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EA Sports UFC 2 News Post


EA Sports UFC 2 patch 1.05 and content update #2 is available now for PlayStation 4 and Xbox One fans, weighing in at just over 1 GB. The update adds 2 new fighters, Patrick Cote and Louis Smolka, as well as updates to UFC Ultimate Team and improvements to gameplay.

While Geoff Harrower, A.K.A. GameplayDevUFC, gave us plenty of details before the patch released today, full details can be seen below.

GAME MODE UPDATES
All-New Item Exchange: A brand new way for you to get more powerful items in UFC Ultimate Team. Exchange five (5) items in your Collection for a brand new random item that is a level higher. Exchange better items for a higher chance of getting rare fighter showcase moves items.
  • Added the ability to edit a created fighter's appearance at any time in Ultimate Team and Career Mode.
  • Added the display of the winning move, the player’s best move and the opponent’s best move after an Ultimate Team fight in the post-fight menu.
  • Added the ability to view more details about the fighters in Live Event fights.
GAMEPLAY UPDATES
  • Strike Intercept: Strikes landed within the opponent’s initial wind up phase of a strike will halt them from completing their strike.
  • Stockton Slap – 209 move added.
  • If a parry is mistimed, the block is not activated automatically.
  • Reduced speed of clinch attempts.
  • Improved AI logic for submissions and game plans.
  • Elbows and Punches in Muay Thai Clinch cannot intercept transition attempts.
  • Swaying away from the opponent will put the fighter at risk for higher body damage.
  • Bottom fighter is given Grapple Advantage after escaping finish the fight into back side.
  • Increased grapple advantage is given to bottom fighter while top fighter strikes in side control
  • Made the bottom fighter’s transition to side control from back side uninterruptible by strikes
  • In sprawl, the bottom fighter will now slowly accumulate grapple advantage, making escapes easier the longer they are held in that position.
  • Tuned damage on uppercut combos.
  • Clinch and Takedown attempts punish more when denied.
  • Updated Attribute/Perks/Moves for various fighters.
Source - EA Sports

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
# 41 jeremym480 @ 04/12/16 10:59 PM
I played an event and my AI complaints remain the same as before. Their stopping power and ability to block or avoid strikes has to get substantially better.

Those two problems really go hand and hand because they effect each other so much. I mean, you can easily 1-2 the AI to death because they don't block very well and you don't have to worry about them KO'ing you.

Other than that the AI is decent, but when you know that you can pretty much finish a fight at anytime by spamming combos then it really hurts the game.
 
# 42 aholbert32 @ 04/13/16 12:45 AM
Here are some quick impressions from my first night of fights with the patch:

-AI not using high block enough. Out of the 16 fights, I find that the AI will either not block at all, use head movement or parry. Using the high block should make it harder for me to be able to dominate the AI using basic strikes.

- AI stamina management is off. Too combo heavy (5-6 strikes) at times. Finding that the AI is gassing quick,

- No AI stopping power. I dont know if the solution is to artifically increase the aI's stats when on Hard or Pro but something needs to be done. Its ridiculous that KO's never happen to me and health events are rare. I dont parry. I dont use a ton of head movement. I use the block and movement. I'm very hittable but the AI cant seem to KO me.

- Hard is better than Pro. I have no idea why this is the case. I was able to win 4 pro fights by KO within 60 seconds. I wasnt spamming. I was using regular combos and not spamming modified strikes.

All and all, I'm disappointed. The game isnt a challenge right now even with house rules in place. At this point, I would take the parry heavy AI from UFC 1 over this because its was at least a challenge (even though it was cheesy).

Something has to be done about this.
 
# 43 rob3563 @ 04/13/16 03:37 AM
great patch only two noticable mistakes and fixes i have noticed so far FABIO MALDONADO is still announced by Buffer as a jiu jitsui fighter instead of a boxer please fix ea.
The leg catch to takedown by the cpu has not been fixed yet as far as i have seen so far,they still catch kick and let it go without taking you down,we can take the cpu down from leg catches so it should be fixed,i am surprised EA did not fix this with the patch.
 
# 44 unBEARable @ 04/13/16 03:57 AM
AI is still lacking. As aholbert32 says it's not scary playing against them, they lack power and blocking skills. I basically know I'm going to win before the bell is rung, usually by KO or TKO in round 1. Had more fun offline with UFC1.
 
# 45 HartmanTeets6 @ 04/13/16 09:43 AM
Play exclusively online since career mode blows and computer is terrible, even on hardest two levels. (big bummer as I did 5-6 careers in last game).

