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Giorgos78
22-06-2013, 03:54
Θα πέσει πολύ ξύλο στο ps4

Το official tutorial (tips and tricks)του EA SPORTS UFC
http://www.easports.com/ufc/tipsandtricks

μη ξεχασετε να φτιαξετε μαχητη με 2 φωτογραφιες σας στο gameface
http://www.easports.com/us/gameface/creator

το λινκ του demo στο ελληνικο PSN store
https://store.sonyentertainmentnetwork.com/#!/en-gr/games/ea-sports-ufc-demo/cid=EP0006-CUSA00310_00-UFCPS4DEMO2014EU?smcid=pdc:gr-el:buy%20now:null:pdc-ps3-services-detail:569141-



http://youtu.be/d2xLW0NZCLw


Το σύστημα με τις λαβες (submission system)
http://youtu.be/xbJQRfcuJeU

Τα πρωταθλήματα που μπορούμε να λάβουμε μέρος (UFF και OFC ειναι τα ποιο κορυφαια πιστευω)

Below is a list of all the EA UFC Online Leagues available to join


UOC
http://www.ofcleague.com/images/affiliates/uoclogo2-1.png
Official website: http://undisputedonline.net


UFF
http://www.ofcleague.com/images/affiliates/ufflogo2.png
Official website: http://ultimatefightingfederation.net
Official thread: http://forum.ea.com/eaforum/posts/list/10034466.page


OFC
http://www.ofcleague.com/images/OFClogoUFF.png
Official website: http://ofcleague.com
Official thread: http://forum.ea.com/eaforum/posts/list/10081709.page


OMMA
http://www.ofcleague.com/images/affiliates/ommalogo1.png
Official website: http://omma.forumotion.com/
Official thread: http://forum.ea.com/eaforum/posts/list/10018923.page


CS
http://i1093.photobucket.com/albums/i433/plague_shadowwolf/006c254c-83da-4a1e-ac9a-6f378d29bc7e.png?t=1400224838
Official website: http://cagedsupremacy.wix.com/cagedsupremacymma
Official thread: http://forum.ea.com/eaforum/posts/list/9993026.page


OFA (PS4 Only)
http://www.ofcleague.com/images/affiliates/ofalogo.png
Official website: http://onlinefightingalliance.com/
Official thread: http://forum.ea.com/eaforum/posts/list/10077229.page


EFC (PS4 Only)
http://i57.servimg.com/u/f57/16/09/39/14/banner12.png
Official website: http://efcleague.com




http://gamebattles.majorleaguegaming.com/ps4/ea-sports-ufc (http://gamebattles.majorleaguegaming.com/ps4/ea-sports-ufc)

Giorgos78
20-07-2013, 11:01
https://www.youtube.com/watch?v=auS4sFlN_lA

https://www.youtube.com/watch?v=Ur3sRNELw_w

https://www.youtube.com/watch?v=am3AG8_GYjk

https://www.youtube.com/watch?v=WIY_fHhXckc

https://www.youtube.com/watch?v=AfOLNzN5RN4

https://www.youtube.com/watch?v=nzbiSU7yZ5I

https://www.youtube.com/watch?v=k1OzC9jDUKQ

https://www.youtube.com/watch?v=5HI9wdWXJbg

Το official tutorial (tips and tricks)του EA SPORTS UFC
http://www.easports.com/ufc/tipsandtricks

Giorgos78
12-02-2014, 23:09
http://youtu.be/9P0bhazLDZ8


Physical
Carved of wood
--Improve recovery time from health events
Weathering Storms
--During health events, take no damage when performing regular blocks
Just a Minute
--Increased stamina drain for all actions but recover maximum stamina between every round
Higher Altitude
--When not performing any actions, benefit from increased stamina recovery
Negative Reinforcement
--Successfully sprawling briefly reduces your opponent’s stamina recovery
Desperate Measures
--Actions you perform while in a health even cost no stamina
Marathoner
--Recover stamina faster while moving
Pushing the Pace
--While in the clinch, slow your opponent’s ability to regenerate stamina
Warrior of Attrition
--Reduce stamina cost of all moves at the cost of dealing reduced damage
Wakeup Call
--During health events, gain increased stamina recovery
Vengeful
--During health events your strikes deal increased damage
Razor Wired
--Knees and elbows deal increased damage
Unstoppable force
--Recover very quickly from the first health event sustained in a fight


Stand up
Attack the Base
--Increased chance your leg kicks will cause your opponent to limp
Heavy Handed
--Increased damage from fists and elbows
Answering
--Deal increased damage from parry counters; Take increased damage from unsuccessful parries
Fluidity
--Decreased stamina drain of performing consecutive strikes
Caged Highlights
--Cage strikes deal increased damage
Targeted Cruelty
--Successive strikes that target the same part of your opponent’s body deal increased damage
Stop Hitter
--Increased chance to wobble or cause liver shot after parry counter
Swing for the Fence
--Increase the chances of inflicting and sustaining health events from s trikes
Relentless Assault
--Recover a small amount of stamina for hitting your opponent with strikes
Iron Clinch
--Successive strikes that land in the clinch deal increased damage
Opportunist
--No stamina loss from performing strikes while your opponent is affected by a health event
Vicious Kicks
--Increased damage from kicks and knees
Untouchable
--Gain stamina for every strike you successfully slip
Bobble Head
--Increased chance to wobble or cause liver shot after slip counter
Crushing Blows
--Increased chance to wobble or cause liver shot after lunge counter

Ground
Chess Master
--Your advancement prompts appear quicker during submissions
Infinite Core
--No stamina drain from posturing on the ground
Phenomenal
--Increase the speed of your ground transitions
Sinister Gates
--Increase the speed of defensive gates and decreases the time between when advancement prompts appear for both players
Force of Nature
--Briefly reduce your opponent’s stamina recovery after a successful takedown
Crushing Presence
--While in a dominant ground position, slow your opponent’s ability to regenerate stamina
Fight Dirty
--Increase the damage of your strikes in the clinch and on the ground
Work Horse
--Stamina costs for transitions, denials, and submissions are halved on the ground


Attributes
Stand up
Blocking
Clinch Control
Clinch Passing
Clinch Throws
Kick Speed
Left Leg Power
Right Leg Power
Punch Speed
Left Hand Power
Right Hand Power
Submission
Choke Defense
Choke Submission
Joint Defense
Joint Submission
Ground
Ground Control
Ground Passing
Takedown Defense
Takedown
Health
Body Health
Chin Health
Endurance
Leg Health
Movement
Stamina




This was taken from HorrorGod's Thread on Undisputedonline.net

Game modes

Online Championships – How good are you? It’s time to prove it. Following the format of the most played online experience at EA SPORTS, Online Championship will let you prove how you stack up against the rest of the world. Win enough to climb the ranks of the best players and fight for the belts in the toughest divisions.



Online Rivalries – Create a 1-on-1 online rivalry with a friend and answer the question…who is really number one? Each rivalry tracks head-to-head stats for providing an in depth analysis and multiple rivalries are supported simultaneously.



· FighterNet – Your HUB to track all of your online competition. Track and compare your stats against friends and rivals, share fight highlights, and maybe even have your highlight featured in the Highlights of the Night. Plus, get access to some of the latest UFC content as and when available with the UFC Spotlight feature.



http://www.goodgamebro.com/2014/04/30/ea-sports-ufc-details-online-modes/

Godweeder
14-02-2014, 09:59
Σαν μεγαλος UFC fan εδω και χρονια , το περιμενω σαν maniac !

To game δειχνει πραγματικο next gen !!! 1080p 60fps !!
Το θεμα τωρα ειναι το gameplay ,κατι που δεν μας εχουν δειξει ακομα (κατι που με ανυσηχει).
Αν κανουν τις σωστες βελτιωσεις (π.χ στο robotic punches ) , το game θα βγει τουμπανο !

Το ufc3 το ειχα ψιλο λιωσει με φιλους στο ps3 ,που btw ειναι αρκετα καλο .
Τα μεγαλυτερα αρνητικα του ειναι οτι εχει τεραστια load , αθλιο multi ( δεν υποστιριζετε πλεον) , πολυ μικρο roster.

Περιμενω πολλα απο την Ea ..

Giorgos78
28-02-2014, 16:01
Αλλαγές στο ground game patch 2 unofficial mechanics

See the image


From GameplayDevUFC on the EA SPORTS UFC Forums.

I wanted to post a little bit more detail than normal for this #patchspoiler because the changes are significant, and a line item in the release notes or a twitter post don't really do it justice.

I'll try and keep this as concise as possible, so lets dive right into it.

Prior to the upcoming patch, the ground game would work as follows:

-player 1 inputs a transition attempt
-player 1's transition animation is sped up or slowed down based on stamina and ratings
-player 2 recognizes the transition attempt and inputs a denial attempt that matches the transition input
-the game takes the input and delays the processing of the input by X ticks where X is calculated based on stamina and attributes
-if the transition completes before the X tick input delay is over, the transition succeeds. If the X tick input delay ends before the animation is over, the denial is successful and that animation starts playing

The problem with the way this works:

-delaying the inputs makes the denial system feel unresponsive
-the user gets delayed feedback on a successful or failed denial animation
-if X is bigger than the scaled length of the animation, it is possible for certain transitions to be impossible to deny is some situations (based on ratings and stamina of both fighters)
-animation lengths are not all consistent for gameplay balance
-latency introduced through online gameplay can alter the practical effectiveness of reacting to an animation and inputting the denial request

So for the next patch we have attempted to address all these issues with the following:

-we no longer delay the inputs but rather introduce a denial window
-if you input a successful deny inside the denial window, you get immediate feedback and the deny animation plays right away
-the denial windows are tuned for gameplay balance and are completely unrelated to the animation length
-the denial window grows and shrinks based on the stamina and ratings of the two fighters
-the denial window is guaranteed to always be 20 ticks no matter what, guaranteeing all transitions can be denied if you guess right ahead of time, or have superhuman reaction times
-if the denial window is passed without a denial input, we can finish the ground transition immediately and not have to play an animation for the purposes of leaving the window open for a delayed input, making the ground game feel more responsive overall
-we can add extra ticks to the denial window based on online latency, guaranteeing the same input response online as you get offline (this is huge!)

So bottom line here, the ground game will be more responsive, more balanced and a consistent experience between the offline and online modes.

To give you an idea about how we went about re-balancing the ground game I'll give you a little peek behind the curtain so all the arm chair game designers can grill me over it, and the competitive gamers can strategize over it.

Here's a big table of all the ground transition denial windows, with numbers showing you what they are now, and what they will be post patch. Keep in mind these are the base numbers, the actual values will changes during gameplay based on stamina and ratings as described above.

A bigger number means the transition is easier to deny. A smaller number means it is harder to deny.

A couple of highlights for you...the transition from half guard to mount used to be 30 ticks (an easier transition than guard to half guard) and is now 70 making it much harder to pull off. The transition from rubber guard to side control used to be 40, and is now 80. Hopefully this makes rubber guard less threatening for the guy on bottom.

See the image
See the image

http://forum.ea.com/eaforum/posts/list/10150234.page


http://tapatalk.imageshack.com/v2/14/08/21/9406adfc7c5e11562066d980c1505c17.jpg

http://tapatalk.imageshack.com/v2/14/08/21/c5ad64c80538a23a201a7465091d9615.jpg


Here's the changes to the submission attempt denial windows. Please use all this info for good and not evil.


Submission Position Dom/Sub angle type stages before after


Rear Naked Back Mount Dom Right Choke 3 50 50
Rear Naked Arm bar Back Mount Dom Left Lock 4 50 40
Knee Bar (Rolling) Back Side Mount Sub Left Lock 5 50 60
Arm bar Crucifix Dom Left Lock 4 50 40
Arm bar Full mount Dom Left Lock 5 50 40
Gogoplata Full mount Dom Right Choke 3 50 60
Triangle Arm bar Full mount Dom Up Lock 4 50 50
Heel Hook Guard Dom Left Lock 5 50 60
Guillotine Guard Sub Right Choke 4 48 50
Arm bar Guard Sub Left Lock 5 50 40
Omoplata Guard Sub Down Lock 3 50 60
Triangle Guard Sub Up Choke 5 50 40
Arm triangle Half guard Dom Left Choke 4 50 60
Knee Bar Half guard Dom Right Lock 5 50 50
Twister Half guard Sub Left Lock 4 50 70
Kimura Half guard Sub Right Lock 5 50 60
Windshield wiper North South Dom Left Choke 4 50 40
Gogoplata Rubber Guard Sub Right Choke 3 45 50
Arm bar Rubber Guard Sub Left Lock 4 50 40
Kimura Side control Dom Left Lock 5 50 80
Inverted Triangle Side control Dom Right Choke 4 50 60
Darce Side Control Sub Left Choke 5 50 60
Arm Triangle Side Saddle Dom Left Choke 4 50 40
Japanese necktie Sprawl Dom Left Choke 3 50 60
Peruvian necktie Sprawl Dom Right Choke 4 50 50
Anaconda Sprawl Dom Up Choke 5 50 40
Heel hook Stacked guard Dom Right Lock 5 50 40
Knee bar Stacked Guard Dom Left Lock 4 50 50



edit: sorry, that didn't format well. I'll see if I can fix it.


edit: that's better

Godweeder
18-03-2014, 20:44
Nεο βιντεο απο ΕΑ .
Φαινετε εντυπωσιακο .Αναμενουμε ομως για καθαρο gameplay .

https://www.youtube.com/watch?v=ViZ6eX1UjQQ

FotisGRC
07-04-2014, 13:02
17 Ιουνίου έρχεται το παιχνιδάκι, με bonus τον Bruce Lee για όσους το προ-παραγγείλουν!

http://www.techgear.gr/ea-sports-ufc-release-date-bruce-lee-bonus-87123/

http://i2.wp.com/www.techgear.gr/wp-content/uploads/2014/04/ea_ucf_bruce_lee.jpeg?resize=590%2C332

phoenix7
07-04-2014, 18:49
17 Ιουνίου έρχεται το παιχνιδάκι, με bonus τον Bruce Lee για όσους το προ-παραγγείλουν!

http://www.techgear.gr/ea-sports-ufc-release-date-bruce-lee-bonus-87123/

http://i2.wp.com/www.techgear.gr/wp-content/uploads/2014/04/ea_ucf_bruce_lee.jpeg?resize=590%2C332




αυτό ήμουν έτοιμος να ανεβάσω.... μετράει το παιχνίδι!!!!!!

Godweeder
07-04-2014, 19:49
Ακομα να δειξουν gameplay παντως .
Δεν εχω αυτο που λενε "τυφλη εμπιστοσυνη" στην EA με αυτα που εχω δει τελευταια χρονια .
Και τον chuck Norris να βαλουν μεσα (lol) αν δεν δω καθαρο gameplay δεν παραγγελνω τιποτα.
Οποτε κραταω επιφυλαξεις ακομα.

Παλι καλα που δεν πηγε και αυτο για μετα τον Σεπτεμβριο.

BillyFlo81
08-04-2014, 13:41
UFC demo confirmed

Upcoming Xbox One and PS4 brawler UFC will receive a playable demo, EA Sports has confirmed.
The news was confirmed via Twitter (https://twitter.com/EASPORTSUFC/status/453322970073534464) this morning where the publisher told a fan: "Yup. There will be a demo."
Further details on the demo have yet to be revealed, but expect it to hit the Xbox One and PS4 digital marketplaces in the run up to the game's June 20 launch.

source:http://www.videogamer.com/ps4/ea_sports_ufc/news/ufc_demo_confirmed.html

ShadowWalkerGR
08-04-2014, 21:49
https://www.youtube.com/watch?v=5YDOkez7x_Q

Giorgos78
19-04-2014, 00:08
http://tapatalk.imageshack.com/v2/14/08/23/12afffbd1a5fc47f8f950c944935b2f3.jpg
http://tapatalk.imageshack.com/v2/14/08/23/0688d603fa4d518e2741a8aa400fdd2f.jpg

Giorgos78
22-04-2014, 09:04
Patch update!!!!! Τώρα αγοραστε το παιχνίδι άφοβα. Είναι τέλειο

Touch Gloves: Users will now have the ability to manually make their fighter touch gloves (or choose not to touch gloves) before beginning to fight by pressing L2 on PS4 or LT on Xbox One. This can be done at the start of every round, or anytime the ref stands the fighters up.
Finish the Fight: During a knockout, the attacking fighter can jump on their downed opponent and “finish the fight” by delivering extra strikes as the knockout occurs.
Sprawls: The defending fighter now sprawls when successfully defending against a power takedown.
Clinch Break from the Cage: Fighters now have the ability to break out of a clinch when pressed against the fence by pressing the L3 button.
Power Takedowns and Sweeps: Power takedowns and side control sweeps have been removed from fighters who would not normally have them.
Stamina: Stamina no longer regenerates if the user holds block. The user will also take a larger stamina penalty if hit while weak blocking.
Sweep Defense: The dominant fighter in the Full Guard position now has a larger window to reverse the Full Guard sweep to Mount.

Και δωρεάν dlc

http://youtu.be/vPd_gw97StI

Ποιο αναλυτικά τι διόρθωσε το patch

Here is what was done

Addition of 3 new fighters. 2 in Bantamweight: TJ Dillashaw, Takeya Mizugaki and 1 at Welterwieight: Tyron Woodley. Updates to fighter records.

