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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
# 61 Skynet @ 04/13/16 09:06 PM
Quote:
Originally Posted by fballturkey
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.
So to be clear, you want to see more countering from the AI? Like, slip/block then punch back?
 
# 62 fballturkey @ 04/13/16 09:14 PM
Quote:
Originally Posted by Skynet
So to be clear, you want to see more countering from the AI? Like, slip/block then punch back?
Definitely yes, but also more leg/body kicks and jabs when I'm moving into range and it would be great if the AI would generate more offense on its own. I tried counterfighting or defensive fighting against the AI prepatch and it just doesn't force the engagement enough, even against aggressive fighters.
 
# 63 RyanLaFalce @ 04/13/16 09:17 PM
Have any devs commented on the AI issues after patch?


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# 64 aholbert32 @ 04/13/16 09:30 PM
Quote:
Originally Posted by RyanLaFalce
Have any devs commented on the AI issues after patch?


Sent from my iPhone using Tapatalk
The devs are commenting on it two posts above yours. Skynet is a dev.
 
# 65 RyanLaFalce @ 04/13/16 09:37 PM
Quote:
Originally Posted by aholbert32
The devs are commenting on it two posts above yours. Skynet is a dev.


Ah ok, didn't know that.
 
# 66 aholbert32 @ 04/13/16 09:37 PM
Quote:
Originally Posted by Skynet
So to be clear, you want to see more countering from the AI? Like, slip/block then punch back?
This and those counters should be powerful depending on the fighter. Alot of that will be done automatically with fighters that have perks relater to counters. The AI has to be willing to counter though.
 
# 67 DaveDQ @ 04/13/16 10:57 PM
I'm noticing the difference in what a body shot an do to a low stamina guy. I'm seeing more knockdowns from it. My first fight in division three and a Dos Santos came at me spamming jabs and straights. He threw 300 strikes by round three and my focus on the body finally paid off.
 
# 68 Freakywwe @ 04/14/16 12:35 AM
AI needs to be aware of it's stamina. It constantly tries to throw huge combos with little stamina, then try to engage and get rocked easily
 
# 69 Phobia @ 04/14/16 02:09 AM
I just got knocked out online with a jab lol
 
# 70 derekwade111 @ 04/14/16 03:48 AM
How about we get some realism for online lol higher the division better the spammer. I believe if you slow down how much these fighters can throw it would also make ai a little harder because it doesn't matter how good the ai is if you can spam body body head head body and get an instant ko

Sent from my HTC Desire 510 using Tapatalk
 
# 71 Pappy Knuckles @ 04/14/16 04:12 AM
I still can't stop people from clinching with me for ****. I guess I just need to give up on that. Hopefully I figure out the transition denials eventually.
 
# 72 Thetruth9012 @ 04/14/16 04:33 AM
Quote:
Originally Posted by Pappy Knuckles
I still can't stop people from clinching with me for ****. I guess I just need to give up on that. Hopefully I figure out the transition denials eventually.
Yep its because of r2 up not r1 up [emoji53]

Onichka just clinch me to dead...because of that im going to teach every transistion to suprise him(dont know if you can he had 1700 fight already and all the fights in clinch lol)

Wysłane z mojego LG-H525n przy użyciu Tapatalka
 
# 73 DaveDQ @ 04/14/16 09:44 AM
I don't know if I can hang in div. 4-5. John Jones can do a spinning back kick into a super-punch in the blink of an eye. It's way too much like a 2D fighter.
 
# 74 aholbert32 @ 04/14/16 09:53 AM
Quote:
Originally Posted by DaveDQ
I don't know if I can hang in div. 4-5. John Jones can do a spinning back kick into a super-punch in the blink of an eye. It's way too much like a 2D fighter.
I gave up on ranked fighting last week. Its not fun fighting the same 10 fighters because that forces me to pick a top fighter just to have the chance to win. There are 250 fighters and I hate only being able to use 5% of them because people in ranked are so desperate to win.
 
# 75 Thetruth9012 @ 04/14/16 10:18 AM
Quote:
Originally Posted by aholbert32
I gave up on ranked fighting last week. Its not fun fighting the same 10 fighters because that forces me to pick a top fighter just to have the chance to win. There are 250 fighters and I hate only being able to use 5% of them because people in ranked are so desperate to win.
Maybe someday they gave us double confirmation in ranked.
 
# 76 aholbert32 @ 04/14/16 10:37 AM
So I ran a second card last night and had better results. I actually went 2-7 against the AI last night. Two of them were bull**** split decisions given to the AI but it was way more competitive. Here are some notes:

- The AI had one KO (GNP) two Subs (one armbar/ one guillotine off his back) and 4 decisions. The good news is that I was rocked several times during the event (Rothwell, Letourneau and Lim). The AI did what it was supposed to do and attacked when I was hurt but I was able to recover each time.

- The issues that everyone identified (Stamina/Stopping Power) are still issues no matter what you do. Its good to hear that Skynet is looking into this.

- I added one more house rule that made the fights more competitive. As I said before, I tend to rely heavy on the high block. Its almost instinctive that I press high block after I throw a combo. I noticed that I constantly have my finger on LB all the time. Last night, I decided to force myself to reactively block by moving my finger off of LB so that if the CPU fires back a shot after I strike, I have to time the block instead of instinctively blocking automatically.

