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EA Sports UFC 2 News Post


For those of you lucky enough to download the EA Sports UFC 2 beta, get in a few fights and post your impressions!

FYI, for those that are asking, registration is closed for the beta.

Game: EA Sports UFC 2Reader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 17 - View All
EA Sports UFC 2 Videos
Member Comments
# 321 ApolloKids @ 02/02/16 12:11 AM
It's a fun game but still extremely clunky. There isn't a sense of freedom, and everything ultimately feels canned. The transitions on the ground still feel turned based to me. Hopefully it's a little smoother in the final version. I love how deep the roster seems to be and striking is really fun.
 
# 322 Alibaba @ 02/02/16 01:41 AM
Loving the practice mode...been practicing the ground game a lot. Can hold opponents down a little better but still can't do ground and pound (still can't deny / rabbit punch enough to get the grapple advantage I guess).

Also, practice mode against skilled sparring AI + stamina ON + health ON = no time limit fight to the finish haha.

Would be great if they let us still play the offline portions after the beta is over, because I don't want to go back to the first game.
 
# 323 2_headedmonster @ 02/02/16 01:49 AM
Quote:
Originally Posted by Phobia
This is just brutal to watch. 1) The Johnny user has ZERO clue how to block or parry 2) Thompson throws an INSANE amount of kicks including spinning kicks and he is still over half full of stamina at the end, I really hate seeing this.

wow this is pretty bad. has me rethinking the purchase.... this has to be a stamina glitch.
 
# 324 WhiteBunny @ 02/02/16 07:06 AM
Quote:
Originally Posted by 2_headedmonster
wow this is pretty bad. has me rethinking the purchase.... this has to be a stamina glitch.
It's just young gamers want a fast paced game, full of comebacks, spam super moves and **** like that. Nothing wrong with it, but it's a shame such a beautiful game doesn't get the heart to call itself Simulation. For me, the nearly perfect usage of stamina was in UFC 3 ( simulation mode ) by THQ.
 
# 325 kingsofthevalley @ 02/02/16 08:18 AM
Quote:
Originally Posted by ApolloKids
It's a fun game but still extremely clunky. There isn't a sense of freedom, and everything ultimately feels canned. The transitions on the ground still feel turned based to me. Hopefully it's a little smoother in the final version. I love how deep the roster seems to be and striking is really fun.
Definitely agree. Striking feels great but the game is "herkyjerky" (for lack of a better term) or maybe the framerate isn't optimized or something? The movement just feels stilted. Thats the only thing so far thats still better about the first game, the movement is butter smooth. Figuring it will indeed be smoothed out for the final release.
 
# 326 aholbert32 @ 02/02/16 08:22 AM
Quote:
Originally Posted by ApolloKids
It's a fun game but still extremely clunky. There isn't a sense of freedom, and everything ultimately feels canned. The transitions on the ground still feel turned based to me. Hopefully it's a little smoother in the final version. I love how deep the roster seems to be and striking is really fun.
I respect your opinion but I dont even know how thats possible especially given that you can see each person going different animations at the same time.

This isnt directed at you but one thing I find frustrating about some people judging the grappling system is that people arent even trying to go to practice mode or turn learn the controls before jumping in. Then they talk about how they dont understand how to do things.

Its a common complaint and its can be resolved by simply reading the controls and spending a little time in practice mode. If you dont understand how the grappling system works, GPD wrote a long blog that explains it in detail.
 
# 327 linny @ 02/02/16 10:41 AM
Quote:
Originally Posted by aholbert32
I respect your opinion but I dont even know how thats possible especially given that you can see each person going different animations at the same time.

This isnt directed at you but one thing I find frustrating about some people judging the grappling system is that people arent even trying to go to practice mode or turn learn the controls before jumping in. Then they talk about how they dont understand how to do things.

Its a common complaint and its can be resolved by simply reading the controls and spending a little time in practice mode. If you dont understand how the grappling system works, GPD wrote a long blog that explains it in detail.

is it at all possible the ground game is just not that good?


Ive been practicing and the more I do the less I actually like it
 
# 328 Phobia @ 02/02/16 10:47 AM
Quote:
Originally Posted by linny
is it at all possible the ground game is just not that good?


Ive been practicing and the more I do the less I actually like it
How were you on EA UFC 1? I was able to control the ground pretty easy.
 
# 329 linny @ 02/02/16 11:16 AM
Quote:
Originally Posted by Phobia
How were you on EA UFC 1? I was able to control the ground pretty easy.
I was pretty decent. I could definitely hold people down and land ground and pound.


it's just not for me. if Im going to put in a bunch of time practicing jiu jitsu its going to be in real life not virtual
 
# 330 aholbert32 @ 02/02/16 11:37 AM
Quote:
Originally Posted by linny
is it at all possible the ground game is just not that good?


Ive been practicing and the more I do the less I actually like it
No and it's just not me. The large majority of people online seem to love the new grappling system. Especially when compared to what other games have offered.


Sent from my iPad using Tapatalk HD
 
# 331 aholbert32 @ 02/02/16 11:39 AM
Quote:
Originally Posted by linny
I was pretty decent. I could definitely hold people down and land ground and pound.


it's just not for me. if Im going to put in a bunch of time practicing jiu jitsu its going to be in real life not virtual
No one is asking you to put in a bunch of time practicing. I think it's ridiculous that in 4 days of playing the game you would expect to be able to dominate a new grappling system.

With that said, you have the right not to like it. I'm just shocked anyone would prefer the simple and unrealistic UFC 1 system.


