|
|
This guy knows what he's talking about I agree with him 150%. DO NOT change the subs there fine how it is. Also flash kos like he said be smart you won't get knocked out. All of the flash kos that I did or got kod were true kos. Looked real if a guy is rushin u and u rush him and hit him with an overhand as he's coming in with a high kick that's definatley gonna knock anyone out. |
|
|
Please listen to InFeRnOg!!! I second his plea... Lets see how that connection/lag adjustment works out. Sometimes the opponent lags so much that you have to hit the button three times to get off a move! Now if I disconnect because the game is laggin like a ****, I lose.. I'm glad they touched on the disconnect issue, however the easier fix to that prob would be to record the victory/loss the instant you tap or get KO'd. The prob is that it take like 7 seconds for the game to record and save the outcome from the very moment you win/lose. What I really want to see is an OPEN WEIGHT mode, an arcade / tounament mode so I don't have to constantly pick the matchups, less cut scenes, more varied subs, select different fighting stances / postures and mannerisms for Career / CAF. PrideFC was the best MMA game until UFC, however it still outshines Undisputed in many ways. THQ left alot of great things about PrideFC out of this game. DO NOT ADJUST THE FLASH KO RATE!!!! |
|
|
Question, I have a legit CAF that's 89 overall in the LW division. Legit meaning I went 25-14 in career mode making him, plus he was my first CAF so I had no ideal what I was doing until he was finished. Anyway will I be able to use him after I upload this patch on-line? |
|
|
Leave the SUPER CAF guys. That's the reason you can play UFC fighters only. You can also choose if you want to fight the match in the first place. I Like fighting SUPER CAF's the most. and when 2 SUPER CAF's fight eachother it's a great match. And think of all those people that put countless hours making multiple CAFs and you will now render them useless. Just let them fight. Way too many people whine soo much about it, and most of them can't even fight on the ground. |
|
|
What’s up guys, Neven here with an update on the patch for UFC 2009: Undisputed. Dear Undisputed Team, Please do not succumb to the masses who do not know how to submit in this game. You have crafted a very balanced submission system that requires persistence and skill to be successful. As a player of Expert difficulty from Day One, I can tell you that there is absolutely NOTHING wrong with the submission system as is. I have submitted opponents with a submission defense of over 60 when my submission offense was only around 30. Oh, and did I mention that was in the FIRST ROUND? Obviously, people on here have been complaining that it is too hard to submit opponents, but they simply fail to grasp the game and its mechanics. Submissions should not be too easy, and they shouldn't be too hard - you have already found this balance and I urge you not to tweak it. As far as players complaining about Flash KOs and strikes, all I have to say is, play the game as if you were actually in the Octagon. Keep moving, pick your punches and defend. You might be surprised at how you'll practically NEVER get knocked out if you play smart and adapt to your opponent. Again, I must urge you to reconsider. You have crafted a truly great game and I feel as though you are on the path of "dumbing it down" for the masses. While I'm sure your intentions and feelings behind these changes are good, I can only assume the worst when they come to fruition. You have created great game mechanics and if anything I think you should make a HARDER difficulty because Expert Difficulty is too easy (including submissions, but particularly Ground and Pound). Please don't lose sight of the true fans of UFC Undisputed 2009. Those of us who took the time to learn the game, master it, and appreciate its subtleties and nuances. I agree with the above view in regard to the submission game. I neither believe that it needs to be made easier. It should be difficult to score a submission, otherwise it'll be a simple rinse and repeat session of spamming body shots to wear down the opponents stamina before slapping on a submission, which in a new easier format would probably overrule the prerequisite of having to also wear down an opponents energy, a vital component that most overlook, which is often what makes it more difficult for them. It's refreshing how difficult it is to score a submission over an opponent who is either a) immensly strong and able to power out of submissions, or b) well versed in techical submission escapes. It's really not that testing to submit fighters who aren't blessed with either of the above, not when you execute the submission attempt at the right moment. It's difficult to submit fighters such as Dan Henderson because they're difficult to submit in real life. Dan Henderson has only been submitted three times in his career; once by Anderson Silva, and twice