Bwang Posted July 29, 2018 Report Share Posted July 29, 2018 Make knees and elbows more effective, either in landing rate or damage caused. > More people would use them. > More variety in builds would arise. No need for new skills, just use the ones we already have. [Almost no-one uses knees or elbows. Punches are effective enough in the clinch, and they land a lot more than knees and elbows. Wrestling and boxing are more effective in the clinch than MT. Sort it out!] 11 Link to comment Share on other sites More sharing options...
iLuke92 Posted July 29, 2018 Report Share Posted July 29, 2018 Yeah since Ive first started knees and elbows have always been classed as useless and not effective enough. Its about time it got sorted Link to comment Share on other sites More sharing options...
Akihiro Posted July 31, 2018 Report Share Posted July 31, 2018 How is your clinchwork i see clinchwork as getting and creating the space for said