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EA Sports UFC 2 News Post


Geoff Harrower, A.K.A. GameplayDevUFC, has been posting quite a few details on the upcoming EA Sports UFC 2 patch on his Twitter page. While no date for the patch has been revealed, he has posted quite a few nuggets. Check out some of them below and let us know what you think!
  • Punches in single collar clinch will no longer interrupt transitions
  • Increased counter window after denied clinch attempt
  • Added counter damage bonus after denied clinch attempt
  • Reduced the damage of Thai knees slightly
  • Fixed bug so you can now deny a clinch attempt during the follow through of your strike
  • Added new logic to control when different strike types can interrupt a takedown
  • Fixed bug that made takedowns in some clinch positions too easy, and others too hard
  • Added new grapple momentum scenarios to a few ground and clinch transitions
  • Gave fighters who have the sitout sweep in sprawl the option to also perform the half guard escape
  • Tuned the submissive fighter's escape from back mount to half guard to be a bit more difficult
  • Changed the inputs for submission reversals on the ground to be L2+R2 to fix exploits and enforce pre-emptive denial penalty
  • Punish the defender in a submission for defending a chain before it appears by taking away some defensive progress
  • Pushing in the wrong direction to deny submission chain blocks the defending fighter from pushing in the correct direction
  • AI will now use submission reversals
  • Some fighter AI's tuned to use submissions and takedowns more or less as appropriate to their real life counterparts
  • Blocking and stamina management improvements for pro AI
This post will get updated as more details are revealed.

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
# 181 fishingtime @ 05/31/16 02:53 PM
Quote:
Originally Posted by ryan4889
LOVE IT!!! Finally the clinch spammers (ahem fish) will have to learn to fight realistically lol. The nerf to knees is obviously a welcome thing that badly needed fixed.
You didn't watch my video did you? What I was doing in the clinch wouldn't have been effected. Even the knees in the MT are likely only adjusted for knees to the head. Even if not, knees to the body will still keep that area red. I will still be able to knee you there and finish you while you are blocking.

I like the clinch against people. It is either quick and easy, or a chess match against another good clinch guy. It is a whole aspect of the game. You have stand up, clinch and clinch against the cage, ground, and submissions. To be good, really good, a player has to learn every aspect of each.

I'm still going to clinch people. That won't change. How I work in the clinch might change some, but I have been on a knee to the body to TKO you through your block lately. Just so guys can scream at their TV, "I was ****ing blocking!!!"
 
# 182 Steve_OS @ 05/31/16 02:54 PM
Updated OP w/ the most recent patch spoilers.
 
# 183 aholbert32 @ 05/31/16 02:54 PM
Quote:
Originally Posted by bmlimo
Man yeah they can do that... but offline and changing the natural game aspect...in EA UFC we don't have the option to "turn off combo multiplier" and etc... the game should be realistic but should also have a arcade mode for those people...
Thats what I've been saying.

But until they do give us this option, EA has to attempt to appeal to everyone. That means a mix of sim and arcade aspects.
 
# 184 GameplayDevUFC @ 05/31/16 02:56 PM
Quote:
Originally Posted by 81chrisso
Another question @GPD: I while ago a made a suggestion on Twitter that regarding the combo multiplier a split in high and low actions would be much appreciated. So either you can combine all high strikes and kicks OR all low strikes and kicks. A mix shouldn't be possible. You liked my suggestion on Twitter but didn't comment. What about such a change to the hated combo multiplier? (I know you won't get rid of it completely)
Something like this is much more viable than removing the combo multiplier altogether.

This might even be too heavy handed a change though, as there are realistic combos that mix high/low in real life.

What would be even more viable if specific combos were identified that should be removed from the multiplier system because they are unrealistic or exploited.

With solid reasoning behind it, those changes could be made I imagine.

Enough of those changes, and we could probably carve the multiplier system into something tolerable to you guys for now.

Maybe.
 
# 185 Bjmoore_35 @ 05/31/16 02:57 PM
Quote:
Originally Posted by Jonnysmallfeet
Or alternatively the people who are complaining can't adjust to mixing it up and just want to rack up easy clinch wins.
I guess you don't know me because I have an extremely well rounded game. If I clinched you immediately it's because you aren't strong in the clinch.
 
