The ground game is nice, I think with practice it could be pretty fun. Right now, having to look at the grapple assist, it doesn't allow me to react quickly enough to block transitions consistently. The striking seems to have more power (able to KO with straight punches, etc.), and the physics based KOs are awesome looking, although sometimes when you're throwing strikes at each other the fighters look like rubber, flopping around a bit too much. Blocking using both high / low is pretty tough, if you're trying to gauge your opponent and react accordingly, rather than just holding one of the buttons.
Also, the weird thing where my fighter will switch stances coming out of takedown defense or standing up is still there...
Overall, the beta is already a huge improvement over the first game.
I could be wrong but the ground game reminds me of MK. What I mean is in MK you essentially have to pick a character and memorize all their combos and moves. Same here on the ground. You will need to repeatedly practice with one fighter so you don't need the HUD and know exactly what he can and can't do from each position.
I could be wrong but the ground game reminds me of MK. What I mean is in MK you essentially have to pick a character and memorize all their combos and moves. Same here on the ground. You will need to repeatedly practice with one fighter so you don't need the HUD and know exactly what he can and can't do from each position.
Exactly the gaming analogy I was going to post. I personally love this design choice.
spamming and constant pressure is still the priority the pace is unreal.
Quote:
Originally Posted by Pappy Knuckles
Eh. Play the game man. I can tell you for a fact that dudes aren't throwing nearly amount of punches per round that they did last year.
They don't and man that jab and leg kicks are awesome with spammers. I'll jab a guy 5 times in a row while he's trying to throw a hook. It's hilarious lol.
So as you are in the process of scoring a take down can you hold a direction on the stick to start going for an advancement on the ground before the HUD even appears?
I don't have the Beta but I'd suggest someone do some investigating and see if anyone else besides BigRig has the slam right into full mount. I mean if you get your ground game into shape and hit that. Night night.
I think a lot of people are missing a subtle difference in Thai Clinch with respect to blocking strikes.
If you want to block a knee, either to the head or body, you block low.
If you want to block a punch/elbow to the head, you block high.
The reason we did this is because the knee animations all look exactly the same until it's too late, and we wanted people to be able to reaction block and not have to guess ahead of time.
By making knee blocks low and punch blocks high, we achieve that at the cost of some potential confusion of people holding high block and still getting hit in the head.
When you look at the block poses, it made a lot of sense intuitively (at least to me) but that may not have been as obvious as I thought it would be.
I'm posting here for visibility, please don't start a random feedback thread. Keep it very narrowly on topic.
I'm on the beta boards and will be combing through feedback this morning.
Thanks.
I gotta say I am NOT a fan of this decision. You take a precieved minor problem of knees not being able to be recognised early enough in the animation to recognize to block them. And make a MUCH BIGGER problem in destroying the uniformity of the controls. If I want to block my head. The controls should be the same throughout. If I want to block my body, the controls should be the same throughout. Now in the clinch, I have to reverse my thoughts and think body block even though I know it's knees to the head coming. To me it creates a bigger problem to try to fix a smaller one.
I don't have the Beta but I'd suggest someone do some investigating and see if anyone else besides BigRig has the slam right into full mount. I mean if you get your ground game into shape and hit that. Night night.
Matt Hughes has it.
I suppose anyone with high Wrestling mastery has potential to execute this move. However, it's not a basic takedown. I hit this move by accident. There could be a lot of things needing to go right in order for this happen.
One weird thing I've seen is that sometimes you'll knock a guy dude down, but you can't jump on him immediately. Like if you punch, nothing will happen. He'll just stand over him.
Ok, the few things that are standing out to me at the moment are:
-The devs have taken out some degrees of movement from the analog. In UFC 1, if I subtly moved the controller, the fighter would take small steps. The steps are still there but they aren't as precision as the last game. The fighters seem less fluid and more stiff. Devs need to get those degrees of movement back in.
-I'm figuring this will be fixed for the final release, but as of now, I think the difficulty levels are turned off. I'm playing A.I. opponents on "Pro" difficulty (which was pretty challenging in UFC-1) and I'm just punching the daylights out of my opponents waaaay too easy. They're not blocking are defending themselves AT ALL.
-Lastly, am I the only one thats having a problem fighting human opponents? The game is not recognizing that I'm already an Xbox live Gold member and its trying to force me to buy a subscription to Gold before I can get online with human opponents. I'm NOT buying another subscription, I already have one. Whats the problem here?
Ok, the few things that are standing out to me at the moment are:
-The devs have taken out some degrees of movement from the analog. In UFC 1, if I subtly moved the controller, the fighter would take small steps. The steps are still there but they aren't as precision as the last game. The fighters seem less fluid and more stiff. Devs need to get those degrees of movement back in.
-I'm figuring this will be fixed for the final release, but as of now, I think the difficulty levels are turned off. I'm playing A.I. opponents on "Pro" difficulty (which was pretty challenging in UFC-1) and I'm just punching the daylights out of my opponents waaaay too easy. They're not blocking are defending themselves AT ALL.
-Lastly, am I the only one thats having a problem fighting human opponents? The game is not recognizing that I'm already an Xbox live Gold member and its trying to force me to buy a subscription to Gold before I can get online with human opponents. I'm NOT buying another subscription, I already have one. Whats the problem here?
What mode are you fighting AI opponents? I dont think practice mode has a difficulty level and UT isnt AI driven I think. You are playing against a ghost of another person's UT fighter and not against the actual AI. I could be wrong about this.
What mode are you fighting AI opponents? I dont think practice mode has a difficulty level and UT isnt AI driven I think. You are playing against a ghost of another person's UT fighter and not against the actual AI. I could be wrong about this.
Yea, I'm in UT against the A.I. opponents. Thats the only way to actually fight against the A.I. as of now I guess. Also, I finally got online to challenge human opponents but I've had no luck transitioning to an actual match. It says roughly 1500 people online, but I can't sync with any of them.