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  1. #1
    PS4forums Addict Giorgos78's Avatar
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    Default EA UFC

    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.sonyentertainmentnetwo...detail:569141-






    Το σύστημα με τις λαβες (submission system)


    Τα πρωταθλήματα που μπορούμε να λάβουμε μέρος (UFF και OFC ειναι τα ποιο κορυφαια πιστευω)
    Quote Originally Posted by AZ623JRed
    Below is a list of all the EA UFC Online Leagues available to join

    UOC

    Official website: http://undisputedonline.net


    UFF

    Official website: http://ultimatefightingfederation.net
    Official thread: http://forum.ea.com/eaforum/posts/list/10034466.page


    OFC

    Official website: http://ofcleague.com
    Official thread: http://forum.ea.com/eaforum/posts/list/10081709.page


    OMMA

    Official website: http://omma.forumotion.com/
    Official thread: http://forum.ea.com/eaforum/posts/list/10018923.page


    CS

    Official website: http://cagedsupremacy.wix.com/cagedsupremacymma
    Official thread: http://forum.ea.com/eaforum/posts/list/9993026.page


    OFA (PS4 Only)

    Official website: http://onlinefightingalliance.com/
    Official thread: http://forum.ea.com/eaforum/posts/list/10077229.page




    EFC (PS4 Only)

    Official website: http://efcleague.com

    http://gamebattles.majorleaguegaming.com/ps4/ea-sports-ufc
    Last edited by Giorgos78; 04-07-2014 at 01:21. Reason: νΡο βιντΡο

  2. #2
    PS4forums Addict Giorgos78's Avatar
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    Default EA UFC

















    Το official tutorial (tips and tricks)του EA SPORTS UFC
    http://www.easports.com/ufc/tipsandtricks
    Last edited by Giorgos78; 05-06-2014 at 15:03. Reason: νΡο βιντΡο

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    PS4forums Addict Giorgos78's Avatar
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    Default EA UFC



    Quote Originally Posted by juniorRockz
    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/2014/04/3...-online-modes/
    Last edited by Giorgos78; 05-06-2014 at 11:24. Reason: νΡο βιντΡο

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  5. #4
    Advanced Member Godweeder's Avatar
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    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 ..
    Spoiler!

  6. #5
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    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






    Quote Originally Posted by GameplayDevUFC
    Here's the changes to the submission attempt denial windows. Please use all this info for good and not evil.
    Code:
    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
    Last edited by Giorgos78; 24-08-2014 at 09:59.

  7. #6
    Advanced Member Godweeder's Avatar
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    Nεο βιντεο απο ΕΑ .
    Φαινετε εντυπωσιακο .Αναμενουμε ομως για καθαρο gameplay .
    Spoiler!

  8. #7

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    17 Ιουνίου έρχεται το παιχνιδάκι, με bonus τον Bruce Lee για όσους το προ-παραγγείλουν!

    http://www.techgear.gr/ea-sports-ufc...e-bonus-87123/



    "You either hang onto your morals and die, or do everything you need to survive"

  9. #8

    Default

    Quote Originally Posted by FotisGRC View Post
    17 Ιουνίου έρχεται το παιχνιδάκι, με bonus τον Bruce Lee για όσους το προ-παραγγείλουν!

    http://www.techgear.gr/ea-sports-ufc...e-bonus-87123/



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


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    Advanced Member Godweeder's Avatar
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    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.
    Spoiler!

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    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 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_spo...confirmed.html

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    Default EA SPORTS UFC cinematic trailer for PS4


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    Default EA UFC


    Last edited by Giorgos78; 24-08-2014 at 09:49.

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    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



    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/
    Last edited by Giorgos78; 27-08-2014 at 11:31.

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    patch 2



    http://www.easports.com/ufc/news/201...=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/...ea_sports_ufc/
    Last edited by Giorgos78; 27-08-2014 at 11:35. Reason: abilites

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  21. #15
    Advanced Member Godweeder's Avatar
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    Φαινετε να εχει γινει πολυ καλη δουλεια γενικα.
    Mε βλεπω για preorder !!!
    Spoiler!

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    PS4forums Addict Giorgos78's Avatar
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    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
    Last edited by Giorgos78; 17-10-2014 at 18:22.

  23. #17
    Advanced Member Godweeder's Avatar
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    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 ??
    Spoiler!

  24. #18
    PS4forums Addict Giorgos78's Avatar
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    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:



    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!
    Last edited by Giorgos78; 25-09-2014 at 02:26. Reason: νΡο βιντΡο

  25. #19
    Advanced Member Godweeder's Avatar
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    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 ?
    Spoiler!

  26. #20
    PS4forums Addict Giorgos78's Avatar
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    Default EA UFC

    Official forum help treads

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

    Last edited by Giorgos78; 27-07-2014 at 11:03. Reason: ol

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