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EA Sports UFC 3 Patch 1.06 Available Now - Full Patch Notes Here

EA Sports UFC 3

EA Sports UFC 3 Patch 1.06 Available Now - Full Patch Notes Here

EA Sports UFC 3 game update 1.06 is available now for both Xbox One and PlayStation 4, primarily focusing around grappling and footwork. Check out the full patch notes.

Takedowns

The biggest change to grappling comes in the form of a new feature, allowing you to perform takedowns on your opponent that cannot be denied when setup in the proper context. In order to perform these takedowns, you’ll need to use a fighter who has a double leg takedown and has a takedown rating of 90 or higher.

The first scenario in which to execute this takedown is against a forward-moving leg kick that lands on the outside of your lead leg. A window will open up just before the leg kick lands, and if you execute a double leg takedown attempt inside that window at proper range, you will perform a takedown that cannot be denied.

The next scenario is when your opponent misses a strike. In this case, a small window will open after the strike misses. During this window, you’ll be able to execute an undeniable double leg takedown. It’s important to note that you need to be in proper range in order to hit these takedowns. If your opponent misses a forward moving strike, you will need to execute the takedown from within kick range. If your opponent misses a standing strike, you would have to execute the takedown from within punching range.

The final scenario happens when you duck under a rear strike that your opponent misses, which will open a small window before the strike would land, in addition to the window described above. It’s important to note that the takedown windows scale with the different strike types and the stamina advantage you have over your opponent. Less committal strikes, like jabs and straights, won’t open a viable window until you’ve earned at least a small stamina advantage. More committal strikes, like superman punches and overhands, will open a viable window with no stamina advantage, and may still present a viable window even with a moderate stamina disadvantage.

The next big change to takedowns occurs when your opponent’s back is to the cage. Prior to this content update, the only way to enter into the single leg and double leg against the cage positions was if a takedown was denied late when the opponent was near the cage.

With this content update, any takedown performed when the opponent’s back is within two feet off the cage will end in the new cage positions.

New transitions have been added to that position, allowing the DOM to throw their opponent to side control as well as finish the takedown. This gives you two directional transition options to bring the fight to the ground.

We’ve also slowed down the SUB transition to over-under, putting the onus on the defensive player to deny the transitions.

Finally, we’ve tuned the grapple advantage you get when you evade your opponent’s strike to make the window bigger, making it easier to capitalize on a successful slip to earn a takedown. These changes should give players a more diverse set of tactics to bring the fight to the ground, making strike selection, timing, and cage position more important factors in the battle between the striker and the grappler.

Muscle Modifier

Once the fight makes it to the ground, the player can now take advantage of a new feature which allows you to use more strength and energy to complete certain transitions before your opponent is able to complete theirs. We call this the Muscle Modifier.

By pressing R1/RB when performing a grappling transition, certain transitions are now sped up at the cost of considerably more stamina. How much the transition is sped up depends on your stamina. If your stamina is full, the transition speed will be doubled. The less stamina you have, the slower the speed of the transition. When stamina becomes low enough, the increase in speed becomes negligible. Stamina cost is always the same, so it will be up to you to decide when and where this feature is worth using.

Not all transitions can be sped up using the Muscle Modifier. Only transitions that require strength and explosiveness to complete in real life will apply.

The current list of transitions that support this feature are:

  • Any getup from a SUB position on the ground
  • The takedown transitions from single leg and double leg against the cage
  • Posturing up from a DOM position on the ground
  • Transitioning from SUB back mount flat to back mount
  • Sit out sweep from back side
  • Getup from SUB sprawl to back clinch

Ground and Pound

The last big change to grappling involves ground and pound. In an attempt to make finishing the fight from the ground more viable, we’ve slowed down head health regeneration on the ground. This will make damage persist for longer, making it possible to use strikes more strategically to setup finishes.

We’ve also made the grapple advantage gained from blocking strikes expire, which will put the onus on the defensive player to act quickly to take advantage of it, quickening the pace of the fight on the ground.

Finally, we’ve increased the speed of ground strikes from both back mount and stacked guard, and increased the damage strikes deal from stacked guard.

Footwork

The biggest change to the standup game with this content update involves the footwork of forward-moving combinations. We’ve added the concept of range reduction when throwing multiple forward-moving strikes.

Any forward-moving combination will start to lose range and speed on the third consecutive strike thrown, unless you are switching between body and head strikes, in which case the range reduction begins immediately.

Range reduction means your fighter won’t track as well against a backwards-moving opponent. In fact, as soon as the range of your forward-moving combination gets reduced, a retreating fighter will start to avoid your strikes and create space without having to perform any evasive maneuvers. This will make aggressive fighting much riskier, and players will have to be mindful of what combinations they are throwing when moving forward if they want to maintain pressure.

If the attacking fighter wants to cover more distance and maintain pressure on a retreating opponent, they can still do so, but they will have to modulate their strike output in order to maximize their range. Once a combination is about to be range reduced, simply slowing down the input of the combination by approximately a quarter of a second will be enough for the fighter to reset their footwork and achieve maximum range once again.

This adds a new skill element to forward pressure and distance management. Mindless forward aggression will be far less successful, but deliberate forward pressure with awareness of footwork limitations can still be successful when done properly. These brief delays in output can leave a window open for the retreating fighter to land a strike in between the opponent’s forward-moving strikes, if timed properly.

In order to ensure that balance doesn’t shift too far towards the retreating fighter, we’ve also tuned the movement speed curve to make cage cutting much more effective. This, combined with the new cage takedown entries, should give skilled players who control the center of the Octagon more tools to control their opponent.

Finally, we’ve tuned the advanced side lunges to have more range, and further reduced the evasive retreat stamina tax by 50%. These changes should give more options to every playstyle when it comes to footwork.

See below for a complete list of gameplay changes coming with this content update.

Game Modes

  • Gameplay Sliders added to Event Mode
  • Health Events added to Post-Fight Statistics
  • Added more potential Rivals to Career Mode
  • Added indicator to schedule camp screen to display the last gym trained at
  • Added icon on tabs when new moves are earned in Career Mode
  • Added Random Fighter option to Fighter Select screens
  • Ultimate Team Customization improvements
  • Updated New Zealand and Australian Fight Kits
  • Opponent HUD removed for Division 6 or higher in Ranked Championships and all LEC matches
  • Fighter Grades added to Ranked Championship Fighter Select, which determines potential Rank Point gain or loss
  • Misc. Ranked Point improvements for Ranked Championships
  • Added Fighter Select back-out option for high latency matchups

AI

  • Added ability for AI to use grapple fakes depending on difficulty
  • Decreased aggression of AI on Pro & Legendary difficulty
  • Fix AI defense in practice mode sparring
  • Properly defend against muscle modified transitions
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Discussion
  1. Is it me or does this animation not look good:

    It's not fluid and you can see Blaydes' hand going through Hunt's body. The moment the leg kick lands his leg returns to standing position.
    cal7_11
    All those taunts and nothing for Cody!?

    Exactly he should've been the first to get new ones. He has some of the best taunts.
    I mean he literally did a push up in the middle of a fight. That would've been a great taunt.



    I love all these changes to ranked championships.
    Fighter Grades added to Ranked Championship Fighter Select, which determines potential Rank Point gain or loss
    Misc. Ranked Point improvements for Ranked Championships
    Added Fighter Select back-out option for high latency matchups
    LarsP
    It's not fluid and you can see Blaydes' hand going through Hunt's body.

    The clipping, I would guess, is just a byproduct of Hunt's somewhat larger belly. Hands clipping through shoulders of muscular fighters has always been noticeable on the ground. If you watch slow-mo submission victories, you'll see forearms clipping into throats.
    Clipping is the reason you rarely see long hair in games, even today. I don't know much about making games, but I know clipping must be a real ***** to deal with.
    johnmangala
    Exactly he should've been the first to get new ones. He has some of the best taunts.
    I mean he literally did a push up in the middle of a fight. That would've been a great taunt.




