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Boxing>Fight Night Round 4 Impressions
Pro Bowler 11:25 PM 06-20-2009
Thanks for the reply. Well, i'm happy there is atleast some sort of stiff jab in the game, but from your answer it seems the opposite of what EA said they tunned? Don't see how they could have tunned the jab and left the straight alone? [Reply]
Sausage 11:28 PM 06-20-2009

Originally Posted by fistofrage:
What are the punch stats like per round?

Can you adjust the the rounds to be 2 minutes in Legacy? Accelerated clock option?

I am really interested in the question about round length. Is there an option to change round time to two minutes in legacy mode? I have been hoping for this for years. [Reply]
Pro Bowler 11:28 PM 06-20-2009
This is straight from their forum.

Straight Right Hands need a Haymaker Modifier and the current Straight Right Hands feels like it has no Pop to it. Visually, it does not look like the fighter leans into the punches.

We have tweaked the straight right hands in the final version to get more pop on them. The haymaker modifier only works on hooks and uppercuts though. That is something we will investigate for DLC.

Link: http://forum.ea.com/eaforum/posts/list/232753.page [Reply]
slip3rman 11:45 PM 06-20-2009
Sorry if this has been answered in another thread like the Q&A, but is there no difference in match length as you progress through your career?

In Money's first post, he said he had 3 knockdowns over 5 rounds. Aren't your first few fights supposed to be like 4 rounds and then progress to 8 rounds, then 10 and finally 12 for title fights?

This bugged me about prizefighter that all matches were 10 rounds, even in your first pro fight. [Reply]
phillyfan23 11:48 PM 06-20-2009

Originally Posted by Money99:
The jab feels like it has more pop but not so much the cross.
And Phillyfan, I made a mistake when I said that the power sliders only affected the hook and uppercuts. What I meant to say was, while increasing the power slider will help the cross, it will also make the hook and uppercut more powerful as well.
It's too bad they don't have separate sliders for each kind of punch. The cross needs a lot more umph to it.


ok that's better...thanks money for clearing it up.

and yes, separate punch sliders would solve all problems basically....let's just hope they add the haymaker cross modifier thru dlc.... [Reply]
cingular 12:36 AM 06-21-2009
I think the solution as mentioned would be for different punch type sliders as well as individual punch type ratings. I don't think they could go wrong opening the game up to the user like that.

Can it be determined that insider fighters have an advantage and are more effective in this version due to these problems with hooks and UC? [Reply]
JayBee74 12:50 AM 06-21-2009

Originally Posted by phillyfan23:
First they didn't include a haymaker cross punch which will make ALL fighter's strongest punches the hooks and uppercuts by default.

and now the power slider ONLY affects the hook and uppercut. For a team to tout SIM this and REALISM that...this is just inexcusable.

it's a double whammy and basically renders the power slider useless for this game if you want any semblance of boxing realism.

As Dardixe pointed out a cross haymaker might be too easy to land. Remember how potent Ali's signature cross was in FN3?
I agree the cross needs more power, so if you knock the slider down on BOXER POWER (lowering the impact of hooks and uppercuts only), BOXER DAMAGE, and BOXER TOUGHNESS, you could possibly achieve "power punch parity". The tougher question is "after such painstaking measures to create "procedurally animated punches" is the cross too easy to land?
EDIT:take some of that back-I just read where the BOXER POWER slider effects ALL punches. [Reply]
JayBee74 12:55 AM 06-21-2009

Originally Posted by Pro Bowler:
This is straight from their forum.

Straight Right Hands need a Haymaker Modifier and the current Straight Right Hands feels like it has no Pop to it. Visually, it does not look like the fighter leans into the punches.

We have tweaked the straight right hands in the final version to get more pop on them. The haymaker modifier only works on hooks and uppercuts though. That is something we will investigate for DLC.

Link: http://forum.ea.com/eaforum/posts/list/232753.page

I hope so-in the demo PacMan's hooks are more than three times powerful then his left cross. [Reply]
Po Pimp 03:37 AM 06-21-2009
In regards to what has been discussed so far about the straight punch, I agree and disagree. A straight punch shouldn't be any fighters MOST powerful punch. Just because a punch is your best doesn't make it your most powerful. When you wind up on an uppercut or hook, its only going to increase the velocity of the punch, making it more powerful, whereas with a straight, its coming from a shorter distance. So in that regard, a straight is similar to a jab.

Now, what I do agree with is that this punch needs to be more powerful. Reason why? A straight is usually from the fighters dominant (strong) hand. Its more of a stinging punch whereas hooks and uppercuts are heavier punches. The problem with this game is that the straights have the same power as a jab. I'm just now noticing that you can't even knock a fighter down with a straight (on the demo atleast). A straight should have the ability to stun more often than it does, and it should be able to knock down or knock out a fighter. I stand by the theory that it shouldn't be any fighter's most powerful punch though.

Power-wise...Hooks/Uppercuts>>>>>Straights>>>>>>>>>>>>>>>>>>>Jabs

Also, don't feel making a haymaker straight is the answer. For one, how would that animation look? A straight is supposed to be a quick punch, and in this game, all haymakers are slow. I know why they made the haymakers slow (high risk, high reward) but I think a better solution would be to make the haymakers stay just as quick as a regular hook or uppercut, but when you miss, it should diminish your stamina greatly, AND leave you WIDE open (like turning around backwards open). [Reply]
JayBee74 06:59 AM 06-21-2009

Originally Posted by Po Pimp:
In regards to what has been discussed so far about the straight punch, I agree and disagree. A straight punch shouldn't be any fighters MOST powerful punch. Just because a punch is your best doesn't make it your most powerful. When you wind up on an uppercut or hook, its only going to increase the velocity of the punch, making it more powerful, whereas with a straight, its coming from a shorter distance. So in that regard, a straight is similar to a jab.

Well PP, in many cases the cross is a fighter's hardest and most deadly punch.
It was true of guys like Foreman, Rocky (see above), Hearns, and Lennox Lewis.

Originally Posted by Po Pimp:
I'm just now noticing that you can't even knock a fighter down with a straight (on the demo atleast)

Yeah, I noticed that too.

Originally Posted by Po Pimp:
I know why they made the haymakers slow (high risk, high reward) but I think a better solution would be to make the haymakers stay just as quick as a regular hook or uppercut, but when you miss, it should diminish your stamina greatly, AND leave you WIDE open (like turning around backwards open).

Too extreme-it would be a hit or miss haymaker affair.
[Reply]
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