EA has posted new EA Sports UFC 3 details on the changes that have been implemented in the game since beta. This includes updates for standup, AI, ground, clinch, visual improvements, and improved animations.
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Check out the full list of changes below. EA Sports UFC 3 officially launches on February 2, fans that pre-order can get it up to 3 days earlier. EA Access subscribers can play the EA Sports UFC 3 trial on January 25.
Standup
- Ragdoll Tuning – See video above for details
- Slow down combo speed and locomotion speed based on stamina – See above video for more details
- Add fatigued lunges
- Visual improvements to falls and getups
- Added superman elbow
- Added second back overhand animation
- Reduce overhand vulnerability and adjust it to start later in animation
- Add missing McGregor taunts
- Added all missing feints
- Added more jab and straight animation variety
- Add an extra range to the superman punch
- Make it so side kicks to the head can be evaded with movement
- Add the ability to strike quickly out of switch stance
- Fix bug that prevented blocking during a feint animation
- Removed the restriction that only the first kick in a combo can be caught
- Tuned judge scoring logic
- Make standing TD slams deal damage to only the body
- Increase long term block breakdown
- Make it so CAFs can use base fighter custom animations and features
- Fixed bug that caused damage spikes in first ten seconds of a round
- Fixes for several sliding and warping issues while striking
- Tuned impact of perks on gameplay
- Tuned blocked and missed frames for strikes out of slips
- Fixed several bad animation transitions on several hit reactions
- Fixed bugs where fighters would get stuck mid takedown
- Moved some combos into lower combo packages
- Fix input queuing bug during hit reactions
- Fixed input bug that delayed strikes out of a sustained lean in some cases
- Fixed several broken combos
- Fix bugs preventing diving punches when opponent is knocked down
- Only count blocked strikes as landed when bleed through is greater than 25%
- Ensure that reach penalty as applied to strike speed gives at least a 2 frame advantage
- Make Iminari Roll take longer to initiate so it is more deniable and make sure it goes to a 4 stage submission instead of the 2 stage
- Fix mirroring bug related to stopping power and movement
- Turn off strike IK targetting when hand on floor in active KD for head strikes
- Reduce the number of evasion frames on the tail end of a forward slip
- Clear evasion state when cancelling a strike
- Tune combos so no combo has contact frames shorter than 12
- Tune safe frames on block up by 4, making slipping off a blocked strike more viable
- Fix bug where advanced lunges could get stuck on cage
- Fix evasion against the cage when mirrored
- Tuned catch kick break animations to look more athletic
- Increase the impact of the switch stance rating
- Disable combos during a liver health event
- Add post KO reaction animations
- Add Gaethje signature block and strike animations and logic
- Reduce leg and body vulnerability while taunting
- Fix crazy leg perk
- Add rear leg hit reactions
- Remove stamina cost on leg checks
- Make it so leg knock downs do not put you in a finish the fight position
Camera
- Make camera side switches less frequent
- Tuned the in-game camera
- Removed KO camera zoom
AI
- Rewrite of AI cage control movement logic
- Fix bug with AI blocking too late for leg checks
- Fixes to AI clinch and takedown attempt range logic
- Fix AI locomotion jittering
- Fix bug that made the AI catch too many body kicks
- Reduce easy AI blocking and denial rates
- Tune submission AI to make normal and everything below it slightly easier
- AI tuning – don’t allow getups from top for grappling specialists, and disable getups from bottom on submission specialists
- Allow AI to perform finish the fight submissions if they are submission specialists
- Add grapple momentum advantage knowledge to AI transition denials
- Allow AI to properly chain imanari roll into heel hook submission
- Increase AI tendency to block grapple-based strikes as health goes down based on competency
- Adjust average AI reaction time to make AI a bit better at defending and finishing subs
- Adjust AI difficulty tuning curve to make AI submissions significantly more dangerous at legendary skill level
- Made AI with tendency to switching stance do so when hurt
- AI – add checks for min health or grapple advantage when trying to escape certain dangerous situations
Ground & Clinch
- Make finish the fight moment more survivable from strikes
- Tune transition speeds in single collar and over under
- Added new clinch entry into cage over-under animations
- Submission gate speed tuning, including a better emphasis on stamina
- Improved visuals on side control KO animation
- Better integration of ground arm damage with standup long term block breakdown
- Diaz fingers tuned to Westside in signature triangle submission
Published: Jan 22, 2018 05:21 pm