Update TJ Dillashaw to be Bantamweight Champion in Career and default fighter in Fight Now.
Updated Alexander Gustafsson's tattoo.
Gameplay - Added Finish the Fight, allowing users to land extra shots after knockout!!!!!
Added sprawls when defending Power Takedowns.
Added ability to touch gloves at the start of every round
Added animation to submissive fighter when attempting full guard sweep to a postured opponent in full guard.
Fixed an exploit where Dominant fighter in full mount could sneak in punches from Posturing up.
Removed Power takedown and side control sweeps from fighter that should not have them.
Stamina and damage changes are now relative to Accelerated Clock
Stamina no longer regenerates if user holds block.
User takes a larger stamina penalty when hit while weak blocking .
dominant fighter in full guard has larger window to reverse the full guard sweep to mount. animation of sweep takes longer.
fixed rare submission issue where gates could be skipped.
Fixed issues with framerate during gameplay.
fixed rare issue with loss of takedown functionality after denying cage clench.
fixed issues with referee standup during TKOs and submissions. *Fixed various physics issues.
Fixed various animation issues.

Audio

update to Renan Barao Bruce Buffer commentary

Online:

Opened Red Belt division in championships
opened Grand Prix Invitational tournament in Championships.
Fixed leaderboards stats
fixed online disconnects resting user's fighter in tourneys
Fixed onoine siconnects not reporting the game and no DNF given
fixed issue with uploading highlight reels when game is suspended.

Misc.

Added a EULA title in the extras menu
Update to filtering of tutorial videos based on Language Settings


http://help.ea.com/en/article/ufc-patch-info/

Giorgos78
01-05-2014, 22:48
patch 2

https://www.youtube.com/watch?v=wTCobfrCGw0

http://www.easports.com/ufc/news/2014/ea-sports-ufc-patch-notes-august?utm_campaign=ufc-social-global-ic-fb-content-update-3-082614-fb-text-site-sust&utm_source=facebook&utm_medium=social&sourceid=ufc-social-global-ic-fb-content-update-3-082614-fb-text-site-sust&cid=25567&ts=1409073663727

New and Updated Content


- Addition of 3 new fighters. 2 in Welterweight: Matt Brown, Mike Pyle and 1 at Heavyweight: Stipe Miocic
- Updates to fighter records
- Gameplay – Added Referee TKO stoppage if dominant fighter throws too many blocked strikes without the submissive fighter trying to improve his position
- Gameplay – Added the ability to catch kicks on parries if the attacking fighter has low stamina or high leg damage when throwing a kick. If Parry button is held, a takedown will be initiated.
- Gameplay – Added new defensive standup transitions from Full Guard. Moved Sweep to Advanced Transition
- Gameplay – Added Back Mount escape for submissive fighter
- Gameplay – Added manual taunts. Press Left or Right Directional buttons to taunt
- Gameplay – Successful Basic Single Leg Takedowns will now end in Half Guard
- Online – Added Coins to Championships. Watch partner videos from the Home Panel and earn Coins to trade in for Season Points.





Gameplay


- Fixed issue where dominant fighter could stall transitions
- Fixed an exploit where fighters could sneak in a free hammer fist during Posture up and down animations
- Fixed exploit in Side Control where users could land a free shot after transitioning to Side Control.
- Fixed an issue with Cage Clinch Break denial inputs.
- Tuning – Increased base punch speed of all weight classes
- Tuning – AI tuned to be less aggressive. AI is more aware of stamina and fight pacing.
- Tuning – Duration and probability of Health Events has been tuned
- Tuning – Stamina loss on strikes landed has been adjusted
- Tuning – Tuned denial windows for various ground transitions, getups and submission attempts
- Tuning – Animation speeds adjusted for strikes that were being abused Online
- Added delay on submission attempts after a failed submission.
- Submissions cannot be attempted when attacker has minimal Stamina
- Fighters can change stances while blocking
- Adjusted Antτnio Rogιrio Nogueira’s and Robbie Lawler’s Hand Power and Speed attributes




Career


- Fixed issue where Crucifix was unavailable in career. Will now be available on new Career save files after purchasing transition.



Online


- Allow users to view Fighter Stats and Abilities in Online Championships Fighter Select Screen
- Disabled Online Pause in all Online modes. User can still access the Pause menu, however it does not pause gameplay.
- Tuned White Belt promotion and division belt thresholds.



Miscellaneous


Fixed an issue with incorrect video for ‘GSP Switch Kick’ move.
- Fixed a crash when adjusting Walk out music
- Fixed an issue with Mat damage
- Changed Antτnio Rogιrio Nogueira’s stance to southpaw
- Various replay fixes

To catch a kick, you need to successfully parry a kick to the head or body when your opponent has low stamina or low leg health, where low for stamina is roughly 50%, and low for leg health is roughly 25%. I don't have the exact numbers with me as I'm at home, but that's the right ballpark.
Once you've caught the leg, to take your opponent down, keep holding the parry face button.
To let go of the leg, let go of the parry face button as soon as you see the catch kick animation start.
If you counter punch after letting go of the leg, you get the same counter punch bonus you get after a parry.

http://forum.ea.com/eaforum/posts/list/10152975.page
eA ufc on reddit

http://www.reddit.com/r/EASportsUFC/comments/292ghs/dev_disconnects_in_ea_sports_ufc/

Godweeder
02-05-2014, 02:47
Φαινετε να εχει γινει πολυ καλη δουλεια γενικα.
Mε βλεπω για preorder !!!

Giorgos78
08-05-2014, 20:26
Bug fixes and addressing spam issues

The following is a list of changes and bug fixes for the upcoming patch, driven entirely by community feedback on the last patch.

Accidental guillotines

We fixed a bug where you would accidentally enter into the guillotine takedown defense when you did not input that request.

Ground Stamina Regen and Getup Spam

Users have reported that the change to stamina regen on the ground has encouraged getup spam.

To address this issue we are freezing stamina regen on the fighter whose getup was denied, while allowing the denier's stamina to regen throughout the duration of the denial animation for apex ground positions only.

Apex positions include rubber guard, mount, backmount and crucifix.

The reason we chose to only do it for the apex positions only is to further differentiate dominant positions and give the dominant fighter increased incentive to progress to those dominant positions.

As the dom, if you deny the subs getup attempt, you get priority on the next move so there is no reason for you to get stuck in a getup spam loop, unlike apex positions where you have nowhere to go which limits your options.

We are not changing stamina regen during transition denials. We considered it, but during testing found it made the dom fighter a little too over powered compared to what we'd like as the sub has limited options when it comes to regenerating stamina on the ground.

In addition, the dom can interrupt a transition by striking when postured up, so transition spam is not as effective as getup spam since getups break the ability to perform GnP.

Takedown Spam

To help eliminate takedown spam we will be freezing stamina regen for the fighter who has their takedown denied for the duration of the denial animation, while the denier's stamina regens. This will apply to clinch denials as well.

Clinch transition denial exploit

We have fixed an exploit where users were able to spam the stick oscillating between transition and break denials and successfully denying both. That technique will no longer work.

Loss of functionality on the ground

We fixed a bug where the player would lose all functionality on the ground when they were swept from tower/floor while kicking their opponent. This could result in many problems once the sweep happened, the most common of which was loss of control, or loss of blocking ability.

Leg Kick Tuning

The combo windows for successive inside leg kicks has been greatly reduced, while still leaving it responsive for combos from inside leg kicks to other strikes.

Strikes will now also interrupt leg kicks if landed in the early frames, similar to what we did with all other kicks in the last patch.

Anti Strike Spam Measures

This is probably the most interesting change, and likely will spark the biggest debate.

Users are reporting that "hook spam" has become a dominant strategy online as a result of the combo speed changes in the last patch.

Because we like the increased striking responsiveness and fluidity we didn't want to back away from the improvements from the last patch, but acknowledge the spamming problem that has surfaced.

We wanted to come up with a solution that would address the problem directly, while limiting the possibility of introducing further exploits or imbalances.

In the past, the stamina tax of performing a strike was constant, regardless of how many strikes had previously been thrown. With this setup, our only option to penalize excessive striking would have been to increase the stamina tax, which would hurt creative and realistic combos just as much as they would hurt mindless, repetative spamming. We didn't want to do that.

So we took a different approach.

Per Strike Combo Limits

The game will now count how many times you throw the same strike in quick succession. Regardless of whether it is a head or body strike, lead or back strike, as long as it is the same strike type it will count.

If you exceed a threshold, which is different per strike type, the combo speed, strike speed and damage will drop considerably. If you continue to throw that same strike, you will take a massive stamina hit as a result.

To avoid this, simply mix up your punches before you reach this threshold.

For example, the threshold for hooks is 4. So you can throw 4 hooks and it will behave exactly the same as it does now. The 5th hook will be slow and ineffective, giving you the queue that you've exceeded the threshold for that strike type. The 6th hook will cost you 3x the stamina and remain slow and ineffective until you take a 0.3 second pause between strikes, or mix up your strikes.

This system gave us the ability to address other spam problems that we have been receiving feedback on from the beginnning.

Spinning and jumping techniques will have a threshold of 1. So you can throw 1 effective spinning or jumping technique before hitting the limit.

Every strike type in the game has its own tunable that controls this threshold.

This change alone forces you to be aware of what strikes your are throwing and understand the pros and cons of each, but it is quite easy to get around.

We were worried about people simply throwing in a jab to break the combo and continue their hook spam.

As such, we also added a global combo limit.

Global Combo Limits

The global combo limit behaves the same as the per strike combo limits, but it counts the number of consecutive strikes regardless of strike type.

After much back and forth, we settled on 10 strikes as the global combo limit.

So you can throw 10 strikes in a row, and the 11th will cost you 3x the stamina and render the strike slow and ineffective.

This changes the game quite a bit as the striker now needs to be aware of how many strikes he has thrown, and what types of strikes he used.

It also means the defender can do the same, and knows when the attacker will have to let off and can plan accordingly.

Our hope is that this change will go mostly unnoticed by players who throw realistic combos, but will punish those who mash buttons without considering the consequences.

Stopping Power

I know a lot of people wanted consistent stopping power in this patch, but we determined that it was too big and risky a change to make with such a tight timeline for testing. I would like to point out that stopping power in the game is directly tied to stamina.

This means that if your opponent exceeds either combo limit, you will have an easier time countering the strike because it will be slow, and you will have much more consistent stopping power on your counter becasue their stamina will be considerably depleted.

Not the perfect solution you or I wanted, but in play testing we noticed a big difference and we hope that translates to the online environment as well.

Live Tuning

These combo limits and stamina penalties have been implemented in a way that we could hot fix them through live tuning in the future if they end up being too punishing or ineffective. Our hope is that these limits, along with our ability to respond quickly to feedback, will bring the game to a better state of balance.

No doubt it will eliminate extreme spamming altogther, but it is still an open question as to what impact it will have on people who stay within these limits.

We found that just the threat of these penalties existing forced players to really think about what they were doing which was a game changer on its own.


http://forum.ea.com/eaforum/posts/list/10206363.page

Godweeder
09-05-2014, 02:32
http://www.ea.com/uk/ea-sports-ufc-behind-the-athlete?utm_source=twitter&utm_medium=social&utm_content=tweet1-08052014&utm_campaign=ufc-social-uk-socom-tw-behind-the-athlete


Στο τελος του αρθρου ,εκει που λεει building the fighter , o τυπος λεει καπου "We were always able to capture a lot of data, but it's also about being able to use a lot of that data, and with the power of Xbox One, we can really do that."

Αυτο να το θεωρησω τωρα κακο σημαδι η οχι ?? !

Επισης , δεν εχω διαβασει πουθενα ως τωρα κατι για Pride mode , κατι που με ανυσηχει και με ξενερωνει .
Ξερει κανεις κατι ??

Giorgos78
12-05-2014, 11:05
clinch update
http://forum.ea.com/eaforum/posts/list/10181443.page

takedowns
http://forum.ea.com/eaforum/posts/list/10181305.page



Here's some details on Jazz's latest patch spoiler tweet for those of you who are interested in the nitty gritty.

-takedown denial window is calculated based on a table similar to the one I posted about ground transitions, plus the time scaling based on stamina and attributes for the attacker. Let’s say that comes out at 60 ticks.

-what used to be input delay is calculated based on defender’s attributes and stamina. Let’s say this comes out to 10 ticks.

-two windows and three outcomes are calculated from these numbers:

1. The stuff window. If you input a denial during the stuff window, you get a stuff. This is calculated in the above example as 60-10=50. So any denial input between 0 and 50 will get a stuff.
2. The late denial window. If you input a denial during the late denial window, you will still get taken down, but you will end up in full guard. In this case, any denial input between 50 and 60 will take you to full guard.
3. No denial. If you fail to input a denial before the end of the late denial window, you will end up in half guard. In this case, once you pass frame 60.


If the guy performing the takedown has an “advantage”, then the stuff window is set to 0.

If the guy defending the takedown has an “advantage”, then a denial in the stuff window gets you a sprawl instead. If he denies in the late denial window he goes to full guard.

An “advantage” is defined as the following:

-0 points for a health event
-1 point for stamina below 10%
-2 point for none of the above
-if fighter A has a higher score than fighter B, he has the advantage otherwise there is no advantage

To balance out the single leg/double leg takedowns, the double leg has a 10% larger base denial window.

If the defensive fighter is throwing a kick, the denial window is cut in half.

If the defensive fighter is throwing a punch, the denial window is multiplied by 0.8.




1. Clinch transition

Lot of complaints on the judging logic since we released. With the help of user feedback we identified two significant bugs in the logic which were fixed, plus some tuning on other aspects of the logic.
denial tuning

Similar to the changes made to the ground game last patch, we have a new table of denial tuning values for the clinch along with latency compensation and locked in denial direction selection. You might say, "wait a minute, I thought denial direction didn't matter in the clinch?". Well that's about to change.

The following transitions in the clinch now require correct left/right input in order to deny, and an incorrect input will get locked in.

• SC (dom or sub) – to Thai and OU
• OU (dom or sub) – to SC or DU
• DU (sub only) – needs to defend Thai or Back transitions

This should make the neutral positions more challenging defensively and make getting into a dominant positions easier - then dominant positions become deny pass (left or right) or deny break. You also have to worry about strikes and TDs more in dominant positions than in the neutral positions so there’s better balance there.

2. Takedown denial tuning

I've gone into most of the details on this in another thread, but same as with the clinch, all the various takedown denial windows have been tuned, latency compensation added plus all the awesome new outcomes.

3. Parry tuning

A hot topic for sure, here's what we did.

As you may know the parry window was quite large, at 90 ticks (or 1.33 seconds). This has been reduced at the high end to 60 ticks (or 1 second) and 30 ticks on the low end. The window changes between those numbers based on stamina, so the lower your stamina, the harder it will be to parry.

In addition, if you successfully parry and throw a counter punch, your opponents parry window will will be cut in half. And if he manages to successfully parry you and throws another counter, your parry window will be halved from that, and so on until the window is so small it may as well not exist.

This was done to make parry wars much less likely.

Finally, if I get hit clean by a strike, I will won't be able to parry for a certain period of time after the hit.

4. Stamina tuning

A bunch of small changes here, I'm not even familiar with all the details, but the biggest take away is we tried to find a balance between the previous patch and the one before that in terms of stamina and damage bleed through on weak block. Hopefully this time we hit the sweet spot.

5. Judging
6. Referee standup time tuning

We had lots of complaints about the ref standing you up in mount and backmount, so we doubled the referee standup timer for all dominant positions.

I think that about covers this tweet. Stay tuned, the best is yet to come

Standing tko

When your opponent is wobbled, you can now rush him down with a flurry of punches. Inspiration for the moment was taken from this fight:

http://evilmaster.files.wordpress.com/2011/02/wanderlie-silva-vs-vitor-belfort.gif

The high speed pursuit locomotion and striking is all contextual, and only available if:

-you have enough stamina
-your opponent is wobbled
-you are pressing the left stick towards your opponent

You will continue to pursue as long as you keep striking fluidly. You will pursue faster if you alternate left/right punches. The force of your punches will drive him backwards until you reach the cage or he gets knocked down.

Defensively nothing has changed, except the stakes are higher. You can parry these strikes but they must be timed well. A well timed parry has a good chance of taking you out of the health event.

This is meant to eliminate the frustration players were feeling in trying to chase down their opponent when they were wobbled. This is not an all purpose run mode.

More of a fun new way to capitalize on the wobbled health event, not something I expect to see happen all the time.

GROUND PREORITIZE
http://forum.ea.com/eaforum/posts/list/10182554.pag

Not the sexiest of patch spoilers, but a very important change to the ground and clinch game.

Currently in the game, if a two player grapple animation is playing and both player input something with the controller, who gets to go first when the grapple animation finishes is somewhat arbitrary. Consistent, but arbitrary. Some players have been able to exploit this to their advantage. But no more.

There is a new priority system built from the ground up that has been designed to be balanced and eliminate these exploits.

A few examples...

If I take you down and we both input an action during the takedown animation, I will get priority once we get the the ground.


If I start a transition and you successfully deny it, you will get priority on any queued up actions.


If you then transition successfully, you will again get priority on any queued up actions following the transition.


If I posture up, I will get priority on any actions queued up.


If I posture down, you will get priority on any actions queued up.


This system applies to all actions on the ground and in the clinch that are gated and can be queued up during a two player grapple animation.

I don't expect casual players to notice this change at all, but to the hard core competitive players this should be a big equalizer.

STRIKING CHANGE
http://forum.ea.com/eaforum/posts/list/10187841.page

This will likely be my last patch spoiler, and we've saved the best for last.

