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flamesnoopy

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  1. IQ does matter a great ton in grappling. It seems to be the most important stat for getting subs/not getting subbed. I'm sure it matters with transitions as well, but I don't know how much. I haven't had a good TWGC grappler yet that doesn't have great IQ. All the average/low IQ grapplers are scrubs. Much better to have a black belt with high IQ than a red belt with average IQ.
  2. It's not a bug. The org has higher TWGC hype than MMA hype, that's why it shows top fighters in TWGC instead of MMA.
  3. It's not just a MMA simulator though, we also have KT but I think no-one cares about that one 😅 Doesn't change the fact that the number of punches that can be landed in the clinch is completely unrealistic. Even if you go full aggro you shouldn't be able to land the amount of punches that is possible currently. Just because someone is aggressive doesn't mean they have the accuracy, technique and timing in real life to land in the clinch. Nope I don't. Anything to make the fight engine more realistic I am in favor of. And I never read play-by-play, once you have done around a 100 fights you have seen every line of text since nothing has been added in like a decade. I just skim the fights. I know you can occasionally learn some tidbit about your fighter by reading all of the play-by-play but I don't care enough really. Yes you are right, but I have completely given up hope that the broken skill caps would actually be fixed. If the skill caps would be made more realistic, there would be less need - or even no need - for this particular suggestion. But I don't think that's going to happen. Grapplers can still go for takedowns and pull guard though, it's a weapon in it's own there. But it's a fair point to raise here. Heavyweight is so different to any other weight class in my personal experience. It might be the one weight class where it actually is effective. Especially knees to the body. In my experience elbows land far less frequently than punches, so I don't think it's a fair argument to say that they are more effective. They are less effective because you can land a 100 punches to like 12 elbows. You will always lose on the cards and you will probably lose either way. Knees are effective, yes. I'm not sure if you meant that there's not much difference in real life in punches or elbows or in the game? In real life I'd take a punch in the face from the clinch all day instead of an elbow. Getting punched has that weird satisfaction to it, getting elbowed - not so much 🤣 It would achieve a more realistic clinch game, which I am in favor of. More stall tactics - realistic. Less punches landed - realistic. Clinch break ups happen far quicker than ground stand ups in real life, since there's less likelihood of having an advantageous position that "shouldn't" be lost because of the ref. I don't see an issue there. I wouldn't categorize them as a "super clinch tool". This would make it more advantegous to learn those skills though, which would of course diversify the builds even if it's only slightly. More diversity in builds is more realistic. Yeah, step-in/flying knees and step-in/spinning elbows should definitely be added. But I would still like to have the original suggestion implemented as well. I guess much of this is personal preference. Most managers have no interest in KT for "some" reason. I don't care about the play-by-play text, someone else might. Either way, I appreciate the discussion and your lengthy and detailed response. It's good to see the forum actually has become a more positive place and less of a cesspit of trolls. Good luck with Sol Peter today. Let's see if you can tie the score from the 6-5 now to 6-6! (Probably yes)
  4. It's exponentially more difficult to learn the knee and elbow game in real life than it is to learn how to throw punches in the clinch. Not to say that dirty boxing is easy, but even I know how to dirty box but landing effective knees for example is very difficult. Also, there are not many fighters utilizing a Muay Thai style in MMA and most that utilize a kickboxing style are not even good at it. Most MMA fighters don't even have the technique to throw proper kicks. I guess UFC would have around 700-800 fighters out of which only a handful have proper kicking technique. And that is supposedly the organization with the highest level of MMA fighters. Kicking is incredibly easy to learn compared to knees and elbows in my opinion. It doesn't take a long time for a complete beginner to learn how to kick with proper coaching (talking about basic kicks). Throwing knees non-stop is extremely difficult in any case, I think the reason some Muay Thai fights have ridiculous amount of knees is simply because the rule set strongly courages aggression and you will get heavily penalized for even falling back. Thus, the fighters are more inclined to throw offence than to prioritize defence. Obviously it's not the case with every Muay Thai fighter, if they are not good in the clinch they will just stall like literally almost every MMA fighter