11/8/2022 0 Comments Ea sports ufc 2 forumsIf you taunt someone, you had better be prepared to stick to it. I'm pretty sure that was intentional, as the taunts are not meant to be broken out of that quickly. So in your case, the movement stun frames after taunts has increased. This lets us have better control of certain scenarios. For tuning and balance, they're not actually tied to the animations directly, however. The defense stun frames control this amount of time from a meta perspective. Hard combos ignore strike stun frames, soft combos wait for them, and non-combo strikes wait for the full animation to finish.įor instance, if you throw an overhand, there will be a certain number of frames before you can reasonably get your hands back to your head to block. The strike stun frames are the key difference in hard, soft, and non combo striking. Most actions and hit reactions come with stun frames of all or some of those flavors, in varying lengths, and stop actions of that type from starting until the stun frames pass. Stun frames come in 3 flavors: striking, movement, defense. I think this case is actually due to something called stun frames. Please take a look at the video to see what I mean. I've been playing MMA games since 2009, so my timing is really good and I can tell when there is something wrong. Conor in real life is really good at dodging shots by moving inches away from punches and countering. Those inch differences in movement to avoid shots is just missing in the new game. I trusted the responsiveness of the controls. I was very confident in UFC 3 in terms of timing and movement. The result simply takes longer to achieve after pressing the button. If moving strikes were super fast, there would be little to no reason to ever stand still.īut again, in none of those cases are inputs delayed. This is both a realistic consideration and a game balance one. Moving strikes are also slightly slower than their standing versions. They have more distance to cover (longer limbs and range) and more mass to move. If someone sits still, they're gonna get hit 90% of the time in real life even when waiting to time some kind of defense. The reason fighters like Anderson Silva had such incredible head movement defense wasn't (just) reaction speed, but because he was constantly moving his head making him hard to target. Even top class MMA fighters have a very hard time 'reacting' to an opponent's strike. They have longer windups and recovery, as they do in real life. Not less responsive, just slower animations. The moving strikes and heavier weight classes are intentionally slower. You hit a couple nails on the head, though maybe didn't know you did It's when you try to move and strike that suddenly it feels as though everything you're doing is slightly delayed. The game feels much more responsive when you stand still and throw strikes. But even then, that probably has something to do with the RPM tech. I definitely agree with the sentiment that it often feels impossible to simply react to the strikes thrown by an opponent, but rather you have to almost predict what they're going to do. The lighter weight classes feel way more responsive though, so I feel that maybe it has something to do with what you guys have implemented there in regards to different weight classes feeling different. But it also still does feel quite unresponsive/clunky. Maybe it's the reduced input delay, maybe it's something else. I feel that the striking feels way better than UFC 3. I'd imagine that this is partially why some people feel the controls are unresponsive. I know this happens with some other strikes too, where depending on the range, it will change it into something else. I get that this is usually due to range, however. I often have the issue where I throw a head kick but it comes out as a body kick.
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