Summary

We have completely revamped the striking combo system in EA Sports UFC. The new system will provide the following:

faster strike combos at the high end

slower strike combos at the low end

a combo system that is driven by stamina

a combo system that is much more skill and timing based

a combo system that rewards realistic combos and punishes unrealistic combos


It's hard to convey how big a change this is in terms of control and responsiveness, but the difference should be pretty noticeable once you pick up the controller. And it will require skill to master.

Details

Faster strike combos at the high end

Every single strike in our game has had its combo windows re-tuned with the new combo system in mind. The result is the ability to combo faster than ever before, and this in turn makes the striking feel much more responsive.

Slower strike combos at the low end

In addition, the branch window variance for all of the strikes have been greatly exaggerated, so when you are gassed your combos will throw a lot slower than they used to.

Combo system is more heavily influenced by stamina

By exaggerating the difference between these combo windows, stamina will now matter more when it comes to combo speeds. When you have full stamina, you combos will be faster than ever. When you are gassed, you might as well stop throwing combos because it's going to be slower than resetting and throwing the next strike from scratch. This should punish mindless spamming and force players to be more strategic with their striking output.

Left/Right combos and timing now matter more than ever

We've changed how we branch between strikes, and the results mean that throwing a left/right combo will result in two strikes landing considerably faster than a left/left combo (for the most part). This was true before this patch, but it has been completely redone to maximize its effect. Because you can branch sooner, timing will help determine how fast your strikes throw. The sooner you press the button, the sooner the strike will land. But because we only queue up one strike at a time, pressing the buttons too fast could end up killing your combo speed.

For example, if I want to throw a left/right/left combo I need to press "Left"-"Right"-"Left" button inputs to make that happen. If I press them too fast, I will kill one of the buffered strike inputs and I'll get a left/left combo which will execute slower. If I press the buttons too slow, I will be introducing a delay between strikes that wasn't necessary. It's only if I time my combos in that sweet spot that I'll get the fastest possible strike output. Rhythm is key here.

Some more details on how this works:

A punch animation can be broken down into the following parts. Lets use the back hook as an example.

Start (frame 0)

Windup (frame 14)

Contact (frame 32)

Follow Through early (frame 35)

Follow Through mid (frame 46)

Follow Through late (frame 62)

Follow Through end (frame 76)

Let's assume you have full stamina and you are throwing this back hook and want to follow up with a lead hook.

When you first throw a strike, you start at frame 0 and play the animation. If you successfully hit your opponent at the contact frame, the earliest you'll be able to start a combo is on the follow through early frame (35), and only if you request a lead strike.

If you request a back strike, the earliest that a strike can start is at the follow through late frame (62). That's almost a 30 frame speed advantage just for properly throwing a left/right combo!

Now, the earlier you time your follow up punch, the less your follow up punch has to wind up so it can branch into the animation earlier. In the case of the back to lead combo here, the earliest branch will shave off the animation from the start to the windup frame for another 14 frame savings.

What does this mean?

It means the game is going to feel much more responsive, and there will be a real incentive to mix up your punches and throw left/right combos as they will fire much faster than before. Also, timing your follow up punch correctly can shave time off your punch, which could mean the difference between combo multiplied damage, or a blocked strike.

Rewarding realistic combos and punishing unrealistic combos

We also built a system that allows us to fine tune the branch timings when you combo between specific strike types. This allows us to add a small penalty when switching between head and body shots, adding a big penalty when spamming the same spinning kick over and over, and lots of other subtle differences you'll have to discover on your own.

What about ratings?

Ratings still come into play, but they impact the base strike speed only (along with stamina). As in how fast the animation itself plays.

Stamina, strike choice and timing are now the sole drivers of combo speed.

Prior to this patch the three were all tied together making heavyweights feel too slow, and forcing us to water down the effects of the branch windows.

Now that control is put in your hands, we can make the difference drastic and the results lead to a remarkably responsive, fluid and satisfying striking system.

I found this one hard to articulate well, so if you have any questions fire away and we can discuss!

Godweeder
12-05-2014, 18:42
Κριμα ρε γμτ !!
Στο ufc3 πιο πολυ pride mode επαιζα.Ελπιζω σε καποια φαση να το βγαλουν σε dlc.

Ξερουμε release date για το demo ?

Giorgos78
14-05-2014, 20:11
Official forum help treads

Striking tips post patch-1
http://forum.ea.com/eaforum/posts/list/10137323.page

http://youtu.be/P78xMOPdn-w

Giorgos78
16-05-2014, 11:41
Τι πρέπει να γίνει για να βλέπουμε το countdown clock? θέλω να το βάλω πάνω πάνω στο πρωτο ποστ

{\rtf1\ansi\ansicpg1252
{\fonttbl\f0\fswiss\fcharset0 Helvetica;}
{\colortbl;\red255\green255\blue255;\red255\green2 45\blue136;\red0\green0\blue0;}
\deftab720
\pard\pardeftab720\partightenfactor0

\f0\fs26 \cf2 \cb3 \expnd0\expndtw0\kerning0
\outl0\strokewidth0 \strokec2 http://gifcountdown.com/europe-athens/1403215500/fdfdfd/474747/fdfdfd/333333/ffff00/true/counter.gif}


Το πήρα απο εδώ
http://gifcountdown.com



http://i.imgur.com/3uGUCwi.png


http://i.imgur.com/OV49LUz.png

Godweeder
16-05-2014, 17:08
Btw αλλαξε τον τιτλο , βγαλε το cross-gen .

Giorgos78
17-05-2014, 15:38
http://youtu.be/Exq80KB3Fy8
Άσχετο μέχρι και ο dev του UFC που είναι τίτλος αποκλειστικά για next gen κονσόλα προτιμάει ps4
Το nda ήταν μέχρι 20 Μαΐου, πως βγήκε τώρα βίντεο δεν ξέρω
(An NDA is a Non-Disclosure Agreement. Basically it means you aren't allowed to discuss anything covered in the agreement until a certain time or ever. )

Godweeder
20-05-2014, 17:30
Εχουμε επιτελους καθαρο gameplay !!
Φαινετε αρκετα καλοφτιαγμενο !!
Βασικα δειχνει οτι εχουν κρατησει τα θετικα απο Unisputed 3.
Με πορωσε παραπανω τωρα , στανταρ αγορα !!!

Τα γραφικα ειναι WOW !!!!
Βαλτε 1080p και απολαυστε .


https://www.youtube.com/watch?v=d2xLW0NZCLw&list=PLJiVGeJ_KPz7ZG1jUV-G5G_B2Hdw-4afD

Pavlos Laganas
21-05-2014, 00:30
πραγματικά εντυπωσιακό παιχνίδι από άποψη γραφικών και gameplay

Στάλθηκε από το ST21i2 μου χρησιμοποιώντας Tapatalk

BillyFlo81
21-05-2014, 14:00
http://www.youtube.com/watch?feature=player_embedded&v=ykBBqoVn61E

Godweeder
21-05-2014, 17:26
"Be water , my friend "
Epic !

FotisGRC
21-05-2014, 17:50
Τι ανθρωπος ο Bruce Lee.. Ολοι αυτοί οι αναβολικοί αθλητές μπροστά του δεν πιάνουν μία.. Η επιτομή των πολεμικών τεχνών..

Sorry για το Offtopic, αλλα η αρχή του βιντεο που μιλάει ο Lee ήταν απίστευτη..

Godweeder
21-05-2014, 18:19
Συνφωνω φιλε για τον Lee,
αλλα οταν λες για αναβολικους αθλητες , σε ποιους αναφερεσε ?

FotisGRC
21-05-2014, 18:45
Γενικά για πολλούς επαγγελματίες πολεμικών τεχνών (UFC, WWF, Κick Boxing κτλ) που κοιτάνε μόνο ποιος έχει το μεγαλύτερο χέρι και σηκώνει τα πιο πολλά κιλά..

Δάσκαλοι σαν τον Bruce Lee περνούσαν το μήνυμα οτι η ισορροπία στο μυαλό ειναι εξίσου απαραίτητη με τη μυική δύναμη, αν όχι πιο σημαντική.

opozit
21-05-2014, 20:19
μαγκες ο bruce ηταν αλλη φαση μην το συζηταμε αλλο...μονο που επαιρνε πρωτεινες απο αλεσμενο κρεας και εβαζε ταση ρευματος για μυοσκελετικη εφαρμογη στο σωμα του το 1965 αυτο νομιζω οτι φτανει ....το game ειναι εντυπωσιακο απλα και εχω κανει pre-order χωρις 2 σκεψη....

- - - Updated - - -

για τυπους σαν τον lesnar μαλλον λεει ο φιλος παραπανω για αναβολικους αθλητες..

- - - Updated - - -

bruce lee ενας μεγαλος...ΠΡΟΦΗΤΗΣ...!

Giorgos78
21-05-2014, 20:27
Οποίος κάνει disconnect επίτηδες θα τρώει ban απο την EA

According to Brousseau, EA will temporarily ban people who disconnect too often within a short period of time, or see their profile names taken out of the leaderboards entirely.

So, with disconnects in online, we’ve taken a little bit of a different approach than we had in the past titles. We’re really going to focus on sort of penalizing people who quit. So, it’s not just a matter of giving you a loss and increasing your DNF (Did Not Finish) score. We’re going to use that DNF score in more meaningful ways. So, if you quit too often in a short period of time, you may be temporarily banned from matchmaking. You may see your position in the leaderboards removed entirely. We really want to provide a fun experience in the online space and we take disconnects in online pretty seriously. I definitely hear you loud and clear in terms of it (intentional disconnects) being a problem. We’ll continue to monitor player behavior and work with our customer service team to address players who abuse that.

Brousseau also mentions that “in only extreme cases” will a player permanently be banned, and clears up that even if a player is temporarily suspended from playing online, they won’t be cut out of the game entirely.

In only extreme cases will it be a permanent ban. What we are doing is we’ll be temporarily be suspending accounts from matchmaking. We won’t be suspending them from playing the game; but if you disconnect from a match too often, obviously there’s going to be a grace period — because there are sometimes legitimate reasons to disconnect from a match — but if you do it too often and if your DNF percentage goes to passing a certain threshold, then the game will take action and we’ll temporarily suspend you from matchmaking.[/quote]





http://www.playstationlifestyle.net/2014/05/21/ea-sports-ufc-online-players-matchmaking-intentional-disconnectS

Giorgos78
21-05-2014, 23:16
Βγήκε στο PSN store για preorder (και το watch dogs) unofficial moves list
http://forum.ea.com/eaforum/posts/list/10110504.page

Godweeder
22-05-2014, 17:44
Γενικά για πολλούς επαγγελματίες πολεμικών τεχνών (UFC, WWF, Κick Boxing κτλ) που κοιτάνε μόνο ποιος έχει το μεγαλύτερο χέρι και σηκώνει τα πιο πολλά κιλά..

Δάσκαλοι σαν τον Bruce Lee περνούσαν το μήνυμα οτι η ισορροπία στο μυαλό ειναι εξίσου απαραίτητη με τη μυική δύναμη, αν όχι πιο σημαντική.

Καταρχην καμια σχεση το WWE-UFC . Το ενα εινα "θεατρο" , το αλλο ειναι αθλημα.
Στο wwe κοιτανε και προωθουν αυτον που ειναι πιο εμφανισημος , εχει το καλυτερο σωμα,δυμαμη και παει λεγοντας.Βασικα ειναι απο τα κυρια κριτηρια .
Αλλα στο ufc δεν ισχυει κατι τετοιο .Το ufc ειναι καθαρα αθλημα .Πρωταθλητης και ονομα γινεσε με την αξια σου.
("Παραθυρακια" υπαρχουν παντου , σε ολα τα αθληματα.)

Εντελως ενημερωτικα ομως , το UFC εχει απο τις καλυτερες anti doping policy .
Και φυσικα anti doping control γινοντε σε ολους τους αθλητες μετα απο καθε match ,χωρις εξαιρεσεις , απο τις αθλητικες επιτροπες .
(Η κυρωσεις ειναι αρκετα μεγαλες .Προστιμα , ακυρωση του αγωνα κτλπ.)


Οσο για τον Lesnar που αναφερθηκες opozit.
Στο wwe ηταν τιγκα στα αναβολικα (ζυγισε 140-150 κιλα),
Κατα την πορεια του ομως στο ufc (120 κιλα), ηταν απο τους πιο ελεγχομενους αθλητες σε ολο το roster, και δεν τον επιασαν ποτε με κατι παρανομο.
(Σακατευτηκε ομως , και ξανα γυρισε στο wwe)

opozit
22-05-2014, 21:52
σιγουρα φιλε δεν γνωριζω το ιστορικο βαρος του καθε αθλητη ομως μπορω να κρινω αν καποιος λιωνει στα αναβολικα η ειναι καθαρος,δεν μιλησα για αξιες γιατι σαν αθλητες τους σεβομαι...παρολα αυτα παρακολουθω εν καιρο και τα 2 αθληματα ασχετα αν το ενα ειναι για πιο ψυχαγωγικο χρονο...

- - - Updated - - -

ασχετο,ξερουμε αν στο roster του ναου ufc θα εχει και τον
Kimbo Slice (https://www.youtube.com/watch?v=YbCah-QwTj8)?

Godweeder
23-05-2014, 04:40
Κοιτα ,η προσωπικη μας κριση για το αν ειναι καποιος η οχι στα αναβολικα , δεν εχει και ιδιαιτερη σημασια .
Oλα αποδεικνυονται με τα anti doping test.
Anyway..

Oσο για τον Kimbo που αναφερεσε , φυσικα και δεν θα υπαρχει μεσα στο roster του υfc .
Moυ φαινετε περιεργο κιολας που αναφερεσε σε αυτον.
Ο τυπος ειχε μια αποτυχημενη γρηγορη καριερα στο ufc . Και γενικα ψιλο-ρεζιλευτηκε .

Oσο για το roster μαλον θα ειναι αυτο :
(Περιμενα μεγαλυτερο, και ψιλο-ξενερωσα )

Women's Bantamweight
- Ronda Rousey
- Sarah McMann
- Sarah Kaufman
- Alexis Davis
- Liz Carmouche
- Cat Zingano
- Miesha Tate

Flyweight
- Demetrious Johnson
- Louise Gaudinot
- John Dodson
- Joseph Benevidez
- Darren Uyenoyama
- Ian McCall
- Tim Elliot
- Scott Jorgenson

Bantamweight
- Renan Barao
- Eddie Wineland
- Brad Pickett
- Eric Perez
- Michael Macdonald
- Bruce Lee
- Demetrious Johnson
- Urijah Faber
- Mike Easton
- Dominick Cruz
- Brian Bowles

Featherweight
- Jose Aldo
- Cub Swanson
- Dennis Siver
- Dustin Porier
- BJ Penn
- Chad Mendes
- Conor McGregor
- Bruce Lee
- Ricardo Lamas
- Korean Zombie
- Clay Guida
- Urijah Faber
- Frankie Edgar

Lightweight
- Anthony Pettis
- Benson Henderson
- Joe Lauzon
- Josh Thompson
- Korean Zombie
- Bruce Lee
- Gray Maynard
- Conor McGregor
- Gilbert Melendez
- Jim Miller
- Khabib Nurmegomedov
- Ross Pearson
- BJ Penn
- Jose Aldo
- Donald Cerrone
- Nate Diaz

Welterweight
- Johny Hendricks
- Jake Ellenberger
- Nick Diaz
- Nate Diaz
- Carlos Condit
- Georges St. Pierre
- Tarec Saffadine
- BJ Penn
- Demien Maia
- Rory Macdonald
- Bruce Lee
- Robbie Lawler
- Pascal Kraus
- Josh Koscheck
- Martin Kampmann

Middleweight
- Chris Weidman
- Ronaldo Jacare Souza
- Chael Sonnen
- Wanderlei Silva
- Anderson Silva
- Luke Rockhold
- Costas Phillipou
- Mark Munoz
- Demien Maia
- Lyoto Machida
- Cung Le
- Robbie Lawler
- Dan Henderson
- Royce Gracie
- Rich Franklin
- Francis Carmont
- Michael Bisping
- Vitor Belfort

Light Heavyweight
- Jon Jones
- Dan Henderson
- Alexander Gustafsson
- Forrest Griffin
- Rich Franklin
- Rashad Evans
- Phil Davis
- Daniel Cormier
- Michael Bisping
- Vitor Belfort
- Ryan Bader
- Glover Teixeira
- Chael Sonnen
- Wanderlei Silva
- Anderson Silva
- Shogun Rua
- Antonio "Rogerio" Nogueira
- Gegard Mousasi
- Lyoto Machida
- Chuck Liddell

Heavyweight
- Cain Velasquez
- Bigfoot Silva
- Alistair Overeem
- Antonio Nogueira
- Roy Nelson
- Frank Mir
- Mark Hunt
- Junior Dos Santos
- Daniel Cormier
- Travis Browne
- Pat Barry
- Fabricio Werdum

Arenas:
MGM Grand
Staples Center
Honda Center
Prudential Center
Toyota Center
Madison Square Garden
Air Canada
Bell Center
Rio Arena
Chicago Arena

opozit
23-05-2014, 09:20
tnx φιλος..