will. MMA clinch is definitely not a Frye vs. Takayama. In the game it is completely. Like RegularJohn said, most MMA fights in the clinch is a hug fest and they don't even have the ability to throw proper clinch knees. MMA fighters are far better at step-in knees. If it's not beating a dead horse (no pun intended), why do you think it would make the clinch game worse to make less punches land in the clinch? I'm genuinely curious. I think maybe we are getting too caught up on the wording of "Make punches less effective". Correct me if I'm wrong, but I assumed RegularJohn meant not to make punches less effective, but to decrease the amount of punches landed in the clinch. To add to that, I would argue that the amount of finishes in the clinch with punches is too high in the game (though others may disagree). On a side note, I'm getting the feeling that I'm in the minority in thinking that the fight engine has numerous flaws that would definitely need fixing. For example, the amount of cut stoppages, knockouts in general (except low weights, where it's not enough knockouts), but worst of all, the referee stand ups are completely unrealistic and make grapplers far less effective than in real life. But to fix the stand up issue we would actually need to have time in the fights (e.g. every action takes a number of seconds and the fight clock is actually ticking down, instead of it just being lines of text and magically the fight ends). For me personally, the biggest change out of all on the wishlist would be adding time, but I know it's a huge task as every line of play-by-play would need to reviewed and that's just not going to happen.
  5. It isn't age depended per say, even young guys can de-pop. Basically, if they haven't trained a skill in a while it will de-pop. If they get too old they will de-pop even if they train that. If they have reached their skill cap something will de-pop. You can still improve a skill, it just means something else will de-pop. Training a skill resets the ticker. Having a fight/grappling match also resets all tickers. About the injury thing, I honestly can't remember what effect the injuries had, I think it was for skill cap but since I'm not certain I can't speak on that. Hopefully someone will chime in. Ticker is just the time it takes for something to de-pop. So if you train punches all the time for a young fighter, he will not de-pop punches at all since he isn't near his skill cap and you are training it constantly. But if you train only punches for like 3 months, your other skills will have de-popped if you didn't train them at all and you didn't fight. In the above example boxing sparring would "slow down the ticker" for punches as well, but it isn't the same as a ticker reset by training the punching skill.
  6. Yeah as said above, depends on learning speed and also how many fighters are training in the same session (the fewer, the better). ~35 sessions (just took a look from few of my guys at the Superb range to get that number). There is no way to answer this question really, too many variables. Are you going to fight him? How often? What discipline (MMA/KT/TWGC)? What's his learning speed? Are you aiming him for the big leagues or do you actually want to fight with them early? What do you wish for his build to be? Are you willing to micro-manage enough to avoid tickers kicking in? Do you have enough sparring partners for him? Personally, I don't have any interest in tinkering weekly with training as I have so many fighters (semi-"autobotting" as they say here), so I am trying to avoid tickers kicking in like a plague since de-pops are very demoralizing.
  7. Yes this was what I was going after. Even with elite knees you want to use more punches than knees. Elbows currently aren't even worth training, not even for KT. I think anyone who has ever trained Muay Thai can attest to the fact that no elbow game in Muay Thai gets one killed, not just left with a thousand cuts. Every skill that is currently in the game should be made worth training for and currently this is not the case.
  8. I think on paper it's a great idea. However, realizing a year later that the fighter you spent a lot of time and energy training up is actually not going to be worthwhile would be extremely frustrating in this game since it takes so long to develop prospects. Works well in other sims, probably more annoying than it would be worth in MMA Tycoon.
  9. I have multiple guys with knees and elbows. Punches land far more commonly, so it's not very advantageous to use knees. And elbows are so much weaker than punches. It's very evident in KT, which I enjoy in the game.
  10. Yes please, the clinch is so broken. It's probably the most unrealistic part of the engine.
  11. It's all about keeping your expectations low isn't it😅
  12. I don't see any problem with waiting. Also, since it has never been in the game we can't know how much it would be used.
  13. Yes need this fixed already. It's an atrocious problem really, makes KT almost unplayable. Also add KT QFC, need that to allow easier KT access and build KT hype for free agents.
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