    The Cody head scratch or dance would be great additions
    This patch looks so awesome --- knock on wood :) But I have faith Devs will correct any inbalances!
    Oh and THANK YOU THANK YOU THANK YOU for the new Ranked Leaderboard tweaks!! As a leaderboard whore who hates using Top 5 type fighters, this is going to be sweet, sweet justice!!!
    So who is the Santos on the bottom of the list?
    I just saw all the taunts except for Santos. I checked all the ones I remember. Leonardo Santos? He doesn't have any.
    Just wondering if the "submission attempts" on the stat screen was removed or if it's just a minor glitch because of the new health events stats
    1stChrisso
    not enough stamina tax on evaded strikes. bad change imo

    Def. agree....worried about this change....need more stam tax on all missed/blocked/evaded strikes, if anything
    Looking forward to playing this in about 30 min, and hearing everyone's reviews....
    Oh and those undeniable takedowns = something I've been hoping to see for a long time!! May just have to bring out some C-rated Wrestlers in ranked tonite and see what this patch really can do for GnP fans ;)
    Boiler569
    Def. agree....worried about this change....need more stam tax on all missed/blocked/evaded strikes, if anything
    Looking forward to playing this in about 30 min, and hearing everyone's reviews....
    Oh and those undeniable takedowns = something I've been hoping to see for a long time!! May just have to bring out some C-rated Wrestlers in ranked tonite and see what this patch really can do for GnP fans ;)

    I'm still a little worried as to how OP Daniel Cormier might be. I mean, we really don't need more than 2 strikes to close distance, especially if you feint a jab. Only time will tell.
    Boiler569
    need more stam tax on all missed/blocked/evaded strikes, if anything

    Exactly this. Still way too much strikes possible. Still no decisions. But the game feels much better tbh. Good changes but not enough or bad in case of stamina.
    Counter Punch
    You seem to have more ways to make them miss now.

    More ways to make them miss, and we also tuned the effects of stamina rating. Brought down the high end and brought up the low end. Used 90 as a pinch point since everyone seemed to like the stamina of the LEC.
    Bigg Cee
    I love all these changes to ranked championships.
    Fighter Grades added to Ranked Championship Fighter Select, which determines potential Rank Point gain or loss
    Misc. Ranked Point improvements for Ranked Championships
    Added Fighter Select back-out option for high latency matchups

    I REALLY LOVE these changes, FINALLY :) !!!!!!!!!!
    Boiler569
    This patch looks so awesome --- knock on wood :) But I have faith Devs will correct any inbalances!
    Oh and THANK YOU THANK YOU THANK YOU for the new Ranked Leaderboard tweaks!! As a leaderboard whore who hates using Top 5 type fighters, this is going to be sweet, sweet justice!!!

    I'm agree with you Boiler :appl::appl::appl::appl:
    i will be unchecking the LW and LHW boxes so I don't get murdered by DC/ Khabib crucifix spammers. Anyone else scared of getting murdered this way then being messaged "your trash, Your a bum, kid lmao"
    Devs, do you think that Taunts are good spending of resources? You think Taunts are more important than for ex, evolving Practice tools/fixing bugs and correcting Sway issues?
    With all respect, but i think Taunts are the LAST THING that game needs among others.
    Sometimes, i really can not understand your logic =/
    SUGATA
    Devs, do you think that Taunts are good spending of resources? You think Taunts are more important than for ex, evolving Practice tools/fixing bugs and correcting Sway issues?
    With all respect, but i think Taunts are the LAST THING that game needs among others.
    Sometimes, i really can not understand your logic =/

    The people who work on taunts arent the people who work on practice tools or sway issues.
    SUGATA
    Devs, do you think that Taunts are good spending of resources? You think Taunts are more important than for ex, evolving Practice tools/fixing bugs and correcting Sway issues?
    With all respect, but i think Taunts are the LAST THING that game needs among others.
    Sometimes, i really can not understand your logic =/

    After a short morning transit, the lead motion capture guy arrives at the office and pours himself a cup of coffee. He thinks to himself, I've got nothing better to do today and throws on the mocap suit before the others arrive in the office. He presses record on the animation software they use in his office and starts fooling around with taunts some of the fighters might use throughout their career and by noon he has 18 he really likes. Since the skeletons are already rigged correctly to the suit itself, he throws them into the folders with names of fighters he feels they belong to and submits them. They're assigned to the directional keys by the coding guys and set aside until the rest of the work is done for the patch. This took the motion capture guy, who's main job is likely to do this one afternoon.
    Now if you've got a better idea where the resources of the entire development team should be spent, I'm all ears.
    The meticulous Esp
    Keep in mind that now there are more evaded strikes because of the new combo system :y220b:
    There is an obvious reason why we don't have enough decisions. It's the lack of proper stamina system. Chances of winning with higher striking output is much better than conserving your stamina. The stamina is still totally broken!
    aholbert32
    The people who work on taunts arent the people who work on practice tools or sway issues.

    may be, but as i think it took away some resources which could be re-directed instead to another office (practice and gameplay section).
    Wrong priority.
    SUGATA
    may be, but as i think it took away some resources which could be re-directed instead to another office (practice and gameplay section).
    Wrong priority.

    There were no resources used. More likely or not, they were captured at a mo cap session that was focused on other aspects of gameplay (likely grappling given the new auto takedowns and cage entries). After that its just putting them in the game and assigning them.
    None of the people who work on that would be working on fixing practice mode bugs or issues with the sway.
    this patch is fantastic devs. the fighter grades and incentive to use lower rated fighters is awesome. Guida is totally viable now and the points you get when you beat an Edson... great job. Did lose my title in 5 seconds taunting tho. worth it
    AydinDubstep
    Did the GSP jump taunt and got front kick KO'd when in mid air. Brutal.

    This taunt would be good for Bas Rutten if they add him back (along with Mike Tyson, Sakuraba, and other legends).
    Zeta Reticulan1
    Wow, that's incredible with the amount of stuff they accomplished in this one.

    Dare I say the next one will be the biggest? No, I'm not allowed to say that.
    johnmangala
    This taunt would be good for Bas Rutten if they add him back (along with Mike Tyson, Sakuraba, and other legends).

    It was actually taken from his ring entrance animation in UFC 2.
    Ok after further review, I found some legitimate “issues” regarding denials within the new cage TD mechanics.
    I say “issues” because the denials are still scientifically possible, but highly unlikely even with the best players.
    Basically, from cage TD position, the SUB fighter is gonna have it real tough with denials. For simplicity, I’ll just bullet point reasons why:
    - Denial input directions change entirely based upon the STANCE (orthodox/southpaw) of the DOM fighter when they shot the takedown.
    - Denial inputs change based upon which side of the screen you’re on (left or right).
    - No matter what side of the screen you’re on, double legs are always finished pushing the RS AWAY from your opponent, and single legs are finished by pressing the stick TOWARDS your opponent. This applies to center of the octagon, or against the cage. The defender does not need to know these directions to deny takedowns in open space; RT+down defends all. However, against the cage, the defender DOES need to know (and match) the DOM’s input directions to successfully deny. Meaning against the cage, single legs are defended with the right stick away from your opponent, and doubles are defended with RS towards them.
    - So as I stated earlier, takedown denials from against the cage positions are consistent, REGARDLESS of stance/side of the screen; singles are ALWAYS denied with RS away from opponent (towards you), doubles towards opponent (away from you). However, the other transitions are where things get confusing.
    - Elaborating on the last sentence there. (Still from cage TD position) Double underhooks and bodylock high, which share the same input/denial direction and tell, change directions based upon stance, but NOT side of screen.
    - So if I’m orthodox, and drive my opponent into the cage TD position, the subsequent double under and bodylock slam transitions are “left”. If I shoot from southpaw, the double under and bodylock transitions are now “right”. Meaning my opponent would need to deny right to stop the bodylock slam. Yet if I shot from orthodox, the same slam would need to be defended with a left input.
    -This is quite problematic for the SUB fighter, as the denial inputs for both the overhook and slam transitions change based on the stance of your opponent. What makes it worse, is the TD denials NEVER change. So in some cases, all 4 transitions (power and normal double leg, underhooks and slam) are all denied the same direction. Yet in other cases, 2 are left, and 2 are right.
    Tested and confirmed examples (all from cage double leg TD position):
    -If DOM fighter is SOUTHPAW and on RIGHT side of screen, all 4 SUB denials are denied the same (RT/R2+right on RS)
    -If DOM fighter is ORTHODOX and on LEFT side of screen, all 4 are also denied the same (RT/R2+left on RS).
    GameplayDevUFC
    Dare I say the next one will be the biggest? No, I'm not allowed to say that.