Hoping this isn't just my imagination, but jab and straight seem to have much more "stopping power" with the patch. Defended 16/18 takedowns this morning in online ranked match. Also noticed a big "hit" the guy took once I stuffed him. Were these both in the patch, or am I crazy? lol.
 
# 46 Pappy Knuckles @ 04/13/16 10:39 AM
I don't really bother with the cpu much, but that's unfortunate that the A.I. hasn't improved. I had a match in career where I didn't press a button the whole fight and it took the cpu 3 rounds to finish me. **** was pretty pathetic.

As far as online, I really like how you can interrupt your opponents offense. I haven't faced any super spinners yet to see how that goes, but I'm enjoying what I've experienced in the patch so far.
 
# 47 unBEARable @ 04/13/16 11:21 AM
Quote:
Originally Posted by Pappy Knuckles
I don't really bother with the cpu much, but that's unfortunate that the A.I. hasn't improved. I had a match in career where I didn't press a button the whole fight and it took the cpu 3 rounds to finish me. **** was pretty pathetic.
What makes it worse it that online is laggy for me for some reason. I'm on fibre and it still lags so I can't even really play online.

Looks like I'm back to Rocket League till the next patch.
 
# 48 aholbert32 @ 04/13/16 12:00 PM
A few more notes:

- I went 7-2 in the card I ran with 6 of them occurring by KO. The two I lost were by decision (Makovsky v. Scoggins) and 1st round sub (Iaquinta v. Vick)

- Now one reason for my going 7-2 could be because I had the more powerful fighter in most fights and most of the fights were mismatches (Ex. Rockhold/D.Henderson, Arlovski/Oleynik, OSP/ Krylov (CAF)). I'm interested to see how the next card plays out

- High block needs more bleed through. I said it in a previous post but I'll say it again. I shouldnt be able to succeed easily by relying solely on high block as my only defensive technique.

- Some of the changes to the game that are online focused are affecting the offline game in a negative way. For example, one new addition was a huge stamina tax for combos over 4 strikes.

Now thats great for online because it discourages people from spamming combos. Its also great for offline players because it forces them to strike more realistically.

The problem is that the AI doesnt seem to know about the stamina tax. So it spams combos and then gasses quickly.

- On Pro and Hard, the AI needs to make me use all of the controls. I should be forced to feint because the AI is blocking and use movement so well that I struggle to hit them. I shouldnt be able to hold block and survive with no ramifications. I should be concerned about the AI going for submissions in more positions other than back sitting (RNC) or full mount (armbar) (I will give the AI credit in that Rosholt went for an Americana against me last night).

- I never thought that I would suggest this but maybe EA should take the All Madden approach when it comes to the pro difficulty. With Madden, when you play on All Madden difficulty, the AI attributes are pumped up a little. Its not hyper realistic (I play the next level down because I find it too difficult) but it would present a challenge and without sliders will be the only way this game will have some longevity.

- Here are the house rules I currently have to use to make this game somewhat competitive:

- No combos more than 4 strikes (and even 4 is rare)
- No parries.
- I have to strike at least once before advancing my position.
- Must lead with a basic strike before throwing a combo.

The game is 30 days old and I dont think I should have this many house rules at this point.
 
# 49 DJ @ 04/13/16 12:22 PM
Quote:
Originally Posted by aholbert32
A few more notes:

- I went 7-2 in the card I ran with 6 of them occurring by KO. The two I lost were by decision (Makovsky v. Scoggins) and 1st round sub (Iaquinta v. Vick)

- Now one reason for my going 7-2 could be because I had the more powerful fighter in most fights and most of the fights were mismatches (Ex. Rockhold/D.Henderson, Arlovski/Oleynik, OSP/ Krylov (CAF)). I'm interested to see how the next card plays out

- High block needs more bleed through. I said it in a previous post but I'll say it again. I shouldnt be able to succeed easily by relying solely on high block as my only defensive technique.

- Some of the changes to the game that are online focused are affecting the offline game in a negative way. For example, one new addition was a huge stamina tax for combos over 4 strikes.

Now thats great for online because it discourages people from spamming combos. Its also great for offline players because it forces them to strike more realistically.

The problem is that the AI doesnt seem to know about the stamina tax. So it spams combos and then gasses quickly.

- On Pro and Hard, the AI needs to make me use all of the controls. I should be forced to feint because the AI is blocking and use movement so well that I struggle to hit them. I shouldnt be able to hold block and survive with no ramifications. I should be concerned about the AI going for submissions in more positions other than back sitting (RNC) or full mount (armbar) (I will give the AI credit in that Rosholt went for an Americana against me last night).