# 186 Milano3093 @ 05/31/16 02:57 PM
@GPD

Will it also include fighters or will it just focus on tweaking the game?
 
# 187 Boiler569 @ 05/31/16 02:58 PM
Quote:
Originally Posted by GameplayDevUFC
Something like this is much more viable than removing the combo multiplier altogether.

This might even be too heavy handed a change though, as there are realistic combos that mix high/low in real life.

What would be even more viable if specific combos were identified that should be removed from the multiplier system because they are unrealistic or exploited.

With solid reasoning behind it, those changes could be made I imagine.

Enough of those changes, and we could probably carve the multiplier system into something tolerable to you guys for now.

Maybe.
like how you nerfed damage from 3+ uppercuts in a row in patch 1.04 (I think) --- I like it I like it

I'd start with 1-2 to the body NOT contributing to a combo in any way

Uppercuts or hooks or kicks to body, yes, but not 1-2 to the body....

(but 1-2 to the head should count for combo...if we're keeping the multiplier in there)

That by itself would help a lot lol Add one or two more of the 'most abused' or unrealistic combos and I think that'd be a huge help!
 
# 188 Boiler569 @ 05/31/16 03:02 PM
"Tuned the submissive fighter's escape from back mount to half guard to be a bit more difficult"

NICE --- it's so hard to finish people w/ GnP from back mount...they can transition to HG without worrying about strikes intercepting!!!...this should help some I think (though I still think strikes from back mount should disrupt the transition to HG at least...??...maybe not the roll over to Full Mount, but the HG transition is OP due to strikes not stopping transition...oh well this is a start!)

"Added new grapple momentum scenarios to a few ground and clinch transitions"

I love the concept of grapple momentum; can't wait to find out what positions this applies to, nice
 
# 189 fishingtime @ 05/31/16 03:03 PM
Quote:
Originally Posted by GameplayDevUFC

Enough of those changes, and we could probably carve the multiplier system into something tolerable to you guys for now.

Maybe.
I really think people are mistaken the inability to block because of hit reactions for the problems with the combo multiplier. I've seen guys do 10 strike combos, and the multiplier was gone long before they knocked out their opponent. The random rocks last game are also a part of why people wanted the multiplier gone.

I really think other things are making people believe the multiplier is the problem. It is unrealistic maybe, but it would take forever to knock someone out without it.
 
# 190 Bigg Cee @ 05/31/16 03:09 PM
Quote:
Originally Posted by Boiler569
"Tuned the submissive fighter's escape from back mount to half guard to be a bit more difficult"

NICE --- it's so hard to finish people w/ GnP from back mount...they can transition to HG without worrying about strikes intercepting!!!...this should help some I think (though I still think strikes from back mount should disrupt the transition to HG at least...??...maybe not the roll over to Full Mount, but the HG transition is OP due to strikes not stopping transition...oh well this is a start!)

"Added new grapple momentum scenarios to a few ground and clinch transitions"

I love the concept of grapple momentum; can't wait to find out what positions this applies to, nice
I also wished when you have someone's back and flatten them out, it should not be so easy to go flip over to full mount from the bottom.

I wish they made the back flatten out more of a dangerous spot like in real mma were you never want to be in this situation.
 
# 191 norml @ 05/31/16 03:10 PM
Quote:
Originally Posted by fishingtime
I really think people are mistaken the inability to block because of hit reactions for the problems with the combo multiplier. I've seen guys do 10 strike combos, and the multiplier was gone long before they knocked out their opponent. The random rocks last game are also a part of why people wanted the multiplier gone.

I really think other things are making people believe the multiplier is the problem. It is unrealistic maybe, but it would take forever to knock someone out without it.
But isn't it the damage bonus from the multiplier that causes a lot of the hit stuns? Or am I interpreting it wrong?

It seems like the problem is a combination of both.
 
# 192 Lake the striker @ 05/31/16 03:20 PM
Quote:
Originally Posted by aholbert32
I wouldnt assume that all or most casual fans buy the game because of the "faithfulness to the sport and realism".