    Wait what?!?!?
    Can we at least get an idea if it’s grappling /striking based or possibly both again?
    Phillyboi207
    Wait what?!?!?
    Can we at least get an idea if it’s grappling /striking based or possibly both again?

    Probably a fighter overhaul, tweaking minor things the game feels good right now possibly a new grappling positions lol
    Zeta Reticulan1
    Not that there isn't anything left to patch, but what's left to patch?
    I can't think of anything now really.

    Once the game is in a pretty balanced place, there's a bunch of "fun" stuff I want to add. But the focus will remain on balanced for as long as necessary.
    Zeta Reticulan1
    I would LOVE new grappling positions.

    Seated cage would be amazing.
    I do wish the clinch was addressed. Something to make it more dynamic. Single collar strikes doing more damage. Momentum transitions based on player movement. Speed up the pushing/pulling.
    This patch has greatly improved the game especially against the AI,
    I wish the cage interaction was more than just from 2 feet , I would like to see a scramble start from the center of the cage in some cases an end against the cage..And I’m still keeping my fingers crossed for new venues such as the ultimate fighter mode and the practice gyms especially the ring for play now..? Wishful thinking
    Sent from my iPhone using Operation Sports
    mannyonelover
    This patch has greatly improved the game especially against the AI,
    I wish the cage interaction was more than just from 2 feet , I would like to see a scramble start from the center of the cage in some cases an end against the cage..And I’m still keeping my fingers crossed for new venues such as the ultimate fighter mode and the practice gyms especially the ring for play now..? Wishful thinking
    Sent from my iPhone using Operation Sports

    This. I think anything that causes more cage interaction is a good thing.
    GameplayDevUFC
    Dare I say the next one will be the biggest? No, I'm not allowed to say that.

    Should i do the patch spoilers for the next big patch that comes out?
    I thought i did a great job updating everything as soon as you posted them on twitter.
    I hope i made you proud GPD. 👍🏻 😀
    Phillyboi207
    Seated cage would be amazing.
    I do wish the clinch was addressed. Something to make it more dynamic. Single collar strikes doing more damage. Momentum transitions based on player movement. Speed up the pushing/pulling.

    Yeah I think clinch is part of the "fun stuff" potentially. Adding movement to the clinch and addressing other areas there would be amazing, along with seated cage positions.
    Who does Dan Hooker have to finish to get moved up to lightweight?
    How CB Dolloway got moved before him ill never know.. Dude got beat by an elevator in his LHW debut and then wins via DQ over a guy who himself can't get put in his active weight class in Hector Lombard.
    has anyone noticed the white arrows that appear on the screen in the direction you need to deny? i just saw this playing a quick fight before i head out.
    Do these pop up in online ranked fights?
    AeroZeppelin27
    Who does Dan Hooker have to finish to get moved up to lightweight?
    How CB Dolloway got moved before him ill never know.. Dude got beat by an elevator in his LHW debut and then wins via DQ over a guy who himself can't get put in his active weight class in Hector Lombard.

    Probably Gilbert Burns on July 7.
    GameplayDevUFC
    Once the game is in a pretty balanced place, there's a bunch of "fun" stuff I want to add. But the focus will remain on balanced for as long as necessary.

    *cough sit down cage transitions, new standard double leg takedown animations, quicker and more involved ref interactions during finish the fight and flash KOs, animations where fighters curl up during TKO ending sequence and not just lay like a fish* cough lollll
    Bigg Cee
    has anyone noticed the white arrows that appear on the screen in the direction you need to deny? i just saw this playing a quick fight before i head out.
    Do these pop up in online ranked fights?

    Man I argued for that since the beta of UFC 2 on the beta forums!
    Glad it's just on quick fight though.
    More rivals in career mode is great.
    Now if you can get rid of the longevity meter, then career mode will be perfect. At least give the option to turn it off.
    I don't like the idea of the game telling me to retire.
    Mister_No_Name
    More rivals in career mode is great.
    Now if you can get rid of the longevity meter, then career mode will be perfect. At least give the option to turn it off.
    I don't like the idea of the game telling me to retire.

    Is this Chuck Liddell on an alt account?
    Mister_No_Name
    More rivals in career mode is great.
    Now if you can get rid of the longevity meter, then career mode will be perfect. At least give the option to turn it off.
    I don't like the idea of the game telling me to retire.

    Im still waiting on Champs actually changing
    I cant play that mode because it completely breaks immersion.
    Have champs changes and allow us to go back to lower league or TUF if we get cut by the UFC
    aholbert32
    Just realized that most of these taunts dont even appear to be mo-capped. Many are just taken from fighter intros.

    Even less resources than I initially wrote about then. Lol
    Bigg Cee
    has anyone noticed the white arrows that appear on the screen in the direction you need to deny? i just saw this playing a quick fight before i head out.
    Do these pop up in online ranked fights?

    Only quick match and career. Not a new feature either.
    xtremeba1000
    i will be unchecking the LW and LHW boxes so I don't get murdered by DC/ Khabib crucifix spammers. Anyone else scared of getting murdered this way then being messaged "your trash, Your a bum, kid lmao"

    Not scared of the message, but everything else, yeah.
    Sent from my iPhone using Operation Sports
    AeroZeppelin27
    Who does Dan Hooker have to finish to get moved up to lightweight?
    How CB Dolloway got moved before him ill never know.. Dude got beat by an elevator in his LHW debut and then wins via DQ over a guy who himself can't get put in his active weight class in Hector Lombard.

    Thanks for bringing that up, I love watching dan hooker fight but his stats are still complete trash for how good he is
    Good Grappler
    Ok after further review, I found some legitimate “issues” regarding denials within the new cage TD mechanics.
    I say “issues” because the denials are still scientifically possible, but highly unlikely even with the best players.
    Basically, from cage TD position, the SUB fighter is gonna have it real tough with denials. For simplicity, I’ll just bullet point reasons why:
    - Denial input directions change entirely based upon the STANCE (orthodox/southpaw) of the DOM fighter when they shot the takedown.
    - Denial inputs change based upon which side of the screen you’re on (left or right).
    - No matter what side of the screen you’re on, double legs are always finished pushing the RS AWAY from your opponent, and single legs are finished by pressing the stick TOWARDS your opponent. This applies to center of the octagon, or against the cage. The defender does not need to know these directions to deny takedowns in open space; RT+down defends all. However, against the cage, the defender DOES need to know (and match) the DOM’s input directions to successfully deny. Meaning against the cage, single legs are defended with the right stick away from your opponent, and doubles are defended with RS towards them.
    - So as I stated earlier, takedown denials from against the cage positions are consistent, REGARDLESS of stance/side of the screen; singles are ALWAYS denied with RS away from opponent (towards you), doubles towards opponent (away from you). However, the other transitions are where things get confusing.
    - Elaborating on the last sentence there. (Still from cage TD position) Double underhooks and bodylock high, which share the same input/denial direction and tell, change directions based upon stance, but NOT side of screen.
    - So if I’m orthodox, and drive my opponent into the cage TD position, the subsequent double under and bodylock slam transitions are “left”. If I shoot from southpaw, the double under and bodylock transitions are now “right”. Meaning my opponent would need to deny right to stop the bodylock slam. Yet if I shot from orthodox, the same slam would need to be defended with a left input.
    -This is quite problematic for the SUB fighter, as the denial inputs for both the overhook and slam transitions change based on the stance of your opponent. What makes it worse, is the TD denials NEVER change. So in some cases, all 4 transitions (power and normal double leg, underhooks and slam) are all denied the same direction. Yet in other cases, 2 are left, and 2 are right.
    Tested and confirmed examples (all from cage double leg TD position):
    -If DOM fighter is SOUTHPAW and on RIGHT side of screen, all 4 SUB denials are denied the same (RT/R2+right on RS)
    -If DOM fighter is ORTHODOX and on LEFT side of screen, all 4 are also denied the same (RT/R2+left on RS).

