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Antary

Manager
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Everything posted by Antary

  1. Manager ID: 131292 Bug: Play by Play in grappling matches has broken action icons Bug Description: Instead of the usual "clinch", "sub attempt", "reversal", etc. images, they show up as #CL#, #T5#, #SUB2# code. Bug Severity: Low Steps to Recreate: Look at any grappling match in PBP mode (eg https://www.mmatycoon.com/fightcommentarypbpold.php?FTID=1151748 )
  2. When your fighter reaches the stick position, he will stop trying to advance any further.
  3. Adapt to fight doesn't do anything if SHIG is at 0.
  4. I've won two fighter slots in relatively short succession, but never again after that.
  5. For 25 year olds [X] = all remaining points after other values (because I can't remember the exact number of points you get) Template Name: Guard Pull BJJ Fighting Styles: Boxing - 1 Muay Thai - 1 Wrestling - [X] BJJ - 110 Skills: Punches - 1 Kicks - 1 Standing Elbows - 1 Knees - 1 Clinchwork - 110 Striking Defense - 110 Ground n Pound - 1 Takedown Offense - 1 Takedown Defense - 1 Submissions - 110 Defensive Grappling - 110 Transitions - [X] Escapes - 1 Physical Attributes: Agility - 1 Flexibility - [X] Speed - 1 Strength - 110 Conditioning (min 10) - 110 Balance - 1
  6. Manager ID: 131292 Bug: https://www.mmatycoon.info/index.php/Main_Page shows an internal error and all help pages are inaccessible. Bug Description: Since this wiki is linked by every "help" icon in the game and is pretty much the game's ONLY source of information that does not involve asking other people and also contains vital information that isn't mirrored elsewhere (to my knowledge), I think it's a pretty big deal. Bug Severity: High Steps to Recreate: Click on any "i" icon on any page (e.g. the manager's profile page or fight tactics)
  7. Revolver Ocelot, Adam Shalashaska (21-4-0), 6 times Highland Welterweight Champion, had this to say after the fight: "I'm a man who believes in second chances. My long saga with Diaz began back at the Island, where I managed to win both of our fights. But the man was growing before my very eyes - while I managed to finish the first fight, he lasted all the way to the end in the next. Our third fight? It was so close the judges couldn't even make up their minds. So maybe the next fight will be a draw? And the fight after that will be my loss? As I said, I believe in second chances. Take as many shots as you need. Keep coming at me, and let's keep building our legend." The cameraman says something inaudible off-screen. "...That was a different guy? Nolan Diaz? A twin brother? And the guy I fought just now was... Noel Diaz? You're joking, right? No? Well, look, I don't have time for another take. Just edit this in post."
  8. Definitely a bug. PM Mike ingame to get it fixed.
  9. Hasn't money laundering through jets already been removed?
  10. It adds nothing except another thing to list through when shopping for items or looking for gyms.
  11. I think I've seen that flavor text in clinches, so it might just be the flavor text of a stall or control action.
  12. There's a bonus to defense against actions that you set a high percentage for on the predictions, and a penalty for low ones, though nobody knows how much exactly. Presumably, checking Adapt to Fight lets your fighter adjust the prediction sliders himself over the course of a fight, but if you're only afraid of someone's takedowns for example, you can set high takedown predictions and leave it unchecked on purpose to keep the bonuses against it throughout the entire fight even if your opponent doesn't do them often. So doing "wrong" predictions can be a viable decision. According to Mike, having Adapt to Fight checked while having 0% on the See How It Goes slider doesn't do anything. My guess is that in this case SHIG affects the margin by which your fighter adjusts his prediction sliders in response to the opponent's actions. Also, if you don't set any prediction sliders at all, the game sets them automatically based on the opponent's performed actions from his previous fights. That's from the wiki.
  13. Didn't know that. Must have never bothered to take the risk and not mark one of my fights for spoilers.
  14. Seen this asked a few times by new players, and since it's not very intuitive, I thought I'd make a guide for it. 1. When you accept the fight, go to your fighter's profile and click the date under their "Next Fight" opponent's name. 2. In the event page, click the "+" button next to your fighter's fight. 3. Next go to the Spoilers / News page and scroll down to the bottom. 10-15 minutes after scheduled fight time, your fight will show up there. 4. Press View to view the full fight, press PbP to go through the fight blow by blow. Alternatively, to view a fight sooner (~5 minutes post scheduled fight time), click the search / bookmarked spoilers button (green highlight). Fights are generated about 5-10 minutes before they're shown on the spoiler page. To view fights that already finished before you marked them for spoilers, go to your profile page and click the W/L letter next to the fight.
  15. Control actions seem to have a chance of failing if the fight text is anything to go by, so I'm guessing it does more than just stalling.
  16. Just like with many things in this game, it's borderline impossible to tell what the effects of height and weight are and how much of a difference they make. Too many hidden factors at play and no real way to isolate any of them.
  17. Nobody really knows for sure, it's been kept a secret by the dev. My guess is that every action is based on a specific combination of Primary+Secondary+Physical, which are either averaged out or combined as a modifier or the target number for a random dice roll, and then compared to the target's defense, also composed of Primary+Secondary+Physical and rolled. It could be that they all add equal amounts to the roll, or that Primaries add more than Secondaries and Physicals, or any number of things. It's very much unclear and we can only guess.
  18. Only Defensive Grappling protects against GnP, which uses Wrestling as a Primary as far as I know. Your opponent probably had 12 in both GnP and Wrestling while I'm guessing you had somewhere around 5 in Defensive Grappling, so I wouldn't be quick to judge hiddens based on just this fight.
  19. From what I've seen Wrestling seems to determine how often you get to act in the clinch while MT determines the accuracy of your strikes in the clinch.
  20. No. There's a numberless chart here http://www.mmatycoon.info/index.php?title=Training_Changes_2011#Coached_Changes but it has apparently been changed further according to this http://www.mmatycoon.info/index.php?title=Training_Changes_May_2012#Group_Sizes
  21. You could make it a dropdown list instead of a textbox. There aren't that many reasons to release a fighter. Give people spin credits for filling it out or something.
  22. Yeah, but that alone isn't enough info. It'd help a lot to know the mechanics behind gameplan adaptation and how Intelligence contributes to that. Until we get more information I don't think people will ever take those two hiddens seriously. I also wish we knew more about what exactly Heart does. Is it really just another Chin but against TKOs? It's not uncommon to see people eat TKOs out of nowhere in one line of action without getting rocked beforehand.
  23. Every fighter has a set of hidden stats which are rolled randomly. The three you choose at the start get a +30 boost. Most people consider KO Power, Chin and Heart to be the most important hiddens, though most people sack fighters without good Learning Speed right away. I pretty much agree with this simply because I have no idea what Intelligence, Experience, or Confidence (other than morale drops from losses) do in a fight.
  24. Swing for the fences seems like a bit of a nobrainer to me to max out. If your fighter is losing anyway, why not try to go for the finish? Worst case scenario you turn a decision loss into a KO loss, and what difference does that make? Fight for decision seems more dubious to me because what if the reduced aggression gets you KOd? But then again, does FFD even reduce aggression, or does it do something else? It's not very clear to me.
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