Added stamina tax to the attacker for low single takedown denial: Now, an early denial will significantly drain the attacker and will not drain the defender at all.ġ3. This issue allowed headlock to be an overpowered tactic. Previously, headlock attempts drained the defender more than the attacker, even when denied early.Fixed an issue with the stamina drain on headlock denials: After the fix, one denial of the backpack is enough to grant the submissive fighter an immediate escape from the cage back clinch.ġ2. This situation also encouraged the submissive fighters to attempt to cease this relentless attack by trying to transition to cage single under, which is not the proper counter to the backpack - as the backpack tends to win the race if the moves are attempted at the same time. This was unfair, as each of these denials would provide the dominant fighter one more chance to perform a mix-up. Prior to this fix, the backpack could be attempted several times in a row, despite being denied and while the opponent would be trying to escape.Added ability for the sub fighter to trigger an immediate escape after denying the backpack transition: A bug has been fixed where some choke escapes could result in a large amount of permanent stamina being drained from the defender.ġ1. Escaping a deep choke - when the attacker has a lot of progress it is supposed to drain a considerable amount of temporary stamina and only a small amount of permanent stamina.Fixed an issue where escaping choke submissions drained too much stamina: Opponents will now take body damage and incur some stamina drain from the slam.ġ0. ![]() ![]() Reduced the stamina cost of performing the back drop.The stamina drain from the backpack no longer applies during the back drop animation.Tuned stamina and damage on the back drop takedown: This mostly benefits the defender by making ground and pound reversals and the special transitions out of ground and pound more viable.ĩ. We’ve tuned the ground and pound stamina recovery rate so that is similar to that of the ground game. This made it harder for the defender to capitalize on a stamina advantage they gained during ground and pound because the attacker could easily recover stamina by idling for just a short time. Stamina recovery during ground and pound used to be much faster than in the ground game (tight positions).Reduced rate of stamina recovery during ground and pound: We are continuing to monitor and investigate such issues.Ĩ. This fix might not yet cover all instances of attacks bypassing posting.Fixed an issue with damage received after posting strikes in ground and pound: ![]() Fixed a bug where after a clean hit, follow-up punches that varied by type, side, or target would bypass the block and deal full damage despite the blocking animation looking successful.ħ.While it was technically accurate, there was 1 Sim in the results, it was meant to, and does, only return Households that have 1 Sim total now. ![]()
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