    Are you confirming the denials as well? All singles and doubles from cage TD positions are denied down, despite the doms options for singles and doubles being left or right. The body lock is the only one that actually changes sides from what I can tell.
    If there isnt at least 2 options available to the dom, the position becomes useless, as you could just deny everything downwards.
    All singles and doubles denied down
    Bodylock denied left or right based on stance, what is the issue?
    Mister_No_Name
    Lol! Nope...but see, that's why I want it.
    Some guys don't know when to hang it up.

    Yeah we need to be able to pull the old Chuck Liddell in our careers if we want to for sure.
    Falseperception
    Having trouble figuring out how to get the automatic takedowns - have played like 15 matches against ai and haven’t pulled one off or gotten one down on me once

    Wait for the AI to throw a overhand and that usually does the trick for me
    Sent from my iPhone using Operation Sports
    I feel like its ridiculous that only people with a takedown rating of 90 can do the new takedowns. Gunnar Nelson for example should be able to do it as he's done it in many fights..
    Phillyboi207
    Have champs changes and allow us to go back to lower league or TUF if we get cut by the UFC

    Biggest aspect of career mode that still needs to be addressed. Getting forced immediately into retirement with 70+% longevity and only two losses because those two losses were to a rival is ridiculous.
    DC sure as hell didn't retire after that second Jones fight. :ohno:
    Zeta Reticulan1
    My bad I thought you got caught up in that ban fest a while ago with Haz and some others.

    Don’t get me wrong I’ve been banned before LOL, however I’m loving where this patch is going just still passionate about the game!! I hope they keep these patches coming it’s only getting better.
    Sent from my iPhone using Operation Sports
    UFCBlackbelt
    Is there any benefit to choosing a single leg over a double?
    Single leg gives you side control DOM ...double leg full guard DOM . Once you posture up ...opponent can get up. You want to strike three times and then deny your opponent's transition from the bottom . So single leg is better for me iMO .
    If you have GSP in SUB side control he can get up straight ... So that's an exception.
    Sent from my Infinix Zero 4 using Operation Sports mobile app
    ZHunter1990
    Are you confirming the denials as well? All singles and doubles from cage TD positions are denied down, despite the doms options for singles and doubles being left or right. The body lock is the only one that actually changes sides from what I can tell.
    If there isnt at least 2 options available to the dom, the position becomes useless, as you could just deny everything downwards.
    All singles and doubles denied down
    Bodylock denied left or right based on stance, what is the issue?

    The issue at this point is that I typed nearly 10 paragraphs of incorrect material, because I completely overlooked the fact that singles and doubles are denied down in the clinch.
    Which kind of sucks because I do have a valid point with the bodylock.
    Denying the bodylock transitions is problematic for two reasons:
    1) Denials change direction if DOM switches stances
    2) Denials remain the same direction regardless if you’re on the left or right side of the screen. This removes the ability to use any logic such as “it’s always denied towards the fence”, because on one side of the cage “left” may be towards the fence but on the other side it’s away from the fence. So it’s purely memorization of left/right, based upon the stance of your opponent. If that makes any sense, hard to word it.
    And it’s especially rough on the SUB considering it’s a fast transition, a missed denial gets you slammed to side control.
    First impressions:
    Love the grappling changes so far. I'm sure this could change as soon as someone dominates me on the ground.
    Really dislike the feel of the striking right now. This is by far the biggest change to striking we've seen. I'm hoping that my brain is just bitter as it's trying to sift out which combos and strategies no longer work, and that I'll get used to it and appreciate the changes.
    I can't really figure out how to press forward efficiently. Almost all of my fights are going to decisions unless one person is completely reckless in pursuit. Maybe I'm doing something wrong..
    Still have one little gripe I feel like the AI is too well at defending combinations that include body strikes ,I find that they always counter as soon as you go to the body causing you to get stunned or KD... maybe next patch.
    Sent from my iPhone using Operation Sports
    Awesome work. I really like what I'm reading. I've been busy so not had the chance to play in a while but I'm going to have a sesh this week.
    LI have some suggestions for a potential future patch; takedown feints and a reduction of feint stamina drain.
    I loved feinting takedowns in UFC 2 to get a reaction. I also love feinting low and going high etc
    bucsfanman
    I can't really figure out how to press forward efficiently. Almost all of my fights are going to decisions unless one person is completely reckless in pursuit. Maybe I'm doing something wrong..

    This. I haven't played too many matches, but this is how I feel as well. I almost quit my last one mid match as I came to the (way too early) conclusion that this just isn't fun. Just feels really slow, and like you can't push the fight whatsoever if you want to. We likely just haven't figured out how to do it yet.
    I loved where the standup was at. Who cares if the 1-2b was overused, it was available to everyone. There will always be a meta. I guess some of you got your wish and got more striking realism (maybe?), but I'm definitely not having fun with this.
    The ai aggression on pro/legendary is still way too aggressive.
    Machida throws 60-70 strikes a round on ACCELERATED clock and fighters like rampage can get up to 90 and sometimes 100. Forget about real time....
    You can get machida to throw 50-55 if you employ a striking strategy like a passive version of real life machida and basically get 2 takedowns a round so you can have the cpu throw less. Its just not well done at all. Basically you have to game the system to get machida to throw 50-55 strikes a round, which for Machida is still too many strikes anyway.
    Question to GPD or Skynet....is there a way to add a cpu strike output slider in the next patch?? Thats the only way to fix this cpu overagression.
    Sent from my iPhone using Operation Sports
    There has to be a glitch with the back out during ranked when you see someone has a laggy connection. Sometimes it works and other times nothing happens when i push the buttons.
    So far when i reset the game it lets me back out, but once i do it and try again a few fights later it never works.
    This is on XBOX. Haven’t tried PS4 yet.
    ptang
    This. I haven't played too many matches, but this is how I feel as well. I almost quit my last one mid match as I came to the (way too early) conclusion that this just isn't fun. Just feels really slow, and like you can't push the fight whatsoever if you want to. We likely just haven't figured out how to do it yet.
    I loved where the standup was at. Who cares if the 1-2b was overused, it was available to everyone. There will always be a meta. I guess some of you got your wish and got more striking realism (maybe?), but I'm definitely not having fun with this.

    You have to cut off the cage
    Before you could just move forward wildly throwing strikes. Now it takes skill to close distance
    The undeniable takedown makes no sound- must be a bug there
    Also animation is wrong they should be shooting lower towards the hips/stomach. Right now it looks like head pushes against the opponents chest when taking them down.
    Phillyboi207
    You have to cut off the cage
    Before you could just move forward wildly throwing strikes. Now it takes skill to close distance

    This, a lot of guys are getting exposed for their previously cheesy methods of closing distance like three-hook body combos. Now it requires cutting the cage, choosing your counters well. Reach finally feels important as it should be, but you can still close the distance and hurt guys.
    I was playing as Kelvin Gastelum vs Weidman and felt Weidman's reach, it wasn't until round two when I started delaying my attacks to open up his guard, and then after I dropped him he became aggressive and I used head movement to counterstrike. It was great.
    I love that Stamina is also a lot more viable now, you can use other ranked fighters without feeling hopeless. Some are still on my no-go list, but I've been finding it fun using Corey Anderson and Rampage.
    aholbert32
    Just realized that most of these taunts dont even appear to be mo-capped. Many are just taken from fighter intros.

