Today, the latest gameplay update arrived for UFC 5. The latest game in EA Sports MMA franchise released a little over two weeks ago to fairly positive reception from fans and critics. Now, the development team is working on fixing some issues that the game has had in its first couple of weeks.
Patch Notes
The first big change increases the long term cost of standing strikes. Also, some nerfs that had been applied to some jabs and straights have now been applied to them all. The team also removed the stamina drain that submissive fighters suffer when in the headlock clinch position. The full patch notes can be viewed below:
- Increased the long term stamina cost of strikes in the stand-up.
- Fixed an issue that applied too much vulnerability on the return from side sways.
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- There will now be a lot less vulnerability, even significantly less than in UFC 4, which was our intent along with the sway buffs at launch.
- Fixed an inconsistency between the different types of jabs and straights.
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- The regular version/skin had received some nerfs at launch, but these hadn’t been applied to the alternate versions. All versions now have the proper nerfs.
- Removed the stamina drain applied to the submissive fighter in the headlock (standing guillotine) clinch position.
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- The dominant fighter still has their stamina drained. This is likely to encourage the strategy of starting the guillotine submission right away, unless you’re close enough to the cage to quickly walk up to it, as starting the submission by reaching the cage results in a slightly stronger entry.
- Decreased how frequently the AI spins and uses spinning strikes.
- Fixed an issue that caused the lead hook to rear leg kick combo to be too slow. The combo should now have a reasonable speed.
- Reduced the range of Major Lunging Punches.
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- All four of these major lunging punches now have less range: jab, straight, lead hook, and rear hook. These used to have the same range as when you perform them sprinting. But from a major lunge, such range looked exaggerated and made the moves look way too fast. They should now behave in a much more authentic manner. The sprinting version of these strikes was not nerfed.
- Prevented the flying knee from the submissive fighter in kick catches to be used when the attacker is throwing certain strikes.
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- It was possible to throw the flying knee in situations that didn’t make sense, which led to some janky and unfair interactions. The submissive fighter can no longer throw a flying knee when it doesn’t make sense, most notably when the dominant fighter is kicking and already letting go of the submissive’s leg.
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