Giorgos78
23-05-2014, 13:27
http://youtu.be/idaqwuFyu3Y


https://scontent-a-lax.xx.fbcdn.net/hphotos-frc1/t1.0-9/10245528_625972324164048_4507293186322585316_n.jpg
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/t1.0-9/10390388_10203800540518595_5184065293358854825_n.j pg
https://scontent-a-lax.xx.fbcdn.net/hphotos-prn2/t1.0-9/10264488_10203800084907205_6190299265020397884_n.j pg
https://scontent-b-lax.xx.fbcdn.net/hphotos-prn2/t1.0-9/10387249_10152023369665916_3247851455943520064_n.j pg
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-ash4/t31.0-8/10368901_10203800839006057_2841506008073864815_o.j pg
https://scontent-b-lax.xx.fbcdn.net/hphotos-prn1/t31.0-8/10403870_10203800781724625_5450929338335585897_o.j pg
https://scontent-a-lax.xx.fbcdn.net/hphotos-prn1/t1.0-9/10268556_638160052942112_8476905957050408745_n.jpg
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10308113_797957150214495_5470311895396239173_n.jpg
https://scontent-b-lax.xx.fbcdn.net/hphotos-frc3/t1.0-9/10390168_301559970011357_7227233397830674236_n.jpg
https://scontent-a-lax.xx.fbcdn.net/hphotos-frc1/t31.0-8/906287_10203800023465669_4791298890500994597_o.jpg
https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc3/t1.0-9/10363993_797916883551855_62454379819236737_n.jpg
https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10334452_10203805036030980_2643567213190960935_n.j pg
http://i525.photobucket.com/albums/cc332/doggess1/EASportsUFC3.png
http://i525.photobucket.com/albums/cc332/doggess1/EASportsUFC2.png
http://i525.photobucket.com/albums/cc332/doggess1/EASportsUFC.png
https://pbs.twimg.com/media/BobGyx1IUAIfsnS.jpg:large
https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10354963_10203810502487638_4568413666618889624_n.j pg
https://scontent-b-sjc.xx.fbcdn.net/hphotos-ash4/t1.0-9/10407572_10203810502527639_5017677832983862002_n.j pg
https://scontent-a-sjc.xx.fbcdn.net/hphotos-ash3/t1.0-9/1235019_10203811333588415_5073226722878197969_n.jp g
https://scontent-b-sjc.xx.fbcdn.net/hphotos-frc3/t1.0-9/10372667_10203811333788420_1357434900090901060_n.j pg
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash3/t1.0-9/10411351_10203811333548414_2858362193144657258_n.j pg
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/t1.0-9/10403470_10203811333708418_7103269302137182765_n.j pg


http://i.imgur.com/RuilkiR.jpg

http://i.imgur.com/QsAPDw6.jpg

http://i.imgur.com/L3Dv68X.jpg

http://i.imgur.com/rr1NRPi.jpg

Sauce: Teh UG.

Εντυπώσεις απο έναν βετερανο ufc gamer που ήταν στο event
http://www.undisputedonline.net/forums/showthread.php?p=664183#post664183

opozit
27-05-2014, 09:27
κανα βιντεακι δεν εχουμε?

Giorgos78
27-05-2014, 14:45
Τέλος στο spam . Εριξες 3 κλοτσιες τη μια μετά την άλλη; Με ένα superman punch έφυγες knock out http://youtu.be/RuzGvJFm-ks

Giorgos78
27-05-2014, 18:36
Το official tutorial (tips and tricks)του EA SPORTS UFC
http://www.easports.com/ufc/tipsandtricks


Το σύστημα με τις λαβες (submission system)
http://youtu.be/xbJQRfcuJeU

Και το brakedown

http://youtu.be/JfXaQHEUcVA

Godweeder
28-05-2014, 15:46
Ψιλο περιεργο φαινετε το submission system.
Aπο οσο διαβαζω ξενερωσε αρκετα πολλα ατομα .
Προσωπικα ακομα δεν ξερω αν μου αρεσε η οχι .

Giorgos78
28-05-2014, 20:07
Εμένα μου άρεσε ποιο πολύ απο το ufc 3 . Το καλύτερο πιστεύω ήταν το 2010 με το shine του μοχλού .....

http://youtu.be/YmLPLTHtUMw

De-lee_GR
29-05-2014, 10:39
Μια χαρά είναι ! Από το γρήγορο δεξιά αριστερά ή το γρήγορο κυκλικό , θα γλιτώσουμε χέρια κ χειριστήρια

Giorgos78
29-05-2014, 17:50
Αν δεν βγει το ντεμο 3 Ιουνίου πάω για εγκεφαλικό
http://youtu.be/N4YOYAGKBkI

opozit
29-05-2014, 20:09
μια απο τα ιδια

Giorgos78
29-05-2014, 23:14
Αρχίζουμε προπόνηση εντατικά απο 3 ΙΟΥΝΙΟΥ με το demo!!!!!!! (Ευτηχωωωωωωωως)


http://img.tapatalk.com/d/14/05/30/uhuqeda6.jpg

Godweeder
30-05-2014, 03:26
Βλεπω μαζευομαστε ατομα και χαιρομε .
Ελπιζω να μην εχουμε προβληματα στο multi .

Eτοιμαστείτε για επικες μαχες παιδια !


*Kαντε με add για να λιωσουμε

Kαι για να μπαινουμε στο κλημα !
(Απο τα καλυτερα match του 2013 Jon Jones vs Alexander Gustafsson.
O Gus ηταν ο πρωτος που εκανε για πρωτη φορα takedown τον Jones,
και στην ουσια ο πρωτος που πραγματικα κοντεψε να του παρει την ζωνη.
Μεσα στο καλοκαιρι εχουμε και το αναμενομενο rematch)


http://www.youtube.com/watch?v=1IlmFpQH81c

Giorgos78
31-05-2014, 01:06
Ο dev του παιχνιδιού ανακοίνωσε στο twitter ότι θα υπάρχει χρονόμετρο στο lobby που θα αναγκάζει τους παίχτες να αρχίσουν το παιχνίδι και δεν θα μπορούν να κάνουν back out σε ranked match . Επιτέλους, το κάθε μαλακισμενο έμπαινε στο lobby έβλεπε τα stats και διάλεγε αν θα έπαιζε μαζί σου η όχι . Αυτά τέλος. Πατησες ranked mode. Θα παίξεις θες δε θες. Αλλιώς πήγαινε κοροϊδέψου στο unranked και ασε μας να παίξουμε . Επιτέλους ένα παιχνίδι που " μαθαίνει τρόπους" στον gamer

Giorgos78
02-06-2014, 20:00
Ξέρει κανείς τι ώρα Ελλάδας ΑΚΡΙΒΩΣ θα είναι διαθέσιμο το ντεμο στο ελληνικό PSN?

http://www.goodgamebro.com/2014/06/02/top-5-things-try-ea-sports-ufc-demo/

Giorgos78
03-06-2014, 08:46
edit το ελληνικο link για το demo
https://store.sonyentertainmentnetwork.com/#!/en-gr/games/ea-sports-ufc-demo/cid=EP0006-CUSA00310_00-UFCPS4DEMO2014EU?smcid=pdc:gr-el:buy%20now:null:pdc-ps3-services-detail:569141-



Δεν το βρήκα στο store και το κστεβαζω απο αυτό το λινκ. Ελπίζω να μην προπαρηγγειλα και όλο το παιχνίδι καταλαθος

https://store.sonyentertainmentnetwork.com/#!/en-gr/games/ea-sports-ufc-demo/cid=EP0006-CUSA00310_00-UFCPS4DEMO2014EU

opozit
03-06-2014, 09:14
μαμισες φιλε.....

De-lee_GR
03-06-2014, 15:33
Δύσκολο ... Θέλει αρκετό διάβασμα ;)

Godweeder
03-06-2014, 17:11
Εγω το κατεβασα απο το store πριν κανα 2ωρο .
Κανεις Search το game , μπαινεις μεσα, και κατευθειαν βρισκεις το free demo.

Το δοκιμασα και η πρωτες μου εντυπωσεις απο το gameplay ειναι αρκετα καλες .
Σαν να παρατηρησα καποια glitch ομως , και καποια κολληματα γενικα στο animation.

Crazy_vision
03-06-2014, 17:56
Το κατεβασα και το επαιξα πριν λιγο . Αν και το gameplay του ειναι παρα πολυ καλο , επειδη το επαιξα ουσιαστικα πρωτη φορα σαν παιχνιδι ( δεν εχω δοκιμασει τα προηγουμενα ) μου φανηκε αρκετα δυσκολος ο χειρισμος . Παρολα αυτα ειναι αρκετα αληθοφανες και ειμαι σιγουρος οτι αν το παιξω αρκετα θα το συνηθισω .! Πολυ καλη δουλεια απο την EA !!

Giorgos78
03-06-2014, 19:51
Όλο το tutorial εδώ . Πρώτα δείτε πως παίζετε το παιχνίδι και μετά πιάστε το controller

http://www.easports.com/ufc/tipsandtricks

De-lee_GR
04-06-2014, 02:24
Εγω πάλι βλέπω 2 μαύρους στο κλουβί .. Εναν τον δικό του και έναν τον δικό μου απο το ξύλο :p

Godweeder
04-06-2014, 03:11
Παντως που εριξα μια ματια σε mma forum , αλλα και γενικα εδω και εκει (σχολια σε sites),
διαβαζω αρκετη γκρινια παιδια .
Παιζει κραξιμο γενικα για το gameplay . Οτι ειναι πολυ πολυπλοκο κτλπ.
Αλλα και καποιες αλλες λεπτομερειες οπως π.χ η φωνη του Bruce Buffer (announcer) που ακουγετε σαν να ειναι σε στουντιο.

Eγω ως τωρα εχω ξενερωσει πιο πολυ με το roster , το οποιο ειναι μικρο .
Και το οτι δεν εχει pride mode.

opozit
04-06-2014, 09:22
πολυ καλο σε γενικες γραμμες,σιγουρα πολυπλοκο το gameplay αλλα ρε μαγκες δεν παιζουμε tekken αλλα ufc ειναι φυσιολογικο να δινει λιγο δυσκολια για να γινεται πιο αληθοφανες....

Giorgos78
04-06-2014, 15:00
.
Eγω ως τωρα εχω ξενερωσει πιο πολυ με το roster , το οποιο ειναι μικρο .
Και το οτι δεν εχει pride mode.
Τη μέρα της φωτογραφισης περάσανε 400 μαχητές απο τη " περίπτερο" της ea canada.
Θα έχουμε πολύ dlc μάλλον

Godweeder
04-06-2014, 23:43
Αυτο με τα dlc το ψιλο φοβαμαι λιγο .
Ελπιζω η τιμες να ειναι λογικες , και να δινουν και μερικα free.

Επισης κατι αλλο οσο αναφορα το gameplay.
Ελπιζω να υπαρχει μια ισορροπια στις κινησεις των fighter.
Δηλαδη π.χ ενας heavyweigh να μην μπορει να κανει Spinning Wheel Kick .
Στο demo με τον Gustaffson μπορεις να κανεις ανελεητα S.W.K, κατι το οποιο δεν ειναι ρεαλιστικο.

Giorgos78
05-06-2014, 03:40
Crucifix

**This move is performed from side controL**
-If your fighter has side control from the right side-

Hold L1 and move the Right analog stick to the left and circle upward. (I believe its called a "skilled transition" when you press L1 and transition). You will notice you fighter has limb control.
Next, move the right analog stick to the right, and circle upward again. Congrats, you now have a crucifix, and it is NASTY!

-If your fighter has side control on the left hand side-

Hold the L1 button and move the right analog stick to the right and circle upward. Once again, this give you limb control.
Move the right analog stick to the left, and circle upward...

Enjoy,

opozit
05-06-2014, 09:25
https://www.facebook.com/photo.php?v=10203084472610808&set=vb.1175835599&ty pe=2&theater&notif_t=video_comment
που να παρω και bruce lee...

De-lee_GR
05-06-2014, 15:59
Αυτό που παρατήρησα χθες ειναι οτι κερδιζα παίζοντας όσο γίνεται πιο σωστή άμυνα με αποτέλεσμα να κρατάει σε διάρκεια πολυ ο αγώνας .. Βάζοντας όμως να δώ πως παίζουν οι υπόλοιποι μέσω του streaming , είδα οτι παίζοντας σε στυλ teken (χύμα χωρίς αμυνες κτλ ) τους τελείωναν στο λεπτό ...ελπίζω όταν κυκλοφορήσει το παιχνίδι να μην έχουμε τέτοια να το χαρούμε

Godweeder
05-06-2014, 16:53
Αυτο με την αμυνα που λες ειναι απο τα θετικα .
Στα προηγουμενα ufc games , ηταν σχεδον απιθανο να εβγαζες τον αλλον knock out πριν ολοκληρωθει το πρωτο λεπτο.
Στο καινουριο , το παιχνιδι σε "τιμωρει" αν δεν κανεις σωστη αμυνα .

Δεν μου αρεσε ομως η επιλογη να μην μπορεις να κανεις run στον αντιπαλο σου.

De-lee_GR
05-06-2014, 16:56
Αυτο με την αμυνα που λες ειναι απο τα θετικα .
Στα προηγουμενα ufc games , ηταν σχεδον απιθανο να εβγαζες τον αλλον knock out πριν ολοκληρωθει το πρωτο λεπτο.
Στο καινουριο , το παιχνιδι σε "τιμωρει" αν δεν κανεις σωστη αμυνα .

Δεν μου αρεσε ομως η επιλογη να μην μπορεις να κανεις run στον αντιπαλο σου.

Εννοούσα πως αυτοί που κέρδιζαν γρήγορα , ήταν αυτοί που έπαιζαν χύμα γρήγορα και χωρίς αμυνες ...

Godweeder
06-06-2014, 02:22
To καταλαβα ρε φιλε οτι αυτο ενννοουσες.
Με λιγα λογια συνφωνησα με αυτα που ειπες πιο πανω.

;)

mihalis13
06-06-2014, 10:56
Έπαιξα λιγο το ντεμο και έφαγα πολυ βρωμοξυλο.
Στο προηγούμενο τους έριχνα κατω για πλάκα, τωρα θέλει στρατηγική για να κερδίσεις.
Αν και με δυσκόλεψε αυτο εμενα που ειμαι πολυ casual gamer στα fighting το θεωρω πολυ καλη εξέλιξη για το παιχνίδι γιατι γίνεται πολυ ρεαλιστικό.

polakis
06-06-2014, 19:08
Παντως απο το ντεμο που επαιξα, δεν μπορω να πω οτι τρελαθηκα με τα γραφικα...Περιμενα περισσοτερα

FotisGRC
06-06-2014, 22:06
Έπαιξα λιγο το ντεμο και έφαγα πολυ βρωμοξυλο.
Στο προηγούμενο τους έριχνα κατω για πλάκα, τωρα θέλει στρατηγική για να κερδίσεις.
Αν και με δυσκόλεψε αυτο εμενα που ειμαι πολυ casual gamer στα fighting το θεωρω πολυ καλη εξέλιξη για το παιχνίδι γιατι γίνεται πολυ ρεαλιστικό.

Μια απο τα ίδια Μιχάλη.. Αν ειναι να παίζω ένα παιχνίδι και να τελειώνω ιδρωμένος, αστο καλύτερα.
Εγώ κυρίως το ήθελα για να μαζευόμαστε με τα φιλαράκια για να παίζουμε ξύλο.. Εδώ βλέπω όμως οτι θέλει μεταπτυχιακό για να παίξεις.. Δεν λέω, καλός και ο ρεαλισμός αλλα μην ξεχνάμε οτι ειναι παιχνίδι.. Προσωπικά δεν μου προσφέρει τον "χαβαλέ" που ήθελα.. Το demo το έκλεισα μετά απο 15 λεπτά.
Αν δεν αλλάξει κάτι, δύσκολα θα το τιμήσω.

Giorgos78
06-06-2014, 23:00
Απο όσο έπαιξα η όρθια μάχη είναι οτι καλύτερο έχω παίξει ως τώρα.

Το grappling όμως υστερεί σε πολλά σημεία. Η κάμερα δεν συμβαδίζει με το μοχλό. Το UFC undisputed είχε πολύ ανώτερο σύστημα

Το submission system είναι οτι καλύτερο θα μπορούσαν να κάνουν αφού το smashing button συςτημα δεν θέλει κανένας dev να το ακούει, και δεν ξέρω και γιατί .

Τα γραφικά θα μπορούσαν να είναι ικανοποιητικά αλλα η όλη κίνηση των χαρακτήρων είναι λίγο περίεργη όταν τρώνε μπουνιδια. Λογικά ξεχάσανε να σχεδιάσουν σπονδυλους στο σβέρκο των αθλητών
Το παιχνίδι το έχω κάνει digital preorder γιατί μου αρέσει το UFC και αυτή τη στιγμή είναι μονοπολειο της EA. Γενικά ειμαι ικανοποιημένος αλλα νιωθω μι πικρία που δεν το ξανά έφτιαξε η YUKES και βλέπω μια ΕΑ με τρέλα λεφτα να αγωραζει τα πάντα και να μη μπορεί να δώσει στον gamer αυτό που πραγματικά θα μπορούσε ..... Όλα τα ζώα έχουνε μαζέψει εκεί μέσα ????

Godweeder
07-06-2014, 02:21
Σαφως και θα μπορουσαν να κανουν καλυτερη δουλεια ,αλλα μην ξεχνατε ομως οτι ειναι η πρωτη επαφη της EA με το UFC .
Σκεφτητε οτι η THQ , χρειαστηκε να κανει 3 ufc games για να μπορεσει να δωσει εναν αξιοπρεπη τιτλο
(τουλαχιστον για να βελτιωσει αρκετα αρνητικα)

Δεν την δικαιολογω παντως ..
Μπορουσε να "αντιγραψει" καποια θετικα απο το ufc3 .

Aναμενουμε για το full game στις 20 του μηνος για να εχουμε μια πιο ολοκληρωμενη εικονα.