by Antonio Nogueira. At times it can seem a little unbalanced but, I'd rather it be more difficult than too easy in that sense. Perhaps the higher end fighters could be tweaked down a little, and I mean a little, in terms of escapes when the odds are really stacked against them, but that is all. And by odds stacked against them I mean when the CPU fighter has little to no energy remaining with the minimum amount of stamina in their tank, while the human controlled fighter has more than half stamina remaining with full energy. That really should be curtains for anyone but, the odd escape isn't too far out of the question, at least in relation to specific submissions when being applied by certain fighters. I wouldn't be too bothered to see a gassed Dan Henderson escaping an armbar attempt by Houston Alexander (say every one out of three) but, to see a gassed Dan Henderson escaping a rear naked choke which is being applied by Anderson Silva, that's a little too much. As for Flash KO's. It's tough to say whether counter-punches are too powerful or whether players need to pay more attention to leaving themselves open to them. If you step into an oncoming ducking right-hook with absolutely no chance of blocking it, with your momentum adding to that of the punch thrown, chances are you're going to be knocked out, so it's hard to argue against being dropped by such a method. It doesn't take a lot of skill to play a counter-punching game but, neither is it difficult to avoid walking into such a punch. I've fallen victim to three or four counter-punches in as many defeats, which is frustrating as I was winning on points in all but one (the other ending in seconds of the first round) with little damage taken. On one hand I'm left fuming over the power of counter-punches, while on the other I'm left with the not so difficult dilemma of working around avoiding them. It is bothersome when you look to press the action and step in with a straight left, only for your oppoent to throw ducking hooks like they're going out of style, and see that solitary one that lands turn out the lights. But if I had instead stayed on the outside and waited for my opponent to press the action (as they needed to, I did not) chances are I'd of saw out the fight or dropped them with a counter. Or, instead of stepping in with a slow "saw it coming yesterday" strike and leaving myself open to a possible counter, I could've simply closed the distance and thrown a quicker less risky strike once in range. If they're made less powerful and less frequent it would benefit the greater majority, but frustrate those who take the time to either plan such an attack or on the otherhand, learn to avoid them. There would be more out and out wars if they were reigned in, and while probably being more fun and leading to more prolonged bouts, it could take away from the realism. The realism in the game is very, very good. The area where realism is lacking is in how many players approach fights, their gameplans (or the lack there of) are often reckless and one dimensional. But instead of addressing how to go about playing the game better, it is instead how the game can be altered to tailor to their strengths and paper over their weaknesses, or else it's time for a trade-in. So I think a minor tweak in this area may suit everyone. The single position I find it a little too easy to achieve, maintain, and dish out massive amounts of damage, while being quite difficult to escape from, is the Mauy Thai clinch. It's on par with Full Mount for damage but, it is unbalanced in that the Full Mount takes a few transitions to achieve, and thus presents more opportunities to block or reverse, presenting a balance, where as the Mauy Thai clinch is a simple flick of the stick from standing, which if achieved is then tough to escape from as to do so an opponent must input the opposite direction to that which they are whipped. The annimations don't really give away which direction you're being whipped until it is too late, because the opposite directional input needs to happen at the very second you're being whipped to achieve the reversal and break the clinch, so it's down to knowing your opponents pattern which is of little use in Ranked online matches as you're often fighting people for the first time, or plain old chance as you have a 1 in 4 chance of guessing the correct direction. The mechanics of the Mauy Thai clinch itself are very good but, it should be a little more difficult to achieve the position I feel. It's difficult but not impossible to break, and you can block, but for the amount of damage it wields it is too simple to secure. All in all I'm looking forward to this update. It addresses most of the major issues, most importantly the quiting and the lag, or at least it promises to. |
for gods sake.. why no update to turn on or off the autosave!!! at least make it shorter!!!! not 10 messages with al those saving saving saving ****.. and why isnt there any improvment in the combat?