Sent from my iPad using Tapatalk HD
 
# 332 HartmanTeets6 @ 02/02/16 12:08 PM
Overall impressions after playing for a few days:

1) Striking is greatly improved. Feel like I can move around as opposed to just walking back and forth, like in previous games. Love that you have to block both up top and down low. Takes away some of the constant blocking spam-action of last game.

2) Ground Game is _________. While I love the idea of the ground game, as explained in articles, I have been unable to be effective on the ground at all. 9/10 when the fight went to the ground in the last game, it was to my advantage. I left the _______ in there, because I feel like the majority of this is my fault. I have done 0 practicing on it, and have simply not put in the time to learn the entirely new system. I have been having too much fun with striking.

3) Overall I feel this game is a giant leap forward from the last one, and this is all from a beta version. I absolutely loved the last game, and can't wait for the final version to come out.
 
# 333 pdandy @ 02/02/16 12:57 PM
Hanging up the beta today. Think I've played it to death. Updated criticisms list:

- Parry windows are too forgiving. As Pappy pointed out, the experience is pretty similar to EA UFC 1 and that is not a good thing. It's too easy to do something that advanced.
- Weird AI standups from dominant position. Weird AI transitions out of dominant positions. AI doesn't attempt GNP much. AI seems weak against transition spam. But perhaps this is because it is a practice AI.
- Stamina system is still a bit too forgiving. It seems like the thing that saps long term stamina the most is shots to the body. Spamming modified strikes has too little impact on stamina...
- Finish the fight animation needs to improve. The guy shouldn't look KOed already.

If they address all this and the AI plays as well as SkyNet states, this would be my dream MMA game.
 
# 334 Phobia @ 02/02/16 12:59 PM
Quote:
Originally Posted by pdandy
Hanging up the beta today. Think I've played it to death. Updated criticisms list:

- Parry windows are too forgiving. As Pappy pointed out, the experience is pretty similar to EA UFC 1 and that is not a good thing. It's too easy to do something that advanced.
- Weird AI standups from dominant position. Weird AI transitions out of dominant positions. AI doesn't attempt GNP much. AI seems weak against transition spam. But perhaps this is because it is a practice AI.
- Stamina system is still a bit too forgiving. It seems like the thing that saps long term stamina the most is shots to the body. Spamming modified strikes has too little impact on stamina...
- Finish the fight animation needs to improve. The guy shouldn't look KOed already.

If they address all this and the AI plays as well as SkyNet states, this would be my dream MMA game.
Lucky you! You get to hang it up and I just want to get in
 
# 335 fballturkey @ 02/02/16 02:31 PM
As it stands right now the ground game isn't very good. They need to come up with a solution for the constant transitions online where the lag is such that reversals are almost impossible. We really need preblocking back. If I know for sure which direction my opponent is going to transition before they do it then that should put me at an advantage, and it doesn't now.

Now, the building blocks are there right now to make an awesome ground game, but it isn't there yet. I hope they get it there by release.
 
# 336 Trevelyan @ 02/02/16 02:45 PM
I really enjoy the stand up portion of the game, the rest I'm not a fan of. If the knockout mode that's mentioned in the loading screens can be played online, I might end up purchasing UFC 2.
 
# 337 SwedishTouch76 @ 02/02/16 02:51 PM
Quote:
Originally Posted by fballturkey
As it stands right now the ground game isn't very good. They need to come up with a solution for the constant transitions online where the lag is such that reversals are almost impossible. We really need preblocking back. If I know for sure which direction my opponent is going to transition before they do it then that should put me at an advantage, and it doesn't now.

Now, the building blocks are there right now to make an awesome ground game, but it isn't there yet. I hope they get it there by release.
Completely disagree on the preloading. If a novice like myself with very limited spare time can already recognize 50 % of the ground transition animations then pretty much anyone can.....
 
# 338 fballturkey @ 02/02/16 02:56 PM
I recognize them, it just doesn't matter how my timing is I can't block them. The worst offender is the half guard - mount - half guard dance. I know the guy is going to immediately transition to mount. I know the direction he's going to do it. But online I never can block it. Offline against AI I can, but the lag is just enough online that the denial window is basically nonexistent.
 
# 339 godylla @ 02/02/16 02:58 PM
Quote:
Originally Posted by SwedishTouch76
Completely disagree on the preloading. If a novice like myself with very limited spare time can already recognize 50 % of the ground transition animations then pretty much anyone can.....
But what if you could block before the animation even starts? If I take you down, I should be able to guess that you will try get up right away so why not preload that block? If my opponent doesn't try to get up, but immediately tries to transition to something else, then I am at a disadvantage for guessing instead of seeing how it would play out. I think the idea has some potential.
 
# 340 GameplayDevUFC @ 02/02/16 03:01 PM
Quote:
Originally Posted by fballturkey
As it stands right now the ground game isn't very good. They need to come up with a solution for the constant transitions online where the lag is such that reversals are almost impossible. We really need preblocking back. If I know for sure which direction my opponent is going to transition before they do it then that should put me at an advantage, and it doesn't now.

Now, the building blocks are there right now to make an awesome ground game, but it isn't there yet. I hope they get it there by release.
The big problem with preblocking is that if my fighter has only one submission from a given position, you can make yourself 100% safe from it, no matter how gassed you get. I will never be able to hit that submission. Ever. Even if I am Damien Maia and you are Mike Tyson.

On top of that, that submission might have the same denial direction as my only getup.

So you might be able to lock me out of both.

My forcing tight timing constraints, we can make all moves viable, and tune the viability based on stamina, ratings and whatever else we want.

If there was an animation for a pre-deny that would be a different story, but without one it makes the defender way to powerful.

And a pre-deny doesn't really make sense in the general case for BJJ moves, in terms of animations.

And would be really, really expensive to build.
 


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