De-lee_GR
07-06-2014, 16:20
Δεν η πρώτη , αλλα η δεύτερη .. Θυμάμαι οτι είχα κατεβάσει κ demo στο ps3 τότε

opozit
07-06-2014, 17:09
17 βγαινει...

jden
08-06-2014, 00:48
Παντως αυτο το πραγμα που μερικες φορες στο demo πεφτουν νοκ αουτ λες και τους χτυπησες με ρευμα δεν το καταλαβαινω...αφορμη ηταν το video toy φιλου σε προηγμουμενο ποστ.

opozit
08-06-2014, 01:12
φιλε μιλαμε για ufc..τα κτυπηματα ειναι καθαρα με γαντια που μπαινουν στο νερο για να γινονται ενα με τα χερια-δακτυλα μονο και μονο να προστατευουν αυτα και οχι τον αντιπαλο...το νοκ αουτ ειναι λογικο να συμβαινει...!

Godweeder
08-06-2014, 01:56
Δεν η πρώτη , αλλα η δεύτερη .. Θυμάμαι οτι είχα κατεβάσει κ demo στο ps3 τότε

Οντως εχεις δικιο .Το ειχα ξεχασει εντελως αυτο.
Το Εa Sports MMA (2010).

Giorgos78
11-06-2014, 02:05
Αν δώσεις επιτιδες στον αντίπαλο καλύτερη θέση στη λαβή που σου κάνει και κανείς άμυνα ποιο μετά θα πάρεις καλύτερη θέση στο reversal αυτόματα με το που χάσει τη λαβή
http://youtu.be/rkfvkd3Q5sg

opozit
11-06-2014, 22:14
εφυγε σημερα pre-order 1 day μαγκες απο 17/06/2014 λιωνουμεεεεεεεεεεεεεεεε

Giorgos78
12-06-2014, 10:29
20 ερχετε Ευρώπη


Οι αθλητές του UFC παίζουν το παιχνίδι

http://youtu.be/RW5RO0Q8Kn4

Godweeder
12-06-2014, 17:03
Το αστειο ειναι οτι ο Forrest (αριστερα) , λεει στο 1:10 περιπου οτι εχει πει ψεματα στην EA για την ηλικια του .
Εντω μεταξυ πισω τους ακριβως ειναι ο Hayes (Director του παιχνιδιου) οταν το λεει .Η εκφραση του πρoσωπου του ειναι ολα τα λεφτα .
:a050:

FotisGRC
12-06-2014, 21:28
Θα ηθελα να δω την έκφραση των αθλητων οταν προσπαθούσαν να τους μάθουν ολα τα combo...

http://www.polyvore.com/cgi/img-thing?.out=jpg&size=l&tid=58279208

Giorgos78
14-06-2014, 09:34
Κι άλλοι πραγματικοί αθλητές του ufc παίζουν το παιχνίδι
http://youtu.be/wRn2W3k69vA

Giorgos78
17-06-2014, 14:25
Μπορώ να κάνω κάτι ώστε το digital preorder να κατέβει ποιο νωρίς;

opozit
19-06-2014, 09:08
https://www.facebook.com/photo.php?v=10203191919256907&set=vb.1175835599&ty pe=2&theater
round 1 στο career mode k.o λεμεεεεεεεεεεεεεεεεεε...παρτε το game ειναι ολα τα λεφτα....!

Godweeder
19-06-2014, 16:16
Θα το παρω λογικα αυτες τις μερες .
Για πεστε ρε παιδια εντυπωσεις .

Γενικα παντως ως τωρα δεν εχει καλες κριτικες .:scratch:

opozit
19-06-2014, 17:29
τουμπανο ρε, κινησεις,ρεαλισμος,αντοχες γενικα 9/10

FotisGRC
19-06-2014, 17:38
Δεν φαινεται το βιντεο που ανέβασες..

Giorgos78
19-06-2014, 17:45
Ρε παιδια νομίζω οτι κάνει predownload !!!! Ενώ ξεκλειδώνει απο τις 12 το βράδυ το κατεβάζω απο τώρα. Είδα το κουμπί download στο store και το κατεβάζω ..... Μάλλον λες να είναι το demo; Δεν το γράφει.

opozit
19-06-2014, 21:04
https://www.facebook.com/photo.php?v=10203191919256907&set=vb.1175835599&ty pe=2&theater
το ανεβασα παλι...

Godweeder
20-06-2014, 04:44
Δεν φαινετε τιποτα φιλε ..
Video unavailable .

opozit
20-06-2014, 09:09
ναι το ανεβαζω για καποια λεπτα ειναι οκ και μετα σβηνει χωρις να ξερω το λογο..

Giorgos78
20-06-2014, 12:53
Φοβερό το παιχνίδι τελικά απλα πρέπει να φτιάξουν την κάμερα να συμβαδίζει με το grappling γιατί αλλού κανείς το μοχλό και αλλού παει ο παίχτης . Επισεις έχει κάποια κολημα τα στη mount και turtle position . Φενεται να κολλάει και οι μοχλόι δεν ανταποκρίνονται . Αν σκέφτεται να το πάρετε δώστε του ένα μήνα περιθώριο να πατσαρουν κάποια πραγματάκια .... Και να πέσει και η τιμή λίγο . Εγώ έχω κόλλημα με mma video games και θα το έπαιζα και με 1000 bugs. Γενικά πολύ καλό

Godweeder
20-06-2014, 17:10
Το online (π.χ matchmaking ) πως ειναι ?
Εχει προβληματα γενικα ?

opozit
20-06-2014, 21:57
νομιζω τωρα φαινεται το video...

opozit
21-06-2014, 20:39
https://www.facebook.com/photo.php?v=10203209614859286&set=vb.1175835599&ty pe=2&theater
τελικα πηρα την νικη μετα απο 3 γυρους θανατου..στο τελος οι φατσες των αθλητων τα λενε ολα..! το game τουμπανο....!

opozit
21-06-2014, 20:52
προσεξτε στο τελος τα γαντια μου ειναι μεσα στο αιμα..

Godweeder
21-06-2014, 21:32
Τι παιζει με τον σχολιασμο ?
Γιατι δεν εχει ?

opozit
21-06-2014, 23:51
θεμα της EA οταν κανεις share να μην εχει speaker..λογικα με κανα update θα το φτιαξουν...

Giorgos78
22-06-2014, 10:59
Πέφτει ξύλο
Παίρνω Souza η werdum ειμαι 160 στα leaderboards και έχει 50000 μέσα μέχρι τώρα

http://m.ustream.tv/channel/giorgos78gr-s-ps4-live-show?utm_campaign=m.facebook.com&utm_source=ustre.am%2F1b1SZ&utm_medium=social&utm_content=20140306113225

Giorgos78
23-06-2014, 17:11
Μήπως ξέρει κανείς πως μπορούμε να μπούμε στα τουρναμεντς; Ένα α φίλος μου είπε οτι δουλεύουν ακριβώς σαν του FIFA αλλα δεν έχω παίξει ποδοσφαιράκι
Κατάφερα την πρώτη μέρα και μπήκα αλλα έχασα στον δεύτερο αγώνα ΤΩΡΑ είναι μαύρη ζώνη αλλα μου λέει closed τα τουρνουά . Έχει και ένα ρολόι αντιστροφής μέτρησης κάθε 4 μέρες . Ποτέ μπαίνουμε ; Μήπως με μπλόκαρε γιατί ειμαι μαύρη ζώνη και πήγα να μπω στο πρώτο τουρνουά με τις άσπρες;

Godweeder
24-06-2014, 06:45
Τα Uk charts της εβδομαδας.

1. EA Sports UFC (EA)
2. Watch Dogs (Ubisoft)
3. Titanfall (EA)
4. Wolfenstein: The New Order (Bethesda)
5. FIFA 14 (EA)
6. 2014 FIFA World Cup Brazil (EA)
7. Mario Kart 8 (Nintendo)
8. Call of Duty: Ghosts (Activision)
9. Minecraft PS3 Edition (Sony)
10. Minecraft Xbox 360 Edition (Microsoft)

Δεν περιμενα να κανει τοσο καλες πωλησεις .
Νice!

Giorgos78
24-06-2014, 19:03
Παιχνιδαρα, ειμαι το 65 παγκόσμιος και ανεβαίνω, έχει 65.400 άτομα online σήμερα

Giorgos78
25-06-2014, 16:30
Αν θέλετε το απόλυτο grip στο controller πάρτε αντιολισθητικη ταινία και κολιστε στα καπάκια orb grips , και κάντε αυτό . Δεν χάνετε την εγγύηση και δεν κουνιέται δάχτυλο . Είναι το υλικό που βάζουν στα skateboard http://img.tapatalk.com/d/14/06/25/ybyrajys.jpg

mihalis13
26-06-2014, 10:48
Αν θέλετε το απόλυτο grip στο controller πάρτε αντιολισθητικη ταινία και κολιστε στα καπάκια orb grips , και κάντε αυτό . Δεν χάνετε την εγγύηση και δεν κουνιέται δάχτυλο . Είναι το υλικό που βάζουν στα skateboard http://img.tapatalk.com/d/14/06/25/ybyrajys.jpg


Βλέπω να γδέρνονται τα δάκτυλα μας.. :P

Giorgos78
26-06-2014, 12:23
Το δοκίμασα χτες και δεν παίζετε το καλύτερο grip που είχα ποτέ σε χειριστήριο

Αυτά τα bugs δεν τα έχω δει ποτέ όσο παίζω αλλα έχουν πολύ γέλιο
http://youtu.be/AOOT_3U4rZM

Godweeder
26-06-2014, 16:21
Epic video !
:a050:

Αν το δουμε σοβαρα ομως , τραγικα τα bugs απο την ΕΑ.

Giorgos78
28-06-2014, 17:16
Εγώ στους 450 αγώνες δεν έχω δει τέτοια πράγματα. Το μόνο αρνητικό στο παιχνίδι είναι πτι δεν έχει advanced tutorial να σου εξηγεί πως παίζεται το παιχνίδι , τι μπορείς να κανείς απο την κάθε θέση κτλ
http://www.polygon.com/2014/6/26/5846322/ea-sports-ufc-review-xbox-one-ps4

Το grip tape ξέφτισε μη το δοκιμάσετε .δευτερα θα πάρω υλικό απο ρακέτα ping pong ;)

Giorgos78
03-07-2014, 01:00
Ειμαι 21th στα global leaderboards 450-150 W/L


https://www.facebook.com/photo.php?v=771336562917245

Godweeder
03-07-2014, 17:01
Ωραιος Giorgo.
Eγω το εκανα παραγγελια χθες , λογικα θα το εχω αυριο ή το Σαββατο.

Οποτε ετοιμασου φιλε.
:)

Giorgos78
03-07-2014, 18:47
Άντε να κάνουμε προπόνηση να μάθουμε όλες τις επιλογές απο όλες τις θέσεις . Οι ποιο πολύ παιρνούν το παιχνίδι και πατάνε τα κουμπιΑ σαν 2 χρονων παιβακια που παίζουν fisher price

http://youtu.be/dMqk4HmRUsY


Επισεις να μπεις και στο OFC και UFF league που έχω στο πρώτο ποστ ....... Είναι σαν πραγματικό ufc είμαστε 100 άτομα ο καθένας απο ένα διαφορετικό μαχητή . Βγαίνει κάρτα και κάθε εβδομάδα παίζουμε αγώνες ..... Γαματο!!!! Unofficial αλλα η οργάνωση είναι φοβερή . Βγενει πρωταθλητής κατηγορίας κτλ όπως στην πραγματικότητα . Ο admin σου δίνει signature στα ποστ σου ζώνη ufc κτλ να φενεται πρωταθλητής κτλ

Πραγματικά δεν ειμαι καλός παίχτης αλλα ειμαι διαβασμένος. 100.000 άτομα το έχουν το παιχνίδι online μέχρι στιγμής και παίζουν σαν πρόβατα

Giorgos78
04-07-2014, 01:17
μη ξεχασετε να φτιαξετε μαχητη με 2 φωτογραφιες σας στο gameface

http://www.easports.com/us/gameface/creator


Hi everyone, I'm Jazz, one of the producers for EA SPORTS UFC. There’s been chatter on how the disconnect (DNF) system functions and we wanted to take a moment to explain.
On Fight Night Champion, when someone quit mid-fight, the DNF system took into account a number of factors to determine if a DNF penalty was going to be handed out, who it would be handed out to, and if one or both players would receive a win/loss to their fight records. These factors included things like the current round, who was winning on the score cards, and if the grace period was still in effect. This meant there were different situations that could play out when a disconnect happened, resulting in a system that was not very transparent, difficult to explain, and required an unusual amount of effort to troubleshoot problems, workarounds, and exploits. We eventually concluded that handing a quitter a loss on their record didn’t actually discourage that type of behaviour, so we tried something new with UFC.
With UFC, we want to use DNF in more meaningful ways. We feel that affecting a quitter’s long-term online experience is a far more effective strategy in curbing mid-fight disconnects. The two ways we do this in-game are by applying temporary matchmaking suspensions to repeat offenders and by having a much tighter DNF spread when searching for a fight. The system is intended to eventually filter players who disconnect out of the matchmaking pool and to ensure players always find an opponent that is far closer to their own DNF than they would have in, for example, Fight Night. The idea here is that, if you are the type of player who often disconnects, you will eventually find yourself fighting other people who often disconnect.
We’ve had QA trying to reproduce the DNF dodge since we heard about it last week, but so far the penalty has been properly applied in all of our testing scenarios. Our next steps are to manually look into the game history and individual game reports of people who are disconnecting to understand if and how they are circumventing the DNF penalty—if you follow me on Twitter, you will have no doubt seen me reaching out to people for their Gamertags and PSN IDs. As we go through these reports and begin to understand what is happening, we will take the necessary steps to fix, correct, or communicate out where we’re at.
Stay tuned.

Giorgos78
12-07-2014, 22:36
9ος παγκοσμιος http://img.tapatalk.com/d/14/07/13/8uhy8yhu.jpg

Godweeder
13-07-2014, 16:47
Ωραιος ρε φιλε .Συνεχισε ετσι.
Βtw αυριο που ειμαι free ολη την ημερα , θα σε στειλω για να κανουμε καμια προπονηση παλι οπως τις προαλλες.

Το game μετα απο καποιες ωρες ασχολιας ειναι πανω κατω οπως το περιμενα .
Εχει αρκετα προβληματακια , αλλα γενικα για τους fan του αθληματος ,ειναι μια χαρα .
Το online λειτουργει σχετικα καλα , με αποτελεσμα να το κανει πολυ "εθιστικο".

Παντως μπορουσαν να το φτιαξουν πολυ καλυτερα .Μα να μην εχει Leg k.o ???? !! Aπαραδεκτο .


Για patch με free fighters ξερουμε κατι πιο συγκεκριμενο ? (Ποιους , ποτε?)

Giorgos78
19-07-2014, 00:44
Τελικά 5ος παγκόσμιος στο ps4 και σταματάω γιατί πάω διακοπες10 μέρες αν το είχα day 1 θα είχα την πρωτιά :(
http://img.tapatalk.com/d/14/07/19/e5a6unap.jpg

FotisGRC
19-07-2014, 01:18
Πως μετράει την κατάταξη σου το παιχνίδι? Εχει πόντους, η απλά με το ποσα ματς παίζεις?

Giorgos78
21-07-2014, 00:08
Πρέπει να παίρνεις στα τουρνουά 1 θέση .........σαν FIFA μου έχουν πει...... Αστο αν εισαι στη 10αδα το άξιζες εγώ πχ την τελευταία εβδομάδα έχω 10 νίκες 1 ητα αναλογία. Στα. Πρώτα 100 παιχνίδια πήγαινα 1 νίκη 1 ητα..... Μολης κατάλαβα τι παίζει .... Τέλος
Αν βγεις πρώτος παίρνεις 130 πόντους αν οχι μόνο μέχρι 25 ....... Κάτι τέτοιο

opozit
21-07-2014, 09:21
https://www.facebook.com/photo.php?v=10203403766632959&set=vb.1175835599&ty pe=2&theater&notif_t=like
Με nate diaz ειμαι ανικητοοοοοοοοοοοοοοοοοοοοοοοος.....

Giorgos78
21-07-2014, 20:26
Μη το λες! ..... Μη το λες!

Giorgos78
23-07-2014, 08:09
Patch update!!!!! Τώρα αγοραστε το παιχνίδι άφοβα. Είναι τέλειο

Touch Gloves: Users will now have the ability to manually make their fighter touch gloves (or choose not to touch gloves) before beginning to fight by pressing L2 on PS4 or LT on Xbox One. This can be done at the start of every round, or anytime the ref stands the fighters up.
Finish the Fight: During a knockout, the attacking fighter can jump on their downed opponent and “finish the fight” by delivering extra strikes as the knockout occurs.
Sprawls: The defending fighter now sprawls when successfully defending against a power takedown.
Clinch Break from the Cage: Fighters now have the ability to break out of a clinch when pressed against the fence by pressing the L3 button.
Power Takedowns and Sweeps: Power takedowns and side control sweeps have been removed from fighters who would not normally have them.
Stamina: Stamina no longer regenerates if the user holds block. The user will also take a larger stamina penalty if hit while weak blocking.
Sweep Defense: The dominant fighter in the Full Guard position now has a larger window to reverse the Full Guard sweep to Mount.

Και δωρεάν dlc

http://youtu.be/vPd_gw97StI

Ποιο αναλυτικά τι διόρθωσε το patch

Here is what was done

Addition of 3 new fighters. 2 in Bantamweight: TJ Dillashaw, Takeya Mizugaki and 1 at Welterwieight: Tyron Woodley. Updates to fighter records.