    And we can’t add them to our CAF’s, I want that Diego Sanchez taunt so bad. D:
    Sent from my iPhone using Operation Sports
    ptang
    First impressions:
    Love the grappling changes so far. I'm sure this could change as soon as someone dominates me on the ground.
    Really dislike the feel of the striking right now. This is by far the biggest change to striking we've seen. I'm hoping that my brain is just bitter as it's trying to sift out which combos and strategies no longer work, and that I'll get used to it and appreciate the changes.

    Or just approach it like a fight and maybe you’ll have more fun.
    The gameplay is actually dynamic now.
    The work you devs do shows your tireless effort and your absolute dedication to the game and to the community. While you’ll surely get your fair share of hate posts (as always), please know there are many of us who so appreciate everything you do. Thank you.
    About the new Transition slider changes.
    What setting would best replicate the old maximum setting?
    I found the old max setting would make TDs much harder to deny, but denials and everything else weren't too much quicker.
    Whereas now, with the AI transition speed maxed, I can't deny a transition to save my life, the window is just too small.
    I had the game in a pretty good place slider wise pre-patch but this has put me out of whack.
    I want TDs to be quite hard to stuff and the ground game to be harder but fair basically, which the old setting provided.
    In the old setting, any GA disadvantage would make TDs nigh unstoppable when the opponent had 100%-75% stamina, so you really had to moderate your gameplan to avoid being taken down, it felt great.
    TL;DR What setting on the new AI transition speed slider would be the same as the old maximum?
    Also, is the AI programmed to try and use the new auto TDs? I haven't had it hit one yet on pro.
    aholbert32
    Damn that sucks. Hopefully that changes.

    Wouldn't they be unavailable for the same reason DLC fighter posture/stances are unavailable?
    I remember either one of the devs or GC's saying the reason we couldn't use any of the postures/stances/taunts added in patches on CAF's was because it could cause issues if someone were to uninstall the patch.
    For example, give a CAF Sąki's posture, then uninstall the patch and then the game bugs out or freezes when you go to use that CAF.
    Though I don't see why they couldn't implement a "no-roll back" feature on saves like most games do, where you simply can't access your save/profile/CAFs if your version no. Is lower than the one the CAF was created on.
    As you said though, hopefully it changes. These new taunts are sweet.
    I'm honestly really struggling with this stand up game. It doesn't make any sense to me I feel like I'm losing to people I never have before because I can't figure out a way to punish them. I just had a guy throw 200 punches in one round mostly 1-2 spam and nothing would work to stop it. I couldn't even slip it for some reason.. the input delay made it impossible to time it and when I did time it I'd get hit with the next shot right after anyway. Everything seems to have slowed down and stamina seems to not matter even more than before somehow. I'm lost..
    rabbitfistssaipailo
    Dude it happens ...been on a two day loosing streak ...my timing was off for the slip straight counter to the 1-2 .
    Currently taking a break . Just go to practice and lab it .
    All the best .

    Yeah I'm going to have to learn something new. It's either what I mentioned or literally chasing someone down the octagon for 3 rounds and the fight ending in a decision. I think 70%+ of my fights have been decisions so far..
    Yo ...I tried getting the new takedowns with khabib ... couldn't pull it off .
    Anyways will try later .
    Good one from the devs adding a random fighter pick option ...I would like to see MM , and all the other prominent fighters use this . But I don't know if it's available for online tho .
    Sent from my Infinix Zero 4 using Operation Sports mobile app
    Random fighter selection is useless thanks for that. -.- It has to hide the fighters until the match starts otherwise it isn´t random since you don´t know if your opponent has choosen random or not. Make it a silhouette of generic fighter picture that is the same for everyone or make it a questionmark. And also make sure the system don´t leads into mirror fights.
    rabbitfistssaipailo
    Yo ...I tried getting the new takedowns with khabib ... couldn't pull it off .
    Anyways will try later .
    Good one from the devs adding a random fighter pick option ...I would like to see MM , and all the other prominent fighters use this . But I don't know if it's available for online tho .
    Sent from my Infinix Zero 4 using Operation Sports mobile app

    Random fighter select is great for offline, wanted that since UFC 1.
    As for the instant TDs, play against Hunts AI with say, Blaydes. It spams overhands, time a double leg TD the second after you avoid or slip an overhand and you'll get one.
    You can even eat the overhand and land it if you time it right, though its risky and you take massive damage.
    Is anybody doing any thing special that they didn't before? Because all my matches online are playing out just like before...with people constantly fighting nose to nose still, TD denial is practically the same, only differences is the GNP ends fights a bit faster which I hate. So what am I missing? It's frustrating seeing the same redundant fighting styles used online still.
    Sent from my SM-J700P using Operation Sports mobile app
    TheGentlemanGhost
    Is anybody doing any thing special that they didn't before? Because all my matches online are playing out just like before...with people constantly fighting nose to nose still, TD denial is practically the same, only differences is the GNP ends fights a bit faster which I hate. So what am I missing? It's frustrating seeing the same redundant fighting styles used online still.
    Sent from my SM-J700P using Operation Sports mobile app

    still can't circle properly in the game or generate space so yeah its still nose to nose most of the time
    That head movement bullcrap is still going on, every time you go for a combo the guy can just rotate the stick randomly and all is avoided. Even I tried it in the same fight, works like a charm.
    These changes are great again, but I have a problem with so many after release updates:
    All of us who got the game on release paid +-$60 for a game that is nowhere near as good as it is now. Meanwhile the people who decided to wait a few months get 50% off and a better game right from the start.
    With all those changes like ref stoppages and the new animations, isn't it just better to release the game a little later instead of releasing a unfinished product?
    LarsP
    These changes are great again, but I have a problem with so many after release updates:
    All of us who got the game on release paid +-$60 for a game that is nowhere near as good as it is now. Meanwhile the people who decided to wait a few months get 50% off and a better game right from the start.
    With all those changes like ref stoppages and the new animations, isn't it just better to release the game a little later instead of releasing a unfinished product?

    Ethically?
    Yes.
    They gotta get their money though so they release the games while they have tons of obvious issues such as not being able to follow people to the ground after knocking them down..
    LarsP
    These changes are great again, but I have a problem with so many after release updates:
    All of us who got the game on release paid +-$60 for a game that is nowhere near as good as it is now. Meanwhile the people who decided to wait a few months get 50% off and a better game right from the start.
    With all those changes like ref stoppages and the new animations, isn't it just better to release the game a little later instead of releasing a unfinished product?

    This is what happens when you buy a sports game at release. There isnt a single sports game that has been released that has been better (or even equal) at release than it is after a few months of patches.
    I just say it again and again. Stamina is broken. The amount of sig strikes that can be thrown is ridiculous. Aaaaaand those strikes don't decrease in force with low stamina. The overhands and hooks are head seeking rockets. Fix it already!!! It stinks!
    aholbert32
    This is what happens when you buy a sports game at release. There isnt a single sports game that has been released that has been better (or even equal) at release than it is after a few months of patches.

