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EA Sports UFC 2 News Post


Geoff Harrower, A.K.A. GameplayDevUFC, has been posting quite a few details on the upcoming EA Sports UFC 2 patch on his Twitter page. While no date for the patch has been revealed, he has posted quite a few nuggets. Check out some of them below and let us know what you think!
  • Added the ability to block when in any level of hit reaction to the legs or body. This should fix the "magic combo" issues.
  • Tuned AI transition denial success rate to be more dependent on grapple advantage
  • Increased stand up arm health damage taken when holding High Block by 20%
  • Reduced stand up arm health recovery when holding High Block by 20%
  • Fixed exploit that allowed fighters to hold their opponent in side saddle with little opportunity for escape
  • Added Grapple Advantage Meter which allows users to better understand grappling mechanics and timing
  • Improved AI takedown defense
  • Further AI stamina management tuning
  • Taunt with @BlessedMMA in the last 20 seconds of the round and have your opponent taunt back to end a round "The Holloway"

Game: EA Sports UFC 2Reader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 17 - View All
EA Sports UFC 2 Videos
Member Comments
# 61 WhoDatNinja @ 08/13/16 10:27 AM
I thought it was going to be the end of clinch effectiveness for the one patch and turns out its better now, so you never know. Being able to block the ONE combo that jerks use repeatedly sounds fantastic to me.
 
# 62 Dave_S @ 08/13/16 11:32 AM
Quote:
Originally Posted by EJ_Manuel
:

No, it's just designed that way to make it impossible for someone to get KO'ed on the feet. For some reason no dev has ever explained why the hell it's in the game. Oh you rocked someone, congrats! Now you lose half your stamina and you can't get it back until their health event is over! WTF? NOW it's going to be impossible to finish a combo to the head to knock someone out. Who the hell finishes a combo with a body shot?
Another thing is if you do win in finish the finish it's the absolute least satisfying way to win. Feels janky
 
# 63 manliest_Man @ 08/13/16 11:47 AM
What i want to know is what will happen with all the short fighters ( Like Mike Tyson) where none of their strike registers unless a jab or a straight is landed in the first place (which is also too damn hard with the broken game mechanics) to initiate a combo chain that allows for MIKE to throw upperecats/hooks to the body, which are impossible to land even when the opponent is literally afk standing in front of him.


What wil happen with the strike tracking. Will it be improved for some strikes(punches) and nerfed for some others(simple kicks to the head/body)?

I don't know if you played at DIV 6, but if you play someone who is constantly mashing his left stick and is side stepping all game, you'd know how broken the tracking of the punches is.

For Example:

Player A Throws a left hook right hook combo. Player B lunges torwards the left Hook, yet he somehow evades both the left hook and the right hook and any other punch strike that is thrown after that, is still not tracking properly, even when Player B has stopped the lunge animation. That allows Player B to lunge once more and Player A's tracking is still unresponsive unless the other guy stops lunging and holds still for 1-2 seconds after that.


__________________________________________________ ___________________________________

With that said, i wanna ask the devs one thing. Now that you are implementing a bunch of those new strategies, will you go back to resetting strikes like Uppercats(allow more than 2 to be thrown) and buff SuperMan Punches so that they aren't the most useless strike in the game?

Basically, since all those changes are being made, will we see previous patches reversed or reworked or do they stay as is?
 
# 64 chia @ 08/13/16 12:06 PM
Quote:
Originally Posted by GameplayDevUFC
I am, but I got arm barred bad by our temp instructor, snap crackle pop and I am probably out for a couple of months.

Sent from my LT30a using Tapatalk
Sounds like the temp instructor shouldn't be instructing. That's no good. Number one goal on the mats is to keep your teammates healthy. I hope you heal up quick.
 
# 65 Trillz @ 08/13/16 12:10 PM
Increased stand up arm health damage taken when holding High Block by 20% #patchspoilers

Reduced stand up arm health recovery when holding High Block by 20% #patchspoilers
 
# 66 fishingtime @ 08/13/16 12:14 PM
Quote:
Originally Posted by Trillz
Reduced stand up arm health recovery when holding High Block by 20% #patchspoilers
Boom goes the high block sitting!
 
# 67 aholbert32 @ 08/13/16 12:20 PM
Fixed exploit that allowed fighters to hold their opponent in side saddle with little opportunity for escape
 
# 68 Haz____ @ 08/13/16 12:29 PM
Amazing stuff
 
# 69 chia @ 08/13/16 12:30 PM
Quote:
Originally Posted by fishingtime
Boom goes the high block sitting!
It's going to make the game look so much better now too. Having one dude or both walking around holding high block is just silly
 
# 70 Dave_S @ 08/13/16 12:39 PM
Quote:
Originally Posted by chia
It's going to make the game look so much better now too. Having one dude or both walking around holding high block is just silly
X50000

It's annoying. I wish they brought back stanima tax for holding block, but probably just because that plays into how i fight. I'll take what I can get.