Update TJ Dillashaw to be Bantamweight Champion in Career and default fighter in Fight Now.
Updated Alexander Gustafsson's tattoo.
Gameplay - Added Finish the Fight, allowing users to land extra shots after knockout!!!!!
Added sprawls when defending Power Takedowns.
Added ability to touch gloves at the start of every round
Added animation to submissive fighter when attempting full guard sweep to a postured opponent in full guard.
Fixed an exploit where Dominant fighter in full mount could sneak in punches from Posturing up.
Removed Power takedown and side control sweeps from fighter that should not have them.
Stamina and damage changes are now relative to Accelerated Clock
Stamina no longer regenerates if user holds block.
User takes a larger stamina penalty when hit while weak blocking .
dominant fighter in full guard has larger window to reverse the full guard sweep to mount. animation of sweep takes longer.
fixed rare submission issue where gates could be skipped.
Fixed issues with framerate during gameplay.
fixed rare issue with loss of takedown functionality after denying cage clench.
fixed issues with referee standup during TKOs and submissions. *Fixed various physics issues.
Fixed various animation issues.

Audio

update to Renan Barao Bruce Buffer commentary

Online:

Opened Red Belt division in championships
opened Grand Prix Invitational tournament in Championships.
Fixed leaderboards stats
fixed online disconnects resting user's fighter in tourneys
Fixed onoine siconnects not reporting the game and no DNF given
fixed issue with uploading highlight reels when game is suspended.

Misc.

Added a EULA title in the extras menu
Update to filtering of tutorial videos based on Language Settings


http://help.ea.com/en/article/ufc-patch-info/

Giorgos78
18-08-2014, 16:48
Θα καταργιθει η επιλογή pause σε online ranked match
Φήμες λένε οτι θα μπορούμε πλέον να πιάνουμε τις κλοτσιες που μας ρίχνουν στο σώμα και να κάνουμε ρίψη του αντιπάλου (τέλος το body spam)
Ο διαιτητής θα μπορεί να "νιώσει τον αγώνα" όπως δήλωσε ο dev του ufc χωρίς να δώσει περισσότερες πληροφορίες

Godweeder
21-08-2014, 19:17
^
Ενδιαφερον αυτο που θα πιανεις τις κλοτσιες .
Ειναι εντελως must προσθηκη που επρεπε να υπαρχει εξαρχης.
Επισης θα πρεπει να προσθεσουν , οπως εχω ξαναπει , leg ko και "run" .

Kαι οπως τα ειχαμε ξαναπει Giorgos78 , πρεπει να προσθεσουν και αλλους βασικους fighters.
Ειναι ξεφτιλα στην heavyweight κατηγορια να εχουμε μονο 10 fighters.

Giorgos78
21-08-2014, 23:33
Έχεις δίκιο αλλα για αρχή καλά ήταν . Σιγά σιγά θα βάζουν περισσότερους με κάθε patch?

Αλλαγές στο ground game


http://tapatalk.imageshack.com/v2/14/08/21/9406adfc7c5e11562066d980c1505c17.jpg

http://tapatalk.imageshack.com/v2/14/08/21/c5ad64c80538a23a201a7465091d9615.jpg

http://forum.ea.com/eaforum/posts/list/60/10150234.page


Here's the changes to the submission attempt denial windows. Please use all this info for good and not evil.


Submission Position Dom/Sub angle type stages before after


Rear Naked Back Mount Dom Right Choke 3 50 50
Rear Naked Arm bar Back Mount Dom Left Lock 4 50 40
Knee Bar (Rolling) Back Side Mount Sub Left Lock 5 50 60
Arm bar Crucifix Dom Left Lock 4 50 40
Arm bar Full mount Dom Left Lock 5 50 40
Gogoplata Full mount Dom Right Choke 3 50 60
Triangle Arm bar Full mount Dom Up Lock 4 50 50
Heel Hook Guard Dom Left Lock 5 50 60
Guillotine Guard Sub Right Choke 4 48 50
Arm bar Guard Sub Left Lock 5 50 40
Omoplata Guard Sub Down Lock 3 50 60
Triangle Guard Sub Up Choke 5 50 40
Arm triangle Half guard Dom Left Choke 4 50 60
Knee Bar Half guard Dom Right Lock 5 50 50
Twister Half guard Sub Left Lock 4 50 70
Kimura Half guard Sub Right Lock 5 50 60
Windshield wiper North South Dom Left Choke 4 50 40
Gogoplata Rubber Guard Sub Right Choke 3 45 50
Arm bar Rubber Guard Sub Left Lock 4 50 40
Kimura Side control Dom Left Lock 5 50 80
Inverted Triangle Side control Dom Right Choke 4 50 60
Darce Side Control Sub Left Choke 5 50 60
Arm Triangle Side Saddle Dom Left Choke 4 50 40
Japanese necktie Sprawl Dom Left Choke 3 50 60
Peruvian necktie Sprawl Dom Right Choke 4 50 50
Anaconda Sprawl Dom Up Choke 5 50 40
Heel hook Stacked guard Dom Right Lock 5 50 40
Knee bar Stacked Guard Dom Left Lock 4 50 50



edit: sorry, that didn't format well. I'll see if I can fix it.


edit: that's better

Επισεις θα μπορείς vα αλαξεις πόδια πατωνταδ άμυνα η έν κίνηση με ποιο γρήγορο animation

Giorgos78
22-08-2014, 21:49
τα Bugs φτιαχνονται σιγα σιγα αλλα εχουν γελιο


https://www.youtube.com/watch?v=2X0H709cJkA

Godweeder
23-08-2014, 01:04
Πω ρε φιλε εσκασα στο γελιο παλι με τα glitches ! :hohoho:

Παντως ως τωρα , μετα απο παρα πολλες ωρες παιχνιδιου, εχω δει μονο 4-5 φορες καποια bugs.

opozit
23-08-2014, 21:37
https://www.facebook.com/photo.php?v=10203651074135492&set=vb.1175835599&ty pe=2&theater
σε καποια φαση χανω το μετρημα απο τα μπουνιδια που του ριχνω...ΓΙΩΡΓΟ το κουφαριιιιιιιι..

Giorgos78
24-08-2014, 01:06
Video Unavailable
Αυτό το βίντεο είτε έχει αφαιρεθεί από το Facebook είτε δεν είναι ορατό εξαιτίας των ρυθμίσεων απορρήτου.

opozit
24-08-2014, 04:47
Θα το ανεβάσω παλι.

opozit
25-08-2014, 14:30
https://www.facebook.com/photo.php?v=10203651074135492&set=vb.1175835599&ty pe=2&theater
σε καποια φαση χανω το μετρημα απο τα μπουνιδια που του ριχνω...ΓΙΩΡΓΟ το κουφαριιιιιιιι..

Godweeder
26-08-2014, 00:00
Video Unavailable παλι ρε φιλε ..
Τι γινετε ?

Giorgos78
26-08-2014, 00:48
το παιδι ειναι τρελοσ χακερ!! χακαρει μεχρι και τον εαυτο του αντανακλαστικα πλεον. λολ

opozit
26-08-2014, 02:06
Ρε καμμένο αγόρι όταν το ανεβάζω παίζει μετά δεν ξέρω τι γινεται...

Giorgos78
26-08-2014, 11:10
Ρε καμμένο αγόρι όταν το ανεβάζω παίζει μετά δεν ξέρω τι γινεται...
Σου ειπα πλεον hackaρεσε απο μονο σου. Αλλο επιπεδο :)


New and Updated Content


- Addition of 3 new fighters. 2 in Welterweight: Matt Brown, Mike Pyle and 1 at Heavyweight: Stipe Miocic
- Updates to fighter records
- Gameplay – Added Referee TKO stoppage if dominant fighter throws too many blocked strikes without the submissive fighter trying to improve his position
- Gameplay – Added the ability to catch kicks on parries if the attacking fighter has low stamina or high leg damage when throwing a kick. If Parry button is held, a takedown will be initiated.
- Gameplay – Added new defensive standup transitions from Full Guard. Moved Sweep to Advanced Transition
- Gameplay – Added Back Mount escape for submissive fighter
- Gameplay – Added manual taunts. Press Left or Right Directional buttons to taunt
- Gameplay – Successful Basic Single Leg Takedowns will now end in Half Guard
- Online – Added Coins to Championships. Watch partner videos from the Home Panel and earn Coins to trade in for Season Points.





Gameplay


- Fixed issue where dominant fighter could stall transitions
- Fixed an exploit where fighters could sneak in a free hammer fist during Posture up and down animations
- Fixed exploit in Side Control where users could land a free shot after transitioning to Side Control.
- Fixed an issue with Cage Clinch Break denial inputs.
- Tuning – Increased base punch speed of all weight classes
- Tuning – AI tuned to be less aggressive. AI is more aware of stamina and fight pacing.
- Tuning – Duration and probability of Health Events has been tuned
- Tuning – Stamina loss on strikes landed has been adjusted
- Tuning – Tuned denial windows for various ground transitions, getups and submission attempts
- Tuning – Animation speeds adjusted for strikes that were being abused Online
- Added delay on submission attempts after a failed submission.
- Submissions cannot be attempted when attacker has minimal Stamina
- Fighters can change stances while blocking
- Adjusted Antτnio Rogιrio Nogueira’s and Robbie Lawler’s Hand Power and Speed attributes




Career


- Fixed issue where Crucifix was unavailable in career. Will now be available on new Career save files after purchasing transition.



Online


- Allow users to view Fighter Stats and Abilities in Online Championships Fighter Select Screen
- Disabled Online Pause in all Online modes. User can still access the Pause menu, however it does not pause gameplay.
- Tuned White Belt promotion and division belt thresholds.



Miscellaneous


Fixed an issue with incorrect video for ‘GSP Switch Kick’ move.
- Fixed a crash when adjusting Walk out music
- Fixed an issue with Mat damage
- Changed Antτnio Rogιrio Nogueira’s stance to southpaw
- Various replay fixes

Godweeder
26-08-2014, 15:27
OMG !
Επιτελους ρε φιλε Matt "The Immortal" Brown !!!

To game , αν εξαιρεσεις κανα 2 πραγματα , βελτιωνετε με τον καιρο .

opozit
26-08-2014, 16:47
https://www.facebook.com/photo.php?v=10203673140887147&set=vb.1175835599&ty pe=2&theater
παρε αλλο με nate diaz και κ.ο ετσι απλα.......

Giorgos78
26-08-2014, 17:28
To catch a kick, you need to successfully parry a kick to the head or body when your opponent has low stamina or low leg health, where low for stamina is roughly 50%, and low for leg health is roughly 25%. I don't have the exact numbers with me as I'm at home, but that's the right ballpark.

Once you've caught the leg, to take your opponent down, keep holding the parry face button.

To let go of the leg, let go of the parry face button as soon as you see the catch kick animation start.

If you counter punch after letting go of the leg, you get the same counter punch bonus you get after a parry.

Godweeder
26-08-2014, 17:35
Για το ability to catch kicks δεν πολυ καλαταβα ..Ποιο ειναι το Parry button ρε παιδια ?

Giorgos78
26-08-2014, 18:30
R2+τετραγωνο η τριγωνο για αμυνα στο πανω μερος του σωματος
R2+ X η Ο για αμυνα στο κατω μερος

δηλαδη οταν σου ριχνει μπουνια (πχ) κι εσυ (timed) του χτυπας το χερι και χανει την ισοροπια του. στην ουσια κρατα πατημενο το κουμπι και θα τον ριξεις κατω

Godweeder
26-08-2014, 19:22
Ναι ρε τα ξερω τα counter χτυπημενα .
Απλα ηθελα να καταλαβω πως τον ριχνεις κατω αφου του πιασεις το ποδι ..(Δεν το δοκιμασα ακομη με το new update)
Δηλαδη οταν εχει low stamina και σου ριξει κλοτσια , τον ριχνεις αυτοματα μολις πατησεις R2+ X η Ο.

Giorgos78
26-08-2014, 21:27
ουτε εγω το εχω παιξει. λογικα το κρατασ πατημενο (Χ η Ο)και τον ριχνεις αλιωσ το αφηνεις πιο γρηγορα και κανει counter οπως πριν

https://www.youtube.com/watch?v=wTCobfrCGw0

http://www.easports.com/ufc/news/2014/ea-sports-ufc-patch-notes-august?utm_campaign=ufc-social-global-ic-fb-content-update-3-082614-fb-text-site-sust&utm_source=facebook&utm_medium=social&sourceid=ufc-social-global-ic-fb-content-update-3-082614-fb-text-site-sust&cid=25567&ts=1409073663727

De-lee_GR
26-08-2014, 22:04
Το παιχνίδι εχει ανεβεί επίπεδα ... Τώρα πια χανω με style :p

Godweeder
27-08-2014, 13:53
Παντως πολυ ενδιαφερον προσθηκη το tko stoppages.
Το κανει πιο ρεαλιστικο ετσι .

opozit
27-08-2014, 22:46
Παρόλο αυτά το παιχνίδι για εκείνον που είναι ground έχει γίνει παθητικό μέχρι αιδιας,δύσκολα πια να σηκώθεις από το έδαφος .πραγμα που κάνει το παιχνίδι και τους άχρηστους παίχτες πάνω να παίζουν σε wrestling mode.....

Giorgos78
28-08-2014, 01:35
αφου εβαλε να μπορεισ να σηκωνεσε απο δεξια και απο αριστερα!!!!!! κατι λαθος κανεις
ασχετο


Παντως πολυ ενδιαφερον προσθηκη το tko stoppages.
Το κανει πιο ρεαλιστικο ετσι .
There are two tells that let you know the TKO is on its way.
The strikes from the top start speeding up, and the physics on the block starts to get looser.
If you want to count, regular strikes get one "point", elbows and hammers fists get two "points".
The ref will step in once there are more than 10 points accumulated.
Once the ref starts moving in, it's too late.

opozit
06-09-2014, 10:49
- - - Updated - - -


https://www.facebook.com/video.php?v=10203760574672937&set=vb.1175835599&ty pe=2&theater
Δειτε εδω εχω παρει jose aldo και ο αντιπαλος (nick diaz) μου κανει τον μαγκα με ειρωνειες....δειτε καταληξη...!

Giorgos78
14-09-2014, 01:36
Παιδιά 40 εύρο digital στο store

Godweeder
14-09-2014, 15:30
^
Επεσε η τιμη του αρκετα ..
Nice .

Giorgos78
16-09-2014, 20:42
Φιμες λένε οτι έρχεται πνιγμος γκιλοτίνα, counter στο takedown (ρίψη), με R1+κάτω (στην άμυνα)........και timed γόνατο σε takedown attempt!!


http://4.bp.blogspot.com/-VGvqhZu-EEc/TrXFL0CImyI/AAAAAAAAB10/c1fxu4bovZs/s1600/ufc-138-etim-faaloloto-guillotine.gif

Giorgos78
19-09-2014, 01:19
Τα καινούργια takedown


-takedown denial window is calculated based on a table similar to the one I posted about ground transitions, plus the time scaling based on stamina and attributes for the attacker. Let’s say that comes out at 60 ticks.

-what used to be input delay is calculated based on defender’s attributes and stamina. Let’s say this comes out to 10 ticks.

-two windows and three outcomes are calculated from these numbers:

1. The stuff window. If you input a denial during the stuff window, you get a stuff. This is calculated in the above example as 60-10=50. So any denial input between 0 and 50 will get a stuff.
2.The late denial window. If you input a denial during the late denial window, you will still get taken down, but you will end up in full guard. In this case, any denial input between 50 and 60 will take you to full guard.
3.No denial. If you fail to input a denial before the end of the late denial window, you will end up in half guard. In this case, once you pass frame 60.


If the guy performing the takedown has an “advantage”, then the stuff window is set to 0.

If the guy defending the takedown has an “advantage”, then a denial in the stuff window gets you a sprawl instead. If he denies in the late denial window he goes to full guard.

An “advantage” is defined as the following:

-0 points for a health event
-1 point for stamina below 10%
-2 point for none of the above
-if fighter A has a higher score than fighter B, he has the advantage otherwise there is no advantage

To balance out the single leg/double leg takedowns, the double leg has a 10% larger base denial window.

If the defensive fighter is throwing a kick, the denial window is cut in half.

If the defensive fighter is throwing a punch, the denial window is multiplied by 0.8.

Giorgos78
19-09-2014, 02:09
Αλλάζει όλο το παιχνίδι !!!!! Το σύστημα telemetry της EA που παρακολουθεί συνεχώς πως παίζουν οι gamers το ufc αποδίδει καρπούς. Σε κάθε patch γίνεται όλο και καλύτερο

1. Clinch transition denial tuning

Similar to the changes made to the ground game last patch, we have a new table of denial tuning values for the clinch along with latency compensation and locked in denial direction selection. You might say, "wait a minute, I thought denial direction didn't matter in the clinch?". Well that's about to change.

The following transitions in the clinch now require correct left/right input in order to deny, and an incorrect input will get locked in.

•SC (dom or sub) – to Thai and OU
•OU (dom or sub) – to SC or DU
•DU (sub only) – needs to defend Thai or Back transitions

This should make the neutral positions more challenging defensively and make getting into a dominant positions easier - then dominant positions become deny pass (left or right) or deny break. You also have to worry about strikes and TDs more in dominant positions than in the neutral positions so there’s better balance there.

2. Takedown denial tuning

I've gone into most of the details on this in another thread, but same as with the clinch, all the various takedown denial windows have been tuned, latency compensation added plus all the awesome new outcomes.

3. Parry tuning

A hot topic for sure, here's what we did.