    That's not a very good justification for releasing an unfinished game
    I think the patch is great so far. Obviously, there are still things to be fixed, but overall yet another step in the right direction. I love the ability we now have to fight at range. I used Neil magny and picked a RDA apart Bc he couldn’t get close. And the ground game has seen an immense improvement. Also for all you guys that play lots of ranked, try out playing offline with the CPU its very fun esp since they do fakes now. I would just recommend turning up the transition sliders Bc the computer can’t land a TD for their lives lol
    My complaints are
    That body shots have 0 range. I’ll throw the straight to body hook and miss almost every time. It’s like every body shot has the range of the 1 to rear body hook. I understand nerfing the range of the 1 to rear body straight but all of the body punches too? (At least that’s how it seems) but I’m sure that’s a quick fix for you guys (at least I hope)
    My second complaint is that we don’t have an option to turn off the opposing hud. This is a head scratcher to me like why not? Maybe it was an oversight? We can’t even do it offline lol why not?
    Fuhreelbruh
    That's not a very good justification for releasing an unfinished game

    What you call "unfinished" isnt universal. I dont believe the game was unfinished. I love all the new animations that they have added post release but I wouldve been fine with the game with just the bug fixes and balance adjustments. I dont consider not having ref interactions as proof that the game was unfinished or not having auto takedowns.
    I guess I'm a realist. I buy sports games from EA, 2k, Sony and Big Ant. If I buy a game at release, I accept that there will be some bugs and balance issues.
    I also do some homework. Nothing was hidden about this game or most sports games. If I'm concerned that there may be missing features or issues with the game, I watch streams or read reviews or read the impressions on the forums. I streamed the game for 5 hrs a week before release. So did others. People knew what they were getting.
    I guess I dont have much sympathy for people who bought the game full price even though they had the chance to fully inspect the game (**** people with EA Access couldve played the full game for 5 bucks) and then complain that people who waited later are paying less (Not saying Lars P is complaining).
    Would it have been nice if EA was able to get all of these features in at release? Absolutely. But the game was what it was at release and people still spent money to buy it. Some of that responsibility falls on the consumer.
    burningxspirit
    I'd much rather my hands on a game when we did, even it's its "unfinished", than to have had to wait until June for the game as it is now.

    Yep. Keep in mind, the only thing we would have if they delayed is more animations (which isnt a bad thing). The same exploits wouldve been found. Same bugs. They wouldve needed the same number of patches to get the game where it is now.
    I know that you can expect a lot of post game patches and whatnot with sports games. And in a way it's great that we get so much stuff added to the game, however I probably won't buy the next game on release.
    LarsP
    I know that you can expect a lot of post game patches and whatnot with sports games. And in a way it's great that we get so much stuff added to the game, however I probably won't buy the next game on release.

    That is absolutely smart and justified.
    I think Flacco is right, this is probably a lot better offline. I'm not seeing much improved online. The Cpu will pace themselves at least, because online, nobody paces themselves because they don't have to, there's no real stamina penalty, there's still not a good way to threaten for a TD on aggressive fighters like it should be, so why not just fight an inch away from one another. I gotta just stick with offline for a while until some thing is done with the boring phone booth fighting online.
    Sent from my SM-J700P using Operation Sports mobile app
    ptang
    First impressions:
    Love the grappling changes so far. I'm sure this could change as soon as someone dominates me on the ground.
    Really dislike the feel of the striking right now. This is by far the biggest change to striking we've seen. I'm hoping that my brain is just bitter as it's trying to sift out which combos and strategies no longer work, and that I'll get used to it and appreciate the changes.

    After some time to get used to it, I'm coming around on the striking as I hoped. My first few fights I just happened to encounter people that wanted a slow, boring fight. Footwork is more important now to cut them off, but it does feel like a fun fight is dependent on an opponent willing to mix it up in the pocket. Or maybe I should say the ability to dance on the outside and throw 10 strikes a round seems to exist now.
    aholbert32
    What you call "unfinished" isnt universal. I dont believe the game was unfinished. I love all the new animations that they have added post release but I wouldve been fine with the game with just the bug fixes and balance adjustments. I dont consider not having ref interactions as proof that the game was unfinished or not having auto takedowns.
    I guess I'm a realist. I buy sports games from EA, 2k, Sony and Big Ant. If I buy a game at release, I accept that there will be some bugs and balance issues.
    I also do some homework. Nothing was hidden about this game or most sports games. If I'm concerned that there may be missing features or issues with the game, I watch streams or read reviews or read the impressions on the forums. I streamed the game for 5 hrs a week before release. So did others. People knew what they were getting.
    I guess I dont have much sympathy for people who bought the game full price even though they had the chance to fully inspect the game (**** people with EA Access couldve played the full game for 5 bucks) and then complain that people who waited later are paying less (Not saying Lars P is complaining).
    Would it have been nice if EA was able to get all of these features in at release? Absolutely. But the game was what it was at release and people still spent money to buy it. Some of that responsibility falls on the consumer.

    You don't think it released unfinished?
    When the game released it was literally completely different than it is now. COMPLETELY different. Why? because mechanics weren't in place to make it even semi realistic. you're delusional.
    I think the game was actually better 2 patches ago. It felt more fluid in general but especially the head movement. Ducking was a bit OP but it was ok otherwise I thought.
    Now it's all the same block breaking combos over and over or just alternating between that's and leg kicks when people try to use head movement to stop their block being broken.
    Fuhreelbruh
    You don't think it released unfinished?
    When the game released it was literally completely different than it is now. COMPLETELY different. Why? because mechanics weren't in place to make it even semi realistic. you're delusional.

    One you dont need to insult me because I disagree with you. It doesnt make you look edgy or cool.
    To your point, you are arguing a different point than I'm making. I dont think the game was "unfinished." The changes to the "mechanics" were based on user feedback...and you can only get that by RELEASING THE GAME. They arent going to know what they need to balance until the game is in people's hands.
    Unfinished to me is a game like World Tennis Tour that released without any online modes and a promise to release those modes in a month. Or Madden 18, which had a CPU AI that did nothing but drop back and get sacked. Or other EA games from years ago that had freezes when you saved the game.
    aholbert32
    One you dont need to insult me because I disagree with you. It doesnt make you look edgy or cool.
    To your point, you are arguing a different point than I'm making. I dont think the game was "unfinished." The changes to the "mechanics" were based on user feedback...and you can only get that by RELEASING THE GAME. They arent going to know what they need to balance until the game is in people's hands.
    Unfinished to me is a game like World Tennis Tour that released without any online modes and a promise to release those modes in a month. Or Madden 18, which had a CPU AI that did nothing but drop back and get sacked. Or other EA games from years ago that had freezes when you saved the game.

    you can only get user feedback by releasing an 80$ game way too early?
    Wow. I could've sworn there was something crazy in the gaming industry... oh yeah its called running beta tests. Turns out its actually extremely common.
    Moreover, there are still issues that have been immersion breaking, game breaking issues such as NOT BEING ABLE TO FOLLOW PEOPLE TO THE GROUND after knocking them down.
    That's a pretty fundamental aspect of mixed martial arts in the modern world. Do you really think blatantly missing mechanics like being able to block strikes while somebody caught your leg is something they couldn't figure out was supposed to be in the game on release?
    Come on now. You're shilling your game, and its obvious.
    Fuhreelbruh
    you can only get user feedback by releasing an 80$ game way too early?
    Wow. I could've sworn there was something crazy in the gaming industry... oh yeah its called running beta tests. Turns out its actually extremely common.
    Moreover, there are still issues that have been immersion breaking, game breaking issues such as NOT BEING ABLE TO FOLLOW PEOPLE TO THE GROUND after knocking them down.
    That's a pretty fundamental aspect of mixed martial arts in the modern world. Do you really think blatantly missing mechanics like being able to block strikes while somebody caught your leg is something they couldn't figure out was supposed to be in the game on release?
    Come on now. You're shilling your game, and its obvious.

    They ran a beta test, did you miss that?
    aholbert32
    They ran a beta test, did you miss that?

    and mysteriously after all of the recorded gameplay, feedback etc it still released unfinished after the beta test
    It's almost like.. they knew they could release it even though it was unfinished and people would buy it for full price anyways.
    Fuhreelbruh
    and mysteriously after all of the recorded gameplay, feedback etc it still released unfinished after the beta test
    It's almost like.. they knew they could release it even though it was unfinished and people would buy it for full price anyways.