- I discovered another online change that negatively affected offline. So online players hate randomness. That is a constant cry on the EA forums and by the majority of Gamechangers. Its also one of the reasons why body shots and leg kicks no longer cause health events consistently and why we rarely see leg kick KO's anymore. Online players were upset that people would spam leg kicks or body shots to get leg kick KOs or body KO/Health Events through spamming and claimed that many of those health events occurred randomly (with no build up) in their opinion.

Thats great for online players.....but sucks for offline players. Why? Because the AI rarely spams and treats the body and legs like they are viable places to lead to a KO. Because the body and leg kick damage has been decreased so much, the AI is constantly attacking there but it doesnt result in much damage.
 
# 77 DaveDQ @ 04/14/16 11:07 AM
Quote:
Originally Posted by aholbert32

Thats great for online players.....but sucks for offline players. Why? Because the AI rarely spams and treats the body and legs like they are viable places to lead to a KO. Because the body and leg kick damage has been decreased so much, the AI is constantly attacking there but it doesnt result in much damage.
Just my thoughts. I'm not sure what the devs face with this kind of thing. But, they simply have to tax a guy's stamina for spamming and balance it with bigger strike damage. But, don't do it evenly. For example, increase stamina drop for throwing like a fool by 40% but alongside it only increase the damage to about 15%.
 
# 78 aholbert32 @ 04/14/16 12:32 PM
One more thing:

So a constant complaint I hear online about the game is that fighters dont feel different. I hear people reference that UFC Undisputed 3 was a game that "got individuality right". Now i dont think thats completely true but what UFC 3 did was two things: 1) Individual fighter moves and 2) Fighter AI that played according to the skill set of the fighter. The second thing was pretty basic in UFC 3 in that BJJ/Wrestlers were constantly looking for takedowns, MMA generalists would sometimes look for takedowns and Strikers rarely looked for takedowns.

Now the first one isnt likely to be added to UFC 2 because that requires mocap and other things (fingers crossed for UFC 3). The second one is already in but not good enough currently. I'm hoping that this is something that Skynet can tweak because I'm sick of seeing Joanna J or Anderson Silva shoot for takedowns during a fight.

So here is my plan: I've posted below a list of fighters who should never (and I mean NEVER) look for takedowns and I would love to have the community's input on this. I feel like this will help differentiate fighters and remove the impression that every fighter fights the same. Take a look and let me know your thoughts.

Never Takedown

Mike Tyson
Pat Barry
Junior Dos Santos
Derrick Lewis
Mirco Cro Cop
Roy Nelson (?) (Took down Barnett 4 times but doesnt shoot much at all)
Matt Mitrione
Chuck Liddell
Rampage Jackson
Rafael Feijao
Fabio Maldonado
Jimi Manuwa
Anderson Silva
Lyoto Machida
Uriah Hall
Carlos Condit
Stephen Thompson
Bruce Lee
Conor McGregor
Augusto Montano
Anthony Pettis (?)(multiple takedowns against Jeremy Stephens and Shane Roller)
Joe Duffy
Paul Felder
Takanori Gomi
Yancy Meidieros
Max Holloway
Doo Ho Choi
Thomas Almeida
Eddie Wineland
Joanna J.
Holly Holm
 
# 79 derekwade111 @ 04/14/16 12:57 PM
Quote:
Originally Posted by aholbert32
I gave up on ranked fighting last week. Its not fun fighting the same 10 fighters because that forces me to pick a top fighter just to have the chance to win. There are 250 fighters and I hate only being able to use 5% of them because people in ranked are so desperate to win.
Lol I don't think you realize how easy online ranked is if you know how to use a fighters ground game, I'm 11-2 right now online and have used all featured fighters including busting up diaz with cm punk two different times.

Sent from my HTC Desire 510 using Tapatalk
 
# 80 derekwade111 @ 04/14/16 01:00 PM
Quote:
Originally Posted by aholbert32
So I ran a second card last night and had better results. I actually went 2-7 against the AI last night. Two of them were bull**** split decisions given to the AI but it was way more competitive. Here are some notes:

- The AI had one KO (GNP) two Subs (one armbar/ one guillotine off his back) and 4 decisions. The good news is that I was rocked several times during the event (Rothwell, Letourneau and Lim). The AI did what it was supposed to do and attacked when I was hurt but I was able to recover each time.

- The issues that everyone identified (Stamina/Stopping Power) are still issues no matter what you do. Its good to hear that Skynet is looking into this.

- I added one more house rule that made the fights more competitive. As I said before, I tend to rely heavy on the high block. Its almost instinctive that I press high block after I throw a combo. I noticed that I constantly have my finger on LB all the time. Last night, I decided to force myself to reactively block by moving my finger off of LB so that if the CPU fires back a shot after I strike, I have to time the block instead of instinctively blocking automatically.

- I discovered another online change that negatively affected offline. So online players hate randomness. That is a constant cry on the EA forums and by the majority of Gamechangers. Its also one of the reasons why body shots and leg kicks no longer cause health events consistently and why we rarely see leg kick KO's anymore. Online players were upset that people would spam leg kicks or body shots to get leg kick KOs or body KO/Health Events through spamming and claimed that many of those health events occurred randomly (with no build up) in their opinion.

Thats great for online players.....but sucks for offline players. Why? Because the AI rarely spams and treats the body and legs like they are viable places to lead to a KO. Because the body and leg kick damage has been decreased so much, the AI is constantly attacking there but it doesnt result in much damage.
Leg kicks haven't changed you just need to use them at the right time can't just throw em random and hope something happens, I average a leg event a fight just by throwing them at the right time

Sent from my HTC Desire 510 using Tapatalk
 


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