As you may know the parry window was quite large, at 90 ticks (or 1.33 seconds). This has been reduced at the high end to 60 ticks (or 1 second) and 30 ticks on the low end. The window changes between those numbers based on stamina, so the lower your stamina, the harder it will be to parry.

In addition, if you successfully parry and throw a counter punch, your opponents parry window will will be cut in half. And if he manages to successfully parry you and throws another counter, your parry window will be halved from that, and so on until the window is so small it may as well not exist.

This was done to make parry wars much less likely.

4. Stamina tuning

A bunch of small changes here, I'm not even familiar with all the details, but the biggest take away is we tried to find a balance between the previous patch and the one before that in terms of stamina and damage bleed through on weak block. Hopefully this time we hit the sweet spot.

5. Judging

Lot of complaints on the judging logic since we released. With the help of user feedback we identified two significant bugs in the logic which were fixed, plus some tuning on other aspects of the logic.

6. Referee standup time tuning

We had lots of complaints about the ref standing you up in mount and backmount, so we doubled the referee standup timer for all dominant positions.

I think that about covers this tweet. Stay tuned, the best is yet to come.

Giorgos78
20-09-2014, 02:46
When your opponent is wobbled, you can now rush him down with a flurry of punches. Inspiration for the moment was taken from this fight:

http://evilmaster.files.wordpress.com/2011/02/wanderlie-silva-vs-vitor-belfort.gif

The high speed pursuit locomotion and striking is all contextual, and only available if:

-you have enough stamina
-your opponent is wobbled
-you are pressing the left stick towards your opponent

You will continue to pursue as long as you keep striking fluidly. You will pursue faster if you alternate left/right punches. The force of your punches will drive him backwards until you reach the cage or he gets knocked down.

Defensively nothing has changed, except the stakes are higher. You can parry these strikes but they must be timed well. A well timed parry has a good chance of taking you out of the health event.

This is meant to eliminate the frustration players were feeling in trying to chase down their opponent when they were wobbled. This is not an all purpose run mode.

More of a fun new way to capitalize on the wobbled health event, not something I expect to see happen all the time.[/quote]

Giorgos78
20-09-2014, 02:54
Not the sexiest of patch spoilers, but a very important change to the ground and clinch game.

Currently in the game, if a two player grapple animation is playing and both player input something with the controller, who gets to go first when the grapple animation finishes is somewhat arbitrary. Consistent, but arbitrary. Some players have been able to exploit this to their advantage. But no more.

There is a new priority system built from the ground up that has been designed to be balanced and eliminate these exploits.

A few examples...

If I take you down and we both input an action during the takedown animation, I will get priority once we get the the ground.


If I start a transition and you successfully deny it, you will get priority on any queued up actions.


If you then transition successfully, you will again get priority on any queued up actions following the transition.


If I posture up, I will get priority on any actions queued up.


If I posture down, you will get priority on any actions queued up.


This system applies to all actions on the ground and in the clinch that are gated and can be queued up during a two player grapple animation.

I don't expect casual players to notice this change at all, but to the hard core competitive players this should be a big equalizer.

Godweeder
21-09-2014, 00:01
omg !
Πω ρε φιλε με αυτα που διαβαζω το game εχει ανεβει επιπεδα !!
Κριμα παντως , γιατι το εθαψαν στα review πριν το βελτιωσουν με τα patch.
Μιλαμε για μεγαλη βελτιωση σε σχεση με το αρχικο .

hidd3n
24-09-2014, 18:48
Το παιχνίδι είναι απόλαυση, πολύ δύσκολο στην αρχή μέχρι να το συνηθίσεις και αμφιβάλλω αν θα το μάθω ποτέ στο επίπεδο που θα ήθελα! Στο career mode ξέρετε αν αλλάζει η δυσκολία πάντως? Μάλλον όχι από τα setting δεν βρήκα κάτι! :( Έχω προχωρήσει αρκετά και αρχίζει και μου φαίνεται κάπως εύκολο το normal που το έβαλα στην αρχή! Να ξεκινήσω από την αρχή δεν με βλέπω πάντως!

Giorgos78
25-09-2014, 02:21
Αλλαγες στο striking

This will likely be my last patch spoiler, and we've saved the best for last.

Summary

We have completely revamped the striking combo system in EA Sports UFC. The new system will provide the following:

faster strike combos at the high end

slower strike combos at the low end

a combo system that is driven by stamina

a combo system that is much more skill and timing based

a combo system that rewards realistic combos and punishes unrealistic combos


It's hard to convey how big a change this is in terms of control and responsiveness, but the difference should be pretty noticeable once you pick up the controller. And it will require skill to master.

Details

Faster strike combos at the high end

Every single strike in our game has had its combo windows re-tuned with the new combo system in mind. The result is the ability to combo faster than ever before, and this in turn makes the striking feel much more responsive.

Slower strike combos at the low end

In addition, the branch window variance for all of the strikes have been greatly exaggerated, so when you are gassed your combos will throw a lot slower than they used to.

Combo system is more heavily influenced by stamina

By exaggerating the difference between these combo windows, stamina will now matter more when it comes to combo speeds. When you have full stamina, you combos will be faster than ever. When you are gassed, you might as well stop throwing combos because it's going to be slower than resetting and throwing the next strike from scratch. This should punish mindless spamming and force players to be more strategic with their striking output.

Left/Right combos and timing now matter more than ever

We've changed how we branch between strikes, and the results mean that throwing a left/right combo will result in two strikes landing considerably faster than a left/left combo (for the most part). This was true before this patch, but it has been completely redone to maximize its effect. Because you can branch sooner, timing will help determine how fast your strikes throw. The sooner you press the button, the sooner the strike will land. But because we only queue up one strike at a time, pressing the buttons too fast could end up killing your combo speed.

For example, if I want to throw a left/right/left combo I need to press "Left"-"Right"-"Left" button inputs to make that happen. If I press them too fast, I will kill one of the buffered strike inputs and I'll get a left/left combo which will execute slower. If I press the buttons too slow, I will be introducing a delay between strikes that wasn't necessary. It's only if I time my combos in that sweet spot that I'll get the fastest possible strike output. Rhythm is key here.

Some more details on how this works:

A punch animation can be broken down into the following parts. Lets use the back hook as an example.

Start (frame 0)

Windup (frame 14)

Contact (frame 32)

Follow Through early (frame 35)

Follow Through mid (frame 46)

Follow Through late (frame 62)

Follow Through end (frame 76)

Let's assume you have full stamina and you are throwing this back hook and want to follow up with a lead hook.

When you first throw a strike, you start at frame 0 and play the animation. If you successfully hit your opponent at the contact frame, the earliest you'll be able to start a combo is on the follow through early frame (35), and only if you request a lead strike.

If you request a back strike, the earliest that a strike can start is at the follow through late frame (62). That's almost a 30 frame speed advantage just for properly throwing a left/right combo!

Now, the earlier you time your follow up punch, the less your follow up punch has to wind up so it can branch into the animation earlier. In the case of the back to lead combo here, the earliest branch will shave off the animation from the start to the windup frame for another 14 frame savings.

What does this mean?

It means the game is going to feel much more responsive, and there will be a real incentive to mix up your punches and throw left/right combos as they will fire much faster than before. Also, timing your follow up punch correctly can shave time off your punch, which could mean the difference between combo multiplied damage, or a blocked strike.

Rewarding realistic combos and punishing unrealistic combos

We also built a system that allows us to fine tune the branch timings when you combo between specific strike types. This allows us to add a small penalty when switching between head and body shots, adding a big penalty when spamming the same spinning kick over and over, and lots of other subtle differences you'll have to discover on your own.

What about ratings?

Ratings still come into play, but they impact the base strike speed only (along with stamina). As in how fast the animation itself plays.

Stamina, strike choice and timing are now the sole drivers of combo speed.

Prior to this patch the three were all tied together making heavyweights feel too slow, and forcing us to water down the effects of the branch windows.

Now that control is put in your hands, we can make the difference drastic and the results lead to a remarkably responsive, fluid and satisfying striking system.

I found this one hard to articulate well, so if you have any questions fire away and we can discuss!

Giorgos78
25-09-2014, 02:38
Διαγωνισμός οποίος κερδίσει το GI μου το στέλνει η Έρχομαι Και το παίρνω με το ζόρι ;)
http://www.easports.com/ufc/news/2014/ea-sports-ufc-finish-the-fight-contest?utm_campaign=ufc-social-global-ic-tw-finish-the-fight-092414-tw-text-site-sust&utm_source=twitter&utm_medium=social&sourceid=ufc-social-global-ic-tw-finish-the-fight-092414-tw-text-site-sust&cid=27786&ts=1411597157542

Giorgos78
27-09-2014, 13:27
EA_Karo posted:
EA SPORTS UFC Fans,


On Friday, September 19, 2014, Anthony “Rumble” Johnson was indefinitely suspended by the UFC. Consequently, Johnson will not be part of the EA SPORTS UFC roster or the upcoming content update as originally planned. Details of the patch were released in error and steps are currently being taken to remove Johnson from the game, thereby delaying the content update. Further details to come.


-The EA SPORTS UFC Team

Godweeder
27-09-2014, 15:34
Giorgo ξερουμε ποτε θα βγουν τα παραπανω patch ?

Giorgos78
29-09-2014, 02:09
οχι. αλλα στο xbox360 ηθελε ενα μηνα για verification το καθε patch.

Giorgos78
02-10-2014, 02:00
Το patch έχει περάσει cert στη sony και περιμενούμε Microsoft για να το δώσουν σε όλους

Giorgos78
02-10-2014, 20:57
Ε ε έρχε ται

http://youtu.be/4HJLLXv_PHs

Godweeder
02-10-2014, 21:29
Can't wait !!
Πραγματικα θελω να δω ποσο καλαυλοποιημενο θα ειναι το finish the fight 2.0 (Finish off a rocked opponent, running them down across the Octagon with a flurry of punches once they’ve been wobbled)

Btw αυτο θα ειναι οντως το τελευταιο free content update?

Giorgos78
03-10-2014, 14:49
δεν ξερω φημες λενε σημερα το patch!!!!

De-lee_GR
03-10-2014, 16:03
εχει βγει ηδη ... :)

Godweeder
03-10-2014, 16:24
Το κατεβαζω και εγω παιδια .
Οποτε χτυπαω και μια ανανεωση στο plus (εχει ληξει) , και ριχνομαι στο online !
;)

Giorgos78
15-10-2014, 03:09
https://www.youtube.com/watch?v=4rBBiDblMvg

Giorgos78
17-10-2014, 18:23
Bug fixes and addressing spam issues

The following is a list of changes and bug fixes for the upcoming patch, driven entirely by community feedback on the last patch.

Accidental guillotines

We fixed a bug where you would accidentally enter into the guillotine takedown defense when you did not input that request.

Ground Stamina Regen and Getup Spam

Users have reported that the change to stamina regen on the ground has encouraged getup spam.

To address this issue we are freezing stamina regen on the fighter whose getup was denied, while allowing the denier's stamina to regen throughout the duration of the denial animation for apex ground positions only.

Apex positions include rubber guard, mount, backmount and crucifix.

The reason we chose to only do it for the apex positions only is to further differentiate dominant positions and give the dominant fighter increased incentive to progress to those dominant positions.

As the dom, if you deny the subs getup attempt, you get priority on the next move so there is no reason for you to get stuck in a getup spam loop, unlike apex positions where you have nowhere to go which limits your options.

We are not changing stamina regen during transition denials. We considered it, but during testing found it made the dom fighter a little too over powered compared to what we'd like as the sub has limited options when it comes to regenerating stamina on the ground.

In addition, the dom can interrupt a transition by striking when postured up, so transition spam is not as effective as getup spam since getups break the ability to perform GnP.

Takedown Spam

To help eliminate takedown spam we will be freezing stamina regen for the fighter who has their takedown denied for the duration of the denial animation, while the denier's stamina regens. This will apply to clinch denials as well.

Clinch transition denial exploit

We have fixed an exploit where users were able to spam the stick oscillating between transition and break denials and successfully denying both. That technique will no longer work.

Loss of functionality on the ground

We fixed a bug where the player would lose all functionality on the ground when they were swept from tower/floor while kicking their opponent. This could result in many problems once the sweep happened, the most common of which was loss of control, or loss of blocking ability.

Leg Kick Tuning

The combo windows for successive inside leg kicks has been greatly reduced, while still leaving it responsive for combos from inside leg kicks to other strikes.

Strikes will now also interrupt leg kicks if landed in the early frames, similar to what we did with all other kicks in the last patch.

Anti Strike Spam Measures

This is probably the most interesting change, and likely will spark the biggest debate.

Users are reporting that "hook spam" has become a dominant strategy online as a result of the combo speed changes in the last patch.

Because we like the increased striking responsiveness and fluidity we didn't want to back away from the improvements from the last patch, but acknowledge the spamming problem that has surfaced.

We wanted to come up with a solution that would address the problem directly, while limiting the possibility of introducing further exploits or imbalances.

In the past, the stamina tax of performing a strike was constant, regardless of how many strikes had previously been thrown. With this setup, our only option to penalize excessive striking would have been to increase the stamina tax, which would hurt creative and realistic combos just as much as they would hurt mindless, repetative spamming. We didn't want to do that.

So we took a different approach.

Per Strike Combo Limits

The game will now count how many times you throw the same strike in quick succession. Regardless of whether it is a head or body strike, lead or back strike, as long as it is the same strike type it will count.

If you exceed a threshold, which is different per strike type, the combo speed, strike speed and damage will drop considerably. If you continue to throw that same strike, you will take a massive stamina hit as a result.

To avoid this, simply mix up your punches before you reach this threshold.

For example, the threshold for hooks is 4. So you can throw 4 hooks and it will behave exactly the same as it does now. The 5th hook will be slow and ineffective, giving you the queue that you've exceeded the threshold for that strike type. The 6th hook will cost you 3x the stamina and remain slow and ineffective until you take a 0.3 second pause between strikes, or mix up your strikes.

This system gave us the ability to address other spam problems that we have been receiving feedback on from the beginnning.

Spinning and jumping techniques will have a threshold of 1. So you can throw 1 effective spinning or jumping technique before hitting the limit.

Every strike type in the game has its own tunable that controls this threshold.

This change alone forces you to be aware of what strikes your are throwing and understand the pros and cons of each, but it is quite easy to get around.

We were worried about people simply throwing in a jab to break the combo and continue their hook spam.

As such, we also added a global combo limit.

Global Combo Limits

The global combo limit behaves the same as the per strike combo limits, but it counts the number of consecutive strikes regardless of strike type.

After much back and forth, we settled on 10 strikes as the global combo limit.

So you can throw 10 strikes in a row, and the 11th will cost you 3x the stamina and render the strike slow and ineffective.

This changes the game quite a bit as the striker now needs to be aware of how many strikes he has thrown, and what types of strikes he used.

It also means the defender can do the same, and knows when the attacker will have to let off and can plan accordingly.

Our hope is that this change will go mostly unnoticed by players who throw realistic combos, but will punish those who mash buttons without considering the consequences.

Stopping Power

I know a lot of people wanted consistent stopping power in this patch, but we determined that it was too big and risky a change to make with such a tight timeline for testing. I would like to point out that stopping power in the game is directly tied to stamina.

This means that if your opponent exceeds either combo limit, you will have an easier time countering the strike because it will be slow, and you will have much more consistent stopping power on your counter becasue their stamina will be considerably depleted.

Not the perfect solution you or I wanted, but in play testing we noticed a big difference and we hope that translates to the online environment as well.

Live Tuning

These combo limits and stamina penalties have been implemented in a way that we could hot fix them through live tuning in the future if they end up being too punishing or ineffective. Our hope is that these limits, along with our ability to respond quickly to feedback, will bring the game to a better state of balance.

No doubt it will eliminate extreme spamming altogther, but it is still an open question as to what impact it will have on people who stay within these limits.

We found that just the threat of these penalties existing forced players to really think about what they were doing which was a game changer on its own.


http://forum.ea.com/eaforum/posts/list/10206363.page

Giorgos78
23-10-2014, 17:16
οι devs παιζουν στο twich (την αλλη εβδομαδα το update)

http://www.twitch.tv/easportsufc/b/580748240

Giorgos78
29-10-2014, 12:21
Βγήκε το update πατήστε options πανω στο app και κάντε check for update......

Giorgos78
13-11-2014, 01:57
Έχει 28 εύρο στο PSN store ΤΩΡΑ!!!!

Godweeder
13-11-2014, 04:15
Σωπα ρε ,τοσο πολυ το εριξαν ..
Νice !

Giorgos78
14-11-2014, 17:18
Καλή τακτική για το striking
http://youtu.be/azDch7lUGNQ

Stelioskrete
18-11-2014, 17:02
Λοιπον ????

Giorgos78
20-11-2014, 08:39
Τι λοιπόν ; Για ποιο πράγμα ; Το καινούριο update βάζει μόνο καινούριους μαχητές και διόρθωσε κάποιο animation. Λένε οτι το hook και η εσωτερική κλοτσια θέλουν διόρθωση . δεν έχουμε νέα απο τους devs . Το παιχνίδι εδω που ειναι τώρα υποστηρίζει την όρθια μάχη . Εμείς που θελουμε bjj τρώμε το ξύλο της αρκούδας http://youtu.be/0kCauqDstAs

Godweeder
06-12-2014, 06:31
10 του μηνος free update με 4 καινουριους μαχητες.
Mark Coleman , Matt hughes ,Brock Lesnar, Rampage.

nice!!!