    Man I played the beta but most of the time only offline... also exploiters need time to learn the cheese and exploits...u gotta understand that this game even on the release already had an amazing offline gameplay, because offline only the player can cheese . The problem is when it turns online and people just cheese and exploit...Come on man... who would think that a player would stay an entire round holding the block and pressing knee + elbow?
    melo627
    @aholbert do you have any info if the devs are looking into ragdoll & fnf?

    No idea. They have likely seen your posts and others like it but I haven’t heard anything.
    Sent from my iPhone using Tapatalk Pro
    bmlimo
    Man I played the beta but most of the time only offline... also exploiters need time to learn the cheese and exploits...u gotta understand that this game even on the release already had an amazing offline gameplay, because offline only the player can cheese . The problem is when it turns online and people just cheese and exploit...Come on man... who would think that a player would stay an entire round holding the block and pressing knee + elbow?

    amazing offline gameplay? Dude, the career mode was a joke. The rivals were always the same guys and the champ doesn't change..
    I'm not even complaining about cheese. I'm complaining about completely missing mechanics like being able to block your head when somebody catches your leg, or being able to follow somebody to the ground.
    First off i'm liking this patch the best out of all of the others tbh.
    Second, not being d*** rider or whatever but the devs for this game are extremely open to feedback and ACTUALLY listen and try their best to execute (atleast i feel that way). Sure there are things that can be fixed but they for sure listen and interact. When some say the game is broken I truly believe MOST (not all) are due to the players finding these exploits and using them.
    The sport of mma is so complex that i wouldn't dare expect the devs to get everything 100% right lol. So with that said, the game definitely has some things that need to be worked out but unlike other devs in the industry these guys have and do listen.
    GamingPractitioner
    First off i'm liking this patch the best out of all of the others tbh.
    Second, not being d*** rider or whatever but the devs for this game are extremely open to feedback and ACTUALLY listen and try their best to execute (atleast i feel that way). Sure there are things that can be fixed but they for sure listen and interact. When some say the game is broken I truly believe MOST (not all) are due to the players finding these exploits and using them.
    The sport of mma is so complex that i wouldn't dare expect the devs to get everything 100% right lol. So with that said, the game definitely has some things that need to be worked out but unlike other devs in the industry these guys have and do listen.

    they can just continue to release unfinished games because people like you will defend them because they update the game after release.
    Go back and look at the forums since EA UFC 1. people always been saying this because they're fools. Stuff that people said they hoped were in UFC 2's launch didn't even get in to UFC 3, but all the while, you guys are merrily cheering on the devs for slowly adding one or two things months after release.
    Fuhreelbruh
    and mysteriously after all of the recorded gameplay, feedback etc it still released unfinished after the beta test
    It's almost like.. they knew they could release it even though it was unfinished and people would buy it for full price anyways.

    And thats EA's fault? LOL.
    You and I arent going to agree that the game was "unfinished" but for the sake of argument, lets say you are right. Lets say the fact that there were some issues with following a hurt fighter to the ground and blocking while a leg kick is caught mean the game is "unfinished"
    Lets play this out:
    EA CEO: "Hey shareholders, I know we scheduled to release EA UFC 3 in Feb to help with our Q1 revenue but there are some elements of the game that arent where we want it so lets push the game's release to June, OK."
    Shareholders: "What are the elements of the game that need to be added?"
    EA CEO: "People are having issues with following people to the ground and they cant block while kicking"
    Shareholders: ".....and you want to delay a game months for those things that can be done through a patch"
    EA CEO: "Yes, because some people may call the game "unfinished" after they buy the game at release if these changes arent made immediately"
    Shareholders: "............."
    Are you really that naive that you think a billion dollar corporation should delay the release of a game because of issues that small? Issues that were fixed within the first 2 mos of release? Really?
    Fuhreelbruh
    they can just continue to release unfinished games because people like you will defend them because they update the game after release.
    Go back and look at the forums since EA UFC 1. people always been saying this because they're fools. Stuff that people said they hoped were in UFC 2's launch didn't even get in to UFC 3, but all the while, you guys are merrily cheering on the devs for slowly adding one or two things months after release.

    Which forums, EA or OS?
    aholbert32
    And thats EA's fault? LOL.
    You and I arent going to agree that the game was "unfinished" but for the sake of argument, lets say you are right. Lets say the fact that there were some issues with following a hurt fighter to the ground and blocking while a leg kick is caught mean the game is "unfinished"
    Lets play this out:
    EA CEO: "Hey shareholders, I know we scheduled to release EA UFC 3 in Feb to help with our Q1 revenue but there are some elements of the game that arent where we want it so lets push the game's release to June, OK."
    Shareholders: "What are the elements of the game that need to be added?"
    EA CEO: "People are having issues with following people to the ground and they cant block while kicking"
    Shareholders: ".....and you want to delay a game months for those things that can be done through a patch"
    EA CEO: "Yes, because some people may call the game "unfinished" after they buy the game at release if these changes arent made immediately"
    Shareholders: "............."
    Are you really that naive that you think a billion dollar corporation should delay the release of a game because of issues that small? Issues that were fixed within the first 2 mos of release? Really?

    You still can't follow people to the ground. that wasn't fixed two months after release, was it *******?
    also lol @ you pretending thats how meetings with shareholders work
    continue defending the fact that the game barely functioned as an MMA game at launch though, and pretending there wasn't a vast majority of people on here and on the EA forums who ended up being banned for complaining about how broken the game was.
    Fuhreelbruh
    amazing offline gameplay? Dude, the career mode was a joke. The rivals were always the same guys and the champ doesn't change..
    I'm not even complaining about cheese. I'm complaining about completely missing mechanics like being able to block your head when somebody catches your leg, or being able to follow somebody to the ground.

    You can block your head while you have your kick caught. It just has to be timed but the still bleeds through doing 50% less damage.
    I think he meant like actual gameplay from the ai not game modes like you mentioned with career. Now i can agree about following up with shots at moments to a grounded opponent who's been dropped it's annoying but thats a small mechanic issue.
    GamingPractitioner
    You can block your head while you have your kick caught. It just has to be timed but the still bleeds through doing 50% less damage.
    I think he meant like actual gameplay from the ai not game modes like you mentioned with career. Now i can agree about following up with shots at moments to a grounded opponent who's been dropped it's annoying but thats a small mechanic issue.

    I know that you can block your head NOW. You realize that wasn't always in the game right? Some of these EA apologists were even claiming you SHOULDN'T be allowed to block..
    Fuhreelbruh
    they can just continue to release unfinished games because people like you will defend them because they update the game after release.
    Go back and look at the forums since EA UFC 1. people always been saying this because they're fools. Stuff that people said they hoped were in UFC 2's launch didn't even get in to UFC 3, but all the while, you guys are merrily cheering on the devs for slowly adding one or two things months after release.

    Im not going to argue with a bitter grown child over a game. Plus im not DEFENDING because if you could read and process, I said that THERE ARE THINGS THAT NEED TO BE FIXED. But again i will not go back and forth with you over my opinion or yours because i see where this is going to go:y220b:
    Fuhreelbruh
    You still can't follow people to the ground. that wasn't fixed two months after release, was it *******?
    also lol @ you pretending thats how meetings with shareholders work
    continue defending the fact that the game barely functioned as an MMA game at launch though, and pretending there wasn't a vast majority of people on here and on the EA forums who ended up being banned for complaining about how broken the game was.

    I dont really have a problem following people to the ground. The only time that is an "issue" is if its an active knockdown....and the game mechanic doesnt allow that because the person pops back up.
    I love that you think I was giving an accurate account of how a shareholder meeting works. Also I'm laughing that you think a billion dollar corporation should delay a AAA game because of two small issues you have with the game. LOL.
    Also, how the hell do you know about all the people getting banned here? Youve been a member since May, right?
    aholbert32
    I dont really have a problem following people to the ground. The only time that is an "issue" is if its an active knockdown....and the game mechanic doesnt allow that because the person pops back up.
    I love that you think I was giving an accurate account of how a shareholder meeting works. Also I'm laughing that you think a billion dollar corporation should delay a AAA game because of two small issues you have with the game. LOL.
    Also, how the hell do you know about all the people getting banned here? Youve been a member since May, right?