I have friends that buy FIFA because they have their favorite team but who turn off offsides, red cards and increase the speed so that its super fast.

I have friends that buy Madden and play with penalties off and never punt.

I have friends that play 2k who turn all fouls off and increase the dunk sliders so that there are more dunks.

My point is you can buy a UFC game for the graphics, the roster and the sport and not want it to be a true simulation of the sport or care if its faithful to how the sport really is.
Ok I get what you're saying and you're right not everyone enjoys MMA in its totality like a hardcore player would and hardcore payers will always purchase the next EA UFC game due to it being the only MMA game on the market for now. In that case for EA to make the game a sim wouldn’t be a smart business move.

That does leave a pretty big space for another, smaller company, to make a simulation fighting game for the hardcore fans though (which I think will happen sooner or later) because there is a demand for it and an enterprising individual or small company will eventually take notice of that and do something even if EA and the likes doesn’t.
 
# 193 Find_the_Door @ 05/31/16 03:24 PM
How does Big Nog not have a submissive sprawl sitout sweep!?! I wasn't aware it was in the game....

He practically invented the sitout sweep (facepalm)
 
# 194 GameplayDevUFC @ 05/31/16 03:24 PM
Quote:
Originally Posted by Lake the striker
That does leave a pretty big space for another, smaller company, to make a simulation fighting game for the hardcore fans though (which I think will happen sooner or later) because there is a demand for it and an enterprising individual or small company will eventually take notice of that and do something if EA and the likes doesn’t.
They won't have the license, and the market for an unlicensed hardcore sim MMA game is very, very small.

So their budget will be equally as small, so it won't have anywhere near the feature set of EA UFC, EA MMA or Undisputed, no matter how well intentioned they are.

The best you could hope for is a cult classic niche MMA sim game, which may be all you're after, but it likely wouldn't be a blip on EA's radar.

I don't say this to sound cocky. Believe me I would LOVE to have competition. But it's not the reality of the world right now.
 
# 195 JustBlazeM8 @ 05/31/16 03:26 PM
I wonder what the new momentum transitions are... Anyone have any guesses of what they could be?
 
# 196 aholbert32 @ 05/31/16 03:27 PM
Quote:
Originally Posted by Milano3093
@GPD

Will it also include fighters or will it just focus on tweaking the game?
I dont know for sure but I think you can expect fighters. GPD never confirms fighters but EA hasnt released a patch that didnt include new fighters (except for the Khabib patch).
 
# 197 GameplayDevUFC @ 05/31/16 03:27 PM
Quote:
Originally Posted by JustBlazeM8
I wonder what the new momentum transitions are... Anyone have any guesses of what they could be?
I'm going to post them in another thread for visibility as one of the game changers suggested them, and it would be unfair to not have them visible to everyone else prior to the LEC.

They are in the patch notes as well I think.

Just give me a second to type it up.
 
# 198 JustBlazeM8 @ 05/31/16 03:29 PM
Quote:
Originally Posted by GameplayDevUFC
I'm going to post them in another thread for visibility as one of the game changers suggested them, and it would be unfair to not have them visible to everyone else prior to the LEC.

They are in the patch notes as well I think.

Just give me a second to type it up.
Much love, bro. <3
 
# 199 fishingtime @ 05/31/16 03:32 PM
Quote:
Originally Posted by norml
But isn't it the damage bonus from the multiplier that causes a lot of the hit stuns? Or am I interpreting it wrong?

It seems like the problem is a combination of both.
It is both. However, people are usually on their third strike before they get a big enough hit stun, and that is only with damage. However, doing it over and over keeps them in a loop if they don't block right away. Depends on the stats and stamina as well, and the reach. There are also perks that help. Some guys you only need to do it once when they are low enough on stamina to put them into a health event for an easy finish.

Everyone used leg kicks last game because it gave you a free strike. That is what people look for this game. The combos are completely unrealistic, but they are deadly. That is my main concern. It feels way too arcade.
 
# 200 Bigg Cee @ 05/31/16 03:36 PM
can we please get info on takedown buff GPD!
 


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