Giorgos78
06-12-2014, 10:57
http://youtu.be/iaonPSVC-SQ

Giorgos78
09-12-2014, 01:56
http://youtu.be/750XDax5rbo

Δωρεάν dlc

prokteinis
10-12-2014, 23:02
Παιδια καλησπερα,θα ηθελα λιγο τα φωτα σας.
Ηθελα να ρς=ωτησω,το παιχνιδι δεν εχει τουρνουα με τους ειδη υπαρχοντες παιχτες..?εννοω χωρις ιντερνετ,δεν μπορω να βαλω καπως να παιξω ζωνη με νελσον,σιλβα κλπκλπ...??γιατι το μονο που βρισκω ειναι το career και σε αυτο μονο να φτιαξεις καποιον δικο σου.
Επισης οταν βαζω ιντερνετ μου βγαζει μια ενδειξη οτι πρεπει να παρω το playstation plus,,αυτο ισχυει,..?ειχε μια αγορα 14 ευρω το τριμηνο,το εχει κανει κανεισ..??

Giorgos78
11-12-2014, 15:02
κι εγω οπωσ τα λες τα ξερω.... Δεν εχει οφλινε τουρνουα (brackets) οπως το UFC undisputed 3.
Γενικα για να παιζεις ονλινε με αλους στο ps4 ΠΡΕΠΕΙ να εχεις plus αλλιως δεν γεινετε

ασχετο
εδω ολα τα updates μαζεμενα
http://www.easports.com/ufc/news/2014/ea-sports-ufc-legends?utm_campaign=ufc-social-global-ic-fb-legends-content-blog-121014-fb-text-site-sust&utm_source=facebook&utm_medium=social&sourceid=ufc-social-global-ic-fb-legends-content-blog-121014-fb-text-site-sust&cid=32192&ts=1418298730880

Giorgos78
18-12-2014, 10:53
Δεν πρέπει να τη χαρίζουμε σε κανέναν. Οι μάγκες (taunt) πληρώνονται (παίζω με μαύρο κίτρινο σορτς
http://youtu.be/UQLn95J16rU

Εδω ρίχνω KO στο 36 παγκοσμιος ;)

http://youtu.be/_x9zeuWGJLw

Godweeder
18-12-2014, 15:57
Για αυτο μου την ψιλο δινουν λιγο oι υποταγες.
Γιατι ενω εχεις φαει τρελο ξυλο στο ορθιο παιχνιδι , τον πηγαινεις εδαφος την δευτερη φορα και τον κανεις υποταγη χαλαρος.( και μιλαμε για nogueira ο οποιος ειναι 60 χρονων που λεει ο λογος , και ο jones δεν εχει χασει ποτε με υποταγη)
Αυτο ειναι λιγο fake .

Μιλαμε εχουν κανει καποιους μαχητες υπερτουμπανο σε submission skills ,κατι το οποιο δεν μου αρεσει καθολου.
Και οντως καποιοι μαχητες στην πραγματικοτητα ειναι master σε υποταγες , αλλα στο game πρεπει να υπαρχει λιγο και ισορροπια.

Θα μπορουσε το παιχνιδι ,να σε "τιμωρει" λιγο παραπανω οταν εχεις φαει π.χ αρκετο ξυλο,και να μην μπορεις να κλειδωσεις τοσο ευκολα τις υποταγες.

Συμφωνεις η διαφωνεις?

Giorgos78
18-12-2014, 16:42
Το submission γίνεται με βάση τη stamina. Συν οτι βλέπεις παίχτη (εμένα) που έχει εμπειρία πανω απο 2000 αγώνες με 1050 λαβες. Απλα μαντεύω σωστά τις
Κίνηση του και κάνω τη λαβή με αυτόν να έχει πολύ λιγότερη stamina απο εμένα. Δεν μπορεί να "ξελιγωνεται" ρίχνοντας 786 μπουνιδια , να τρώει το takedown...... ΚΑΙ ΝΑ ΜΗ ΘΕΛΕΙ ΝΑ ΦΑΕΙ ΤΑΠ!!! ......θα το φάει..... Το θέλει κι ο ίδιος...... Το φωνάζει!!! Τον ακούω...... "ταααααααππππππ" Τωρα το οτι μπορεί να μη αρέσουν οι λαβες σε κάποιους ειναι θεμα γουστου...... Στο παιχνίδι πάντως έχει balance το submission κατα τη γνώμη μου .Εγώ το bjj το αγαπώ και δεν θα μιλήσω αντικειμενικά.

Εδω ρίχνω KO στο 16 παγκοσμιος
http://youtu.be/M6cTRFxfRIM

Godweeder
19-12-2014, 03:51
Ενταξει εγω προσωπικα γουσταρω πιο πολυ ορθια μαχη , ενοειτε ομως οτι δεν με χαλαει το εδαφος και γενικα το grappling.
Θα "εκτιμησω" ομως, λιγο παραπανω καποιον που θα με σακατεψει και θα παρει την νικη (με tko,ko) ,παρα αυτον που θα με κανει submission ..
Στα ματια μου , δεν υπαρχει η καταλληλη ισορροπια στο submission system .
Moυ φαινετε λιγο "αδικια" για τον παιχτη.

Giorgos78
21-12-2014, 19:47
Βασικά αν φας submission φταις ΜΟΝΟ ΕΣΥ. Δηλαδη αν λόγο λιγουριας ρήξεις 800 μπουνιδια θα "κουραστείς" και θα χάσεις ΜΟΝΟΣ ΣΟΥ όλη την ενέργεια σου. Ο αντίπαλος θα πρέπει μα σε ρίξει κάτω...... Να θυμάσαι πτι αν ΔΕΝ θες να πέσεις.... Δεν γίνεται εγώ να σε ρίξω με τοιποτα. Δηλαδη όσες φορές κρατήσεις κάτω το μοχλό, ΟΛΕΣ τις φορές θα με αποκρούσεις.
Και ο καλύτερος στον κόσμο δεν μπορεί να σου κάνει υποταγή αν έχεις φάουλ ενέργεια
Αντίθετα στ striking ειναι ποιο αδηκα τα πράγματα κατά τη γνώμη μου.

Ενώ ξέρω οτι με χτυπάει στο κεφάλι αν κρατήσω άμυνα κάποια στηγμη θα περάσει η Μπούνια του...... ΚΙ ΑΣ ΞΕΡΩ ΟΤΙ ΜΕ ΧΤΥΠΑΕΙ ΣΤΟ ΣΥΓΚΕΚΡΙΜΕΝΟ ΣΗΜΕΙΟ ..... Και ας κάνω άμυνα !!!!!!!!

Godweeder
22-12-2014, 01:40
Για αυτο το λογο ομως που αναφερεις , χανει λιγο απο την διασκεδαση του , με το να εισαι συνεχεια με την σκεψη να μην σε παει εδαφος για να μην σε κανει submission ο αντιπαλος .
Σκεψου οτι εχω χασει αρκετες φορες απο παιχτες που ειναι σε ολους του τομεις χειροτεροι απο μενα , απλα τυχαινε μια στις 10 φορες να με παει εδαφος (ειτε απο κωλοφαρδια ειτε οχι) και να με νικησει με ενα γαμ$μενο submission , που ειχε τυχει εκεινη την φορα να παρει καποιον fighter που ηταν τουμπανο σε submission skills( p.x souza).

Επισης αυτο που λες για μοχλο κατω για takedown defence , επισης ειναι λιγο ανισορροπο.
Δεν γινετε να εχει ο αλλος super wrestling skills και να μην μπορει να ριξει στο χαλαρο καποιον που δεν εχει καθολου,μονο κ μονο επειδη κρατησε τον μοχλο κατω.

Ενταξει ,τωρα αυτες οι παρατηρησεις που κανω ειναι λιγο γενικες και ισως τις βλεπω μονο εγω..
Το μονο σιγουρο ειναι οτι δεν χαλανε την ολη εμπειρια του παιχνιδιου .

Giorgos78
22-12-2014, 22:36
Αν δεν θέλει κάποιος να παίζει έδαφος μάλλον δεν πρέπει να παίζει MMA..... Μόνο fight night....... Τι να πούμε κι εμείς που γουστάρουμε έδαφος και με σχεδόν καθόλου σταμινα κάνει άμυνα .... Το οτι ειναι ανισορροπίες βοηθάει τους strikers :(

ΔΩΡΕΑΝ ΓΙΑ ΟΛΟΥΣ Ο BRUCE LEE ΓΙΑ ΛΙΓΕΣ ΜΕΡΕΣ ΜΟΝΟ
http://www.easports.com/ufc/news/2014/ea-sports-ufc-bruce-lee?utm_campaign=ufc-social-global-ic-fb-eas-ufc-bruce-lee-free-121714-fb-text-site-sust&utm_source=facebook&utm_medium=social&sourceid=ufc-social-global-ic-fb-eas-ufc-bruce-lee-free-121714-fb-text-site-sust&cid=32351&ts=1419276452216

opozit
23-12-2014, 09:13
Και αν κάποιος θέλει να παίζει έδαφος με αγκαλίτσες και φιλάκια τότε ας παίξει ελληνορωμαϊκή και sims...

Giorgos78
23-12-2014, 11:49
Γενικά οποίος δεν γουστάρει ΜΕΙΚΤΕΣ πολεμικες τέχνες δεν πρέπει να το πάρει το παιχνίδι ...... Ίσως κάποιος απ το Περδικονικοβο που δεν ξέρει αγγλικά ..,.. Το παιχνίδι λέει MIXED martial arts (MMA), (πρέπει να παίζεις πανω clinch κάτω απο μακριά απο κοντά ..... Όπως σε βολεύει την στην κάθε περίπτωση.... Να φερνεις τον αντίπαλο στα μέτρα σου ) Οποίος δεν το κατάλαβε δεν πρόκειται να το απολαύσει .... Τζάμπα τα 70 εύρο

"Θελω να κάθεσαι όρθιος και να σου ρίχνω μπουνιές....... Ειμαι 5 χρονων" στο συγκεκριμένο παιχνίδι δεν γεινεται

Tip πως να κάνουμε escape απο mount

http://youtu.be/yexZemem6YA

Godweeder
24-12-2014, 16:13
Προσωπικα ασχολουμε φανατικα με mma εδω και 7-8 χρονια περιπου .Οποτε , ναι , γουσταρω στο full .
Εδω μιλαμε ομως τωρα για ισσοροπιες ,παρατηρησεις του παιχνιδιου .

Giorgo να σου θυμισω οτι πριν κανα 2-3 μηνες μου ελεγες θα πουλησεις το game γιατι δεν σε "βολευε" , η να το θεσω καλυτερα δεν γουσταρες καποιες αλλαγες που ειχαν κανει τοτε , και ευνοουσαν το oρθιο παιχνιδι.
Τι σημαινει αυτο ? οτι δεν σου αρεσουν οι mma ? οχι ενοητε. Απλα κατι σε χαλουσε στο game τοτε.

Οσο αναφορα γενικα για mma εδαφος , ορθιο κτλπ.
Το ορθιο παιχνιδι (striking) ειναι το α και το ω ..Ολα τα match αρχιζουν απο εκει.

παντα φιλικα .

(Θα μπω σημερα η αυριο για chat, να τα πουμε κ απο εκει)

Giorgos78
29-12-2014, 03:25
Ο δεύτερος που μπαίνει με άμυνα έχει πάντα αβαντάζ .... Αλλα όπως ειδες έμαθα και όρθια μάχη ;) γενικά το grappling το αδικίσανε στα updates :(

Giorgos78
06-01-2015, 15:06
Submission tips

http://youtu.be/FQFNYoieU3w

opozit
07-01-2015, 09:27
και μονο που τους βλεπω αγκαλιτσα βαριεμαιιιιιιιιιιιιιιιιιιιιιιιιιιιιιιιιιιιι!

Giorgos78
08-01-2015, 11:07
Προσφορά 25 εύρο στο store!!!!

opozit
11-01-2015, 21:43
https://www.facebook.com/video.php?v=10204720342346529&set=vb.1175835599&ty pe=2&theater
εχω παρει jon jones δειτε τον αλλο τον αγκαλιτσα ποσο ενοχλητικα παιζει με ντε και καλα να παμε στο εδαφος,τελικα παιρνει το μαθημα του και τελος...αφιερωμενο στους αγκαλιτσες...!

Godweeder
12-01-2015, 16:59
H τελευταια αγκωνια στο τελος πριν πεσει κατω , ειναι ολα τα λεφτα !!
Nice ;)

opozit
12-01-2015, 21:36
Ποσό ενοχλείτικο ειναι ρε φίλε να έχεις ένα σίχαμα απέναντι σου που προσπαθεί να σε ρίξει πάντα κάτω ε;

Giorgos78
20-01-2015, 16:45
Ερχετε καινούριο update

Striking and Stamina

We've added some new stamina logic to striking. Additional stamina taxes have been added for all possible strike outcomes with the intent of rewarding successful strikes and punishing failed strikes. We hope this further reduces strike spamming issues, and rewards the calculated striker both short term and long term over the reckless striker.

If a strike misses completely, there will now be an additional 35% stamina tax on the fighter throwing the strike.

If a strike is parried, there will now be an additional 25% stamina tax on the fighter throwing the strike.

If a strike is strong blocked, there will now be an additional 20% stamina tax on the fighter throwing the strike.

If a strike is weak blocked, there will now be an additional 10% stamina tax on the fighter throwing the strike.

If a strike lands successfully there is no additional stamina tax.

Lunge Tuning

In an attempt to address the problem with lunge spamming, we've made changes so that if you land a strike against someone who is lunging, they will play a full body hit reaction. Previously the only reliable way to stop someone from lunging was to use a leg kick which had no KO power and did not present much of a threat. This change opens up the entire arsenal of strikes to be used to stop repeated lunging which we hope will discourage the practice and make it much less effective.

In addition, the stamina tax on lunges has been increased and additional tuning made to eliminate the so called "dash hook" tactic. The stamina tax on lunging was increased to prevent lunge spamming from getting worse as a tactic once the increased stamina tax on missed strikes goes live.

Giorgos78
22-01-2015, 22:24
Με το καινούριο update ρίχνω KO και στον 7th ranked . http://youtu.be/JgE67wNawkY

Giorgos78
25-01-2015, 12:06
Έχω 25 έλληνες που έχουν παίξει το UFC ποσά άτομα πρέπει να μαζευτούμε σε τουρνουά για να μας υποστηριξει το σαητ με τα brackets και τα αποτελσματα; (Αν γεινονται brackets)

Giorgos78
25-01-2015, 21:54
Τελικά έστειλα σε 34 έλληνες μηνυμα

4 δεν μπορούν
4 ειναι μέσα
Περιμένω απάντηση απο τους υπόλοιπους

Giorgos78
29-01-2015, 17:51
Θα γίνει ελληνικό (ps4) πρωτάθλημα EA UFC. ειμασται 9 έλληνες μέχρι στιγμής κάντε με add στο ps4 Giorgos78GR αν θέλετε να συμετασχεται. Ειναι σε φιλικό κλίμα θα παίξουμε μεταξύ μας ετσι για την πλάκα .Δεν υπάρχουν δώρα . αν μαζευτούμε μπορούμε να κάνουμε και διοργάνωση ποιο μετά . Να έχει ο καθένας ένα παίχτη και να φτιάχνουμε fight cards για τη ζώνη κτλ

Περιμένω 16 άτομα να απαντήσουν

Giorgos78
28-02-2015, 13:31
Η ΕΑ έκανε reset τα leaderboards

http://forum.ea.com/eaforum/posts/list/10305858.page

Thought I'd recap what we did here.

SEASON RP = Rank Points earned and lost from the seasons meta (promotions, holds, relegations)
FIGHT RP = Rank Points earned and lost from individual fights (wins/losses and win/loss type)

[1] Gave the seasons meta-game less influence on Rank Points gains and losses.

In broad strokes, the SEASON RP gap between the bottom- and top-tier divisions is much smaller and the gap between high/low SEASON RP values overall is also much smaller. Basically, the meta isn't going to move the needle as much. This is the most obvious change.

[2] Gave more influence to the effect the fight result has on Rank Points.

Losing fights will now cause you to lose RP and this scales up if you get finished. (in comparison, current RP logic does not deduct pts for any loss type). This is the change that will separate good from great on the Leaderboards as there is a strong incentive to not only finish fights, but to avoid getting finished.

[3] Significantly increased Rank Points lost from disconnects.

Self-explanatory, but disconnects will now result in a harsher Rank Points penalty.

[4] Refreshed the Leaderboards and FighterNet Profiles.

Again, self-explanatory, but the Leaderboards have been refreshed so that these tuning changes can be properly reflected in the competitive scene.

Giorgos78
28-02-2015, 13:45
Tips για το έδαφος

http://youtu.be/bkOZ1TbPQO4

http://youtu.be/PlzSfm_u_ZA

Fake transittion
http://youtu.be/Ci8GlAShw8Q

Giorgos78
28-04-2015, 02:23
δεν μπορουν τα παιδακια......
https://www.youtube.com/watch?v=4LTL58VsEI0

opozit
01-05-2015, 02:05
https://www.youtube.com/watch?v=v_W_GKG36SU
λιγα απο τα αντρικια μου κ.ο!

opozit
13-06-2015, 21:13
https://www.youtube.com/watch?v=0hWqBXzTa60
ρε τι 8ος στον κοσμο δεν μασαω ολοι k.o...!

Giorgos78
21-07-2015, 01:06
https://www.youtube.com/watch?v=YoVhMIzJPQg

Giorgos78
15-08-2015, 00:34
πως φιταξανε τα animations


https://www.youtube.com/watch?v=Xw47OUed9vE