- I never thought that I would suggest this but maybe EA should take the All Madden approach when it comes to the pro difficulty. With Madden, when you play on All Madden difficulty, the AI attributes are pumped up a little. Its not hyper realistic (I play the next level down because I find it too difficult) but it would present a challenge and without sliders will be the only way this game will have some longevity.

- Here are the house rules I currently have to use to make this game somewhat competitive:

- No combos more than 4 strikes (and even 4 is rare)
- No parries.
- I have to strike at least once before advancing my position.
- Must lead with a basic strike before throwing a combo.

The game is 30 days old and I dont think I should have this many house rules at this point.
Quote:
Originally Posted by aholbert32
Here are some quick impressions from my first night of fights with the patch:

-AI not using high block enough. Out of the 16 fights, I find that the AI will either not block at all, use head movement or parry. Using the high block should make it harder for me to be able to dominate the AI using basic strikes.

- AI stamina management is off. Too combo heavy (5-6 strikes) at times. Finding that the AI is gassing quick,

- No AI stopping power. I dont know if the solution is to artifically increase the aI's stats when on Hard or Pro but something needs to be done. Its ridiculous that KO's never happen to me and health events are rare. I dont parry. I dont use a ton of head movement. I use the block and movement. I'm very hittable but the AI cant seem to KO me.

- Hard is better than Pro. I have no idea why this is the case. I was able to win 4 pro fights by KO within 60 seconds. I wasnt spamming. I was using regular combos and not spamming modified strikes.

All and all, I'm disappointed. The game isnt a challenge right now even with house rules in place. At this point, I would take the parry heavy AI from UFC 1 over this because its was at least a challenge (even though it was cheesy).

Something has to be done about this.
This is discouraging to hear, but thanks for sharing your honest opinions. I'm still new to the game and quite frankly not very good at UFC game historically, so the CPU on Normal right now is giving me all I can handle. Even then, I have noticed that it takes A LOT from the CPU to come close to putting me away. The threat of danger with a dangerous striker isn't really there, because while you may get hit and stumble, you're likely going to recover in a second and be fine.

Having to balance a game like this must be insanely hard, because you've got a robust online community and then guys like me that only play offline against the CPU. Trying to please everyone may not be realistic.
 
# 50 Gotmadskillzson @ 04/13/16 01:20 PM
This is a prime example why sports games need editable ratings and sliders.
 
# 51 ged4eva @ 04/13/16 03:06 PM
Sure even after the update I was getting interrupted by strikes while in back side, also I've did not have any advantage after finish the fight

Sent from my HTC One M9 using Tapatalk
 
# 52 aholbert32 @ 04/13/16 03:10 PM
Quote:
Originally Posted by ged4eva
Sure even after the update I was getting interrupted by strikes while in back side, also I've did not have any advantage after finish the fight

Sent from my HTC One M9 using Tapatalk
This only works when going to side control. Strikes can still interrupt if you are trying to stand up or go to full guard.
 
# 53 ged4eva @ 04/13/16 03:14 PM
Quote:
Originally Posted by aholbert32
This only works when going to side control. Strikes can still interrupt if you are trying to stand up or go to full guard.
Exactly what I was trying to do bud, it's going to happen sometimes but I hate that it happens most times


Another thing that does my head is guard spammers who get up and jump straight back down constantly while I'm on my back
Quote:
Originally Posted by aholbert32

EA Sports UFC 2 patch 1.05 and content update #2 is available now for PlayStation 4 and Xbox One fans, weighing in at just over 1 GB. The update adds 2 new fighters, Patrick Cote and Louis Smolka, as well as updates to UFC Ultimate Team and improvements to gameplay.

While Geoff Harrower, A.K.A. GameplayDevUFC, gave us plenty of details before the patch released today, full details can be seen below.

GAME MODE UPDATES
All-New Item Exchange: A brand new way for you to get more powerful items in UFC Ultimate Team. Exchange five (5) items in your Collection for a brand new random item that is a level higher. Exchange better items for a higher chance of getting rare fighter showcase moves items.
  • Added the ability to edit a created fighter's appearance at any time in Ultimate Team and Career Mode.
  • Added the display of the winning move, the player’s best move and the opponent’s best move after an Ultimate Team fight in the post-fight menu.
  • Added the ability to view more details about the fighters in Live Event fights.
GAMEPLAY UPDATES
  • Strike Intercept: Strikes landed within the opponent’s initial wind up phase of a strike will halt them from completing their strike.
  • Stockton Slap – 209 move added.
  • If a parry is mistimed, the block is not activated automatically.
  • Reduced speed of clinch attempts.
  • Improved AI logic for submissions and game plans.
  • Elbows and Punches in Muay Thai Clinch cannot intercept transition attempts.
  • Swaying away from the opponent will put the fighter at risk for higher body damage.
  • Bottom fighter is given Grapple Advantage after escaping finish the fight into back side.
  • Increased grapple advantage is given to bottom fighter while top fighter strikes in side control
  • Made the bottom fighter’s transition to side control from back side uninterruptible by strikes
  • In sprawl, the bottom fighter will now slowly accumulate grapple advantage, making escapes easier the longer they are held in that position.
  • Tuned damage on uppercut combos.
  • Clinch and Takedown attempts punish more when denied.
  • Updated Attribute/Perks/Moves for various fighters.
Source - EA Sports