    >This
    >AAA
    LOL
    >you've been a member since May, right?
    Not all of us are noobs on the internet. it's called lurking before posting.
    Fuhreelbruh
    >This
    >AAA
    LOL
    >you've been a member since May, right?
    Not all of us are noobs on the internet. it's called lurking before posting.

    LOL....sure...ok.
    You will pop up on the previously banned user system in due time. Even if you dont, posting the way you do will get you banned eventually.
    aholbert32
    LOL....sure...ok.
    You will pop up on the previously banned user system in due time. Even if you dont, posting the way you do will get you banned eventually.

    I'm very, VERY afraid.
    Fuhreelbruh
    amazing offline gameplay? Dude, the career mode was a joke. The rivals were always the same guys and the champ doesn't change..
    I'm not even complaining about cheese. I'm complaining about completely missing mechanics like being able to block your head when somebody catches your leg, or being able to follow somebody to the ground.

    I’m talking about gameplay
    RikGra80
    Dont argue with a *****, waste of time

    i might be a dick but im not incorrect on any of my points
    enjoy spending full price on games that are completely unfinished
    What does this mean?: "Ultimate Team Customization improvements"
    The only change I see is how stats are listed on the fighter fit-out screen, and I think it was better before. UT is a total mess and this is the what they spent time on?
    Hopefully I'm missing something...
    Fuhreelbruh
    they can just continue to release unfinished games because people like you will defend them because they update the game after release.
    Go back and look at the forums since EA UFC 1. people always been saying this because they're fools. Stuff that people said they hoped were in UFC 2's launch didn't even get in to UFC 3, but all the while, you guys are merrily cheering on the devs for slowly adding one or two things months after release.
    I don't feel cheated in any way were there things that needed polished and added mechanical yes but I still enjoyed my gaming experience. But then again I bought no mans sky the day it came out and still found enjoyment in that unfinished game. This game is in a much better place than it was when it came out and for that I am grateful they could of just moved on to the next game
    Sent from my SM-G950U using Operation Sports mobile app
    SUGATA
    I have some off-top QUESTION more about prev update:
    For Minor sways:
    What does it mean "
    For Major sways:
    What does it mean "

    You can counter sooner from the minor sway, because you don't have to wait for the head to move far away. Sometimes I get caught tryinga s lip counter, because, in the heat of the opponent, I use a major sway instead, which is not fast enough.
    Solid_Altair
    You can counter sooner from the minor sway, because you don't have to wait for the head to move far away. Sometimes I get caught tryinga s lip counter, because, in the heat of the opponent, I use a major sway instead, which is not fast enough.

    I dont think this is the meanings of GPD's phrase:
    Minor...is allowing for faster counter strike... because "because you don't have to wait for the head to move far away" i.e. you have more time for your strike....
    I dont understand this logic : it must to be vie versa - is allowing for SLOWER counter strike (with longer startup). No?
    Or this GPD's phrase just means NOT TYPE (slower or faster counter strike) of follow up counter strike from sway BUT a DELAY after sway beginning from which you just could start your ANY counter strike?
    SUGATA
    I dont think this is the meanings of GPD's phrase:
    Minor...is allowing for faster counter strike... because "because you don't have to wait for the head to move far away" i.e. you have more time for your strike....
    I dont understand this logic : it must to be vie versa - is allowing for SLOWER counter strike (with longer startup). No?
    Or this GPD's phrase just means NOT TYPE (slower or faster counter strike) of follow up counter strike from sway BUT a DELAY after sway beginning from which you just could start your ANY counter strike?

    Oh! I understand your interpretation.
    But I'm prettys ure he means you can strike sooner from the minor lean.
    In the interpretation of what guaranteed counters you could land from it, the minor lean would allow slower ones, though I don't think this makes a big difference in the main set ups. The big difference is in if you can intercept a jab combo. And for that, the extra speed of the minor sway is paramount.
    Quick question. What happened to the advanced back lunge? You can't cancel it out anymore only if you strike after it. I mean it feels great don't get me wrong especially with how distance plays a big part now. It would be great if you were still able to cancel it though.
    Ok, so I think they really messed this one up. Guys who are top level pressure fighters are nearly unbeatable now. if I dodge their punch there is hardly any stamina penalty so I'm forced to strike back. The 1-2s are so quick they end up hitting me anyway. They can have their jabs dodged 100 times and they don't care.. they're still going to knock you out in the first round from pressure.
    bucsfanman
    Ok, so I think they really messed this one up. Guys who are top level pressure fighters are nearly unbeatable now. if I dodge their punch there is hardly any stamina penalty so I'm forced to strike back. The 1-2s are so quick they end up hitting me anyway. They can have their jabs dodged 100 times and they don't care.. they're still going to knock you out in the first round from pressure.
    There wasn't any stamina loss of the 1-2 pre patch ....
    Sent from my Infinix Zero 4 using Operation Sports mobile app
    Stealthhh
    Quick question. What happened to the advanced back lunge? You can't cancel it out anymore only if you strike after it. I mean it feels great don't get me wrong especially with how distance plays a big part now. It would be great if you were still able to cancel it though.

    Yeah. That changed. The cancelling was a bit OP and looked bad.
    bram
    I hate these taunts these are out of context and dangerous more like celebrations. Taunts should be more like playing mind games and shiet.
    Man I wish I could slip with my hands down
    Sent from my Moto G (4) using Operation Sports mobile app
    Agreed on this point. I think the idea is to use these taunts after knockdowns like Garbrandt does.
    The taunts can be canceled so they are basically elaborate feints. The first one that was like so was Buffer’s however canceling it by blocking kept you safe.
    But yeah taunting with your hands down in this game will get your finished.
    I would like Diaz’s lay down taunt and Garbrant’s push up taunt added. Garbrant like Diaz, Silva and others earlier doesn’t have any signature taunts even tho he should be have some of most unique.
    Meanwhile fighters like Chris Weidman are still missing their signature taunts from the earlier games, like his clapping.
    Or the (Ali) shuffle.
    rabbitfistssaipailo
    Anyone pulled off the UD TDs yet ?
    Sent from my Infinix Zero 4 using Operation Sports mobile app

    Yeah heaps, just sway an overhand and immediately shoot or blast a double on someone coming in with a low kick.
    Takes a bit to get the timing down but once you do it neutralizes overhand/low kick spam.
    Ok, patch 6 is out and thats great. However, I posted a thread about never even being able to get 5 and no one provided any amplifying information on what the problem was. My version has been stuck at 1.03 forever.
    AeroZeppelin27
    Yeah heaps, just sway an overhand and immediately shoot or blast a double on someone coming in with a low kick.
    Takes a bit to get the timing down but once you do it neutralizes overhand/low kick spam.

    Yh it's all about timing, which I like about it. That makes it not too crazy like UD's, where you could shoot under pretty much anything (like a jab) and get a undeniable td. Also like the fact that there are logical rules that apply and not everyone can do this. So now we'll see differences between high lvl wrestlers/grapplers well timed td's and just the average joe shooting a well timed td and gaining GA.
    WarMMA
    Yh it's all about timing, which I like about it. That makes it not too crazy like UD's, where you could shoot under pretty much anything (like a jab) and get a undeniable td. Also like the fact that there are logical rules that apply and not everyone can do this. So now we'll see differences between high lvl wrestlers/grapplers well timed td's and just the average joe shooting a well timed td and gaining GA.

    in UD3 it was almost impossible to get an undeniable TD on a jab.. why you lying bruh
    I hate that only high level grapplers can do it. almost anybody should be able to with perfect timing.
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