA as far as when a flash knockout should occur and whatnot. I'm not sure this is an aspect that will ever fully mimic what we see in real life just due to the nature of the sport vs the nature of playing a video game.
Ya pressure fighting still seems a bit too OP imo. It's the permanent stamina that will always be the issue for me. Tax guys there for missed high kicks power punches and all the spinning nonsense. You can throw it if you like. But if I avoid it and make you miss alot come the 2nd and 3rd round my stamina advantage should be obvious.
Ppl fight to win. Not to be realistic. So force them to. But I don't think it will ever happen where stamina is taxed harshly.
Thanks , really like this game but I'm 0-5 lol. Probably because I prefer to wrestle and try to wear out my opponents with Takedowns but ppl strike me like I'm playing Mortal Kombat lol
By no means am I a top player. Let these guys throw their spinning Bruce Lee stuff. As someone else mentioned time your takedown off that. You will get their back. Learn the transition blocks from that position and pound them out. Or block their transitions when they panic and spam them and tap them.
I'd suggest going into Practice Mode and selecting the AI as High Level Grappler. Much better practice imo than the Challenges. You will get smoked at first but quickly learn to recognize the tells on the ground.
You are definitely right about stamina and guys being punished for gassing out.
As for the original post though, regarding guys taking too much damage in general, the bottom line is pressing a button on a controller isn't quite the same as throwing a punch in real life. I think, naturally, more strikes are going to land in the game than in real life. I think it is a tough formula to figure out for EA as far as when a flash knockout should occur and whatnot. I'm not sure this is an aspect that will ever fully mimic what we see in real life just due to the nature of the sport vs the nature of playing a video game.
Just my opinion of course.
Quote:
Originally Posted by aholbert32
This is a huge pet peeve of mine. Ive talked about this a bit during the events but I understand why they are hesitant to lower permanent stamina. There is a large group of the owners of the game who just want to have fun. They want to be able to throw 3-4 tornado kicks in a row. They dont want to enter round 3 with their guy absolutely exhausted because they threw 40 power shots and 100 strikes the last two rounds.
Also, against a skilled player its rare that someone will be successful spamming strong strikes. So there isnt a huge incentive to increasing the perm stamina.
I see it the opposite way and if they are hesitant to significantly increase perm stamina, I want a stamina slider or a sim stamina mode like UFC 3. I'm frustrated with the current state of perm stamina. For example, a GCer and I fought on Thursday and spent 3 rounds just grappling. At the end of round 3, both of us had around 80% of perm stamina.
Now everybody knows that if you grapple for 15 minutes, there is no way that you will feel almost the way you did when you started the fight.
Anyway, I'm suggesting that they increase perm stamina drain even if its a small increase. Hopefully the devs will agree.
It's definitely the philosophy of the Devs, or at least that of the producers to be more forgiving with a fighter over exerting himself. I get that though. I understand it's supposed to be a good time and enjoyable.
However, I can't let it go. LOL And, it is just as true with the grappling causing loss of stamina. This sport incorporates various styles that are huge cardio-heavy scenarios (wrestling, boxing etc.). I just want to see that portion of the sport better represented.
Another thing worth noting that actually goes back to Fight Night Champion. When someone gets stunned and moves backward, his opponent almost feels like he is stuck in the mud walking towards him. It's as if they are both walking at the same speed. This is extremely frustrating when you are for a moment gratified that you held him off and stunned him, but it doesn't sustain itself with strong closing power.
Does anybody else feel like the damage needs to be tuned a bit? I feel like fighters take way too much damage sometimes, I feel if they made the damage a bit more realistic and in turn increased the stamina penalty for throwing the LB/L1 strikes we have the best MMA game in a while.
Most definitely. I was actually about to post that sentiment. I think the blood, cuts and bruises come too soon, and there is too much of it. The way some of these guys look after the first round, I'm not really expecting that until the 3rd or 4th round.
Damn, I wish we could upload videos now. I was playing a Johnny Hendricks and he was trying his hardest to get me in the clinch and with takedowns. In the second round I rocked him, and when he whiffed on his takedown, I caught him with some HBK sweet chin music for the KO. It was beautiful.
All that is well and good, but I still haven't quite figured out blocking transitions. I feel like I'm timing them right, but it's not working out. Back to the dojo, I suppose.
Are you guys positive you can't upload gameplay? Because the guys at GoodGameBro have uploaded some. And the video is still up on YT, so EA hasn't taken it down yet.
I've been shooting GameplayDevUFC some dm's on twitter and hes been answering my suggestions, so I'm hoping the stamina and damage at least gets slightly tweaked, I'm impressed that this is 6 weeks old and I'm enjoying it so much, can't imagine my thoughts on the game when the full game drops.