Sent from my HTC One M9 using Tapatalk
 
# 54 Skynet @ 04/13/16 05:33 PM
Quote:
Originally Posted by pdandy
Would be cool if SkyNet can expand on "Plus AI improvements". What exactly was covered in this patch?
I'm sad to hear to many people are disappointed with the AI at the moment, though it's curious to see so much feedback on things that were not touched in the patch. For a clearer picture, here's what ended up getting into the patch for AI specifically:

- Better control of when the AI gets up from grappling (not from dom positions)
- Not leaving mount for reasons which didn't make sense while mounted (ex: trying to go for a submission in another position)
- Remove/reduce certain strike types from some AI fighters (ex: remove most kicks from Diaz Bros)
- Increase AI's chance to block/sway instead of parry (even more so for Anderson Silva)
- Reduce amount of takedowns for a couple fighters
- Stop AI from throwing so many strikes while rocked
- Force AI to hunt the head if the opponent is rocked
- Add fighter-specific combos and moves to certain top level fighters

That's pretty much it. Some other minor tweaks here and there, but that's what was able to get into the last patch. As noted, a lot of the feedback has been about the AI's stamina and KO power, which were not touched in this patch.

I'll try to focus my efforts on those areas for the next one. I'll have to take some time to really just sit down and analyze the AI to try to figure out why it's not KOing people, as it's certainly throwing and landing strikes. I am hesitant to increase it's defensive capabilities as I don't want it turning into a situation like UFC1's, but perhaps a bump in defense is in order. Not parries, mind, though slips and sways have a similar effect when well executed...so we'll see.
 
# 55 vtcrb @ 04/13/16 06:07 PM
Quote:
Originally Posted by Gotmadskillzson
This is a prime example why sports games need editable ratings and sliders.
1,000,000 agree. Even if it is just Off-line with No Sharing. Tons of things can be discovered by Users and passed back to the DEVs for future patches and updates. EA Sports in general is against editing in Most of their Games. The lack of Editing/Sliders makes games go stale fast for Users.
 
# 56 fballturkey @ 04/13/16 06:15 PM
Quote:
Originally Posted by Skynet

I'll try to focus my efforts on those areas for the next one. I'll have to take some time to really just sit down and analyze the AI to try to figure out why it's not KOing people, as it's certainly throwing and landing strikes. I am hesitant to increase it's defensive capabilities as I don't want it turning into a situation like UFC1's, but perhaps a bump in defense is in order. Not parries, mind, though slips and sways have a similar effect when well executed...so we'll see.
I agree that the defensive AI doesn't need a whole lot of changing. The two biggest issues with being able to KO the AI so quickly and so regularly are that A) The AI manages stamina poorly so you get lots of shots in while it is gassed and B) the AI almost never knocks the player out so I don't have to really worry about being on the defensive myself. That makes going on the offensive much easier. If I really had to pick my spots to attack the AI for fear of being KOed my self, like I do online, then it'd all work out much better.
 
# 57 teebee @ 04/13/16 06:45 PM
I'm in paranoia mode i'm sure but i've had alot of crashing and freezing during off and online matches for the first time ever since the patch.

Could be my xBONE biting the dust but I never had any issues until i DL the patch.
 
# 58 oakevin @ 04/13/16 06:47 PM
I feel like defensive A.I. is non-existent. You can just 1-2 them with a couple upper cuts in their for good measure and send'em packing.
 
# 59 fballturkey @ 04/13/16 07:27 PM
Quote:
Originally Posted by oakevin
I feel like defensive A.I. is non-existent. You can just 1-2 them with a couple upper cuts in their for good measure and send'em packing.
My point is that if you actually had to worry about the AI countering your 1-2 and uppercut it would change the complexion of the 'defensive AI' without actually changing the way the AI blocks, parries, etc.
 
# 60 oakevin @ 04/13/16 07:35 PM
Agreed fballturkey
 


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