Props to EA, or at least GPD and Skynet if they are both involved in these.
 
# 71 chia @ 08/13/16 12:52 PM
Quote:
Originally Posted by Dave_S
X50000

It's annoying. I wish they brought back stanima tax for holding block, but probably just because that plays into how i fight. I'll take what I can get.

Props to EA, or at least GPD and Skynet if they are both involved in these.
I'll laugh in the face of anyone that says the Dev team isn't trying.
 
# 72 GameplayDevUFC @ 08/13/16 12:53 PM
Quote:
Originally Posted by Dave_S
X50000

It's annoying. I wish they brought back stanima tax for holding block, but probably just because that plays into how i fight. I'll take what I can get.

Props to EA, or at least GPD and Skynet if they are both involved in these.
The block stuff was all Bassi's idea.
 
# 73 fishingtime @ 08/13/16 01:21 PM
Quote:
Originally Posted by GameplayDevUFC
The block stuff was all Bassi's idea.
Thank God you guys came up with something. I always wanted reddening to imply fatigue, but making guys have to drop their block if they want their damage to go down quicker is good too. Especially combined with the weakening of the block. Best of both worlds. Some got the weakening, some got the "penalty" for holding block constantly.
 
# 74 Dave_S @ 08/13/16 01:30 PM
Quote:
Originally Posted by GameplayDevUFC
The block stuff was all Bassi's idea.
Don't get me wrong I love blocking being addressed. Just because I want it fixed one particular way doesn't mean anything. I'm not high skill level player, I just play a lot and rule over quick match.
 
# 75 Dave_S @ 08/13/16 01:36 PM
Quote:
Originally Posted by chia
I'll laugh in the face of anyone that says the Dev team isn't trying.
I never, ever said anything of that sort. (That I can remember). I am confused why some things are a priority over others, but if I said they weren't trying in general I apologize.

I'm am very greatful that ea continues to work on this, and i hope ea realizes that.

My uniformed view says they don't care about getting roster movesets more correct, or about putting fighters in active weight classes.

Keep in mind I know nothing about gaming development, my only experience is programming dumb games on graphing calculator to pass time while in high school.

I complain some times, but I fell in love with this franchise so I get passionate about it.
 
# 76 chia @ 08/13/16 02:07 PM
Quote:
Originally Posted by Dave_S
I never, ever said anything of that sort. (That I can remember). I am confused why some things are a priority over others, but if I said they weren't trying in general I apologize.

I'm am very greatful that ea continues to work on this, and i hope ea realizes that.

My uniformed view says they don't care about getting roster movesets more correct, or about putting fighters in active weight classes.

Keep in mind I know nothing about gaming development, my only experience is programming dumb games on graphing calculator to pass time while in high school.

I complain some times, but I fell in love with this franchise so I get passionate about it.
Oh no man I wasn't directing that about anything you said. I apologize if you saw it that way.
 
# 77 Bigg Cee @ 08/13/16 02:19 PM
Quote:
Originally Posted by Trillz
Increased stand up arm health damage taken when holding High Block by 20% #patchspoilers

Reduced stand up arm health recovery when holding High Block by 20% #patchspoilers
I'm so nervous. I don't know how this is going to play out. I hope it works.

Pretty excited for this patch. Now just give me Will Brooks and I'll be a happy man.
 
# 78 GameplayDevUFC @ 08/13/16 02:51 PM
Quote:
Originally Posted by EJ_Manuel
The only thing that needed to be touched was the leg kick, head kick combo.
The issue was that you couldn't block during any level 4 or 5 hit reaction, be it to the head, body or legs.

However, based on testing, all level 4 and 5 hit reaction animations, plus 90% of the body hit reaction animations take you out of range for a head kick, and all other power strikes.

The exception was the leg hit reactions and one body one when combined with a couple of different strikes.

So to avoid any more magic combos being discovered, we fixed it for everything to the body and legs.

In 99% of the cases, strikes to the head that cause hit reactions will be completely unchanged post patch.

In 90% of the cases, hit reactions to the body will be unchanged post patch.

In 50% of the cases, leg hit reactions will be unchanged.

This is a very targeted fix, with an eye for preventing further problems when we're done patching.

The increased arm damage while holding high block will only make KOs on the feet more likely.

I think you're overreacting.

We won't know for sure the impact of this change until it goes live, but the sky is falling reaction based on the info we have now is a little overboard.
 
# 79 Bigg Cee @ 08/13/16 03:04 PM
GPD what is that something fun you added in the patch that you said don't guess because I won't figure it out. Is it the 20% blocking stuff or something else that you still have to post.
 
# 80 GameplayDevUFC @ 08/13/16 03:15 PM
Quote:
Originally Posted by Bigg Cee
GPD what is that something fun you added in the patch that you said don't guess because I won't figure it out. Is it the 20% blocking stuff or something else that you still have to post.
Something else.

Sent from my LT30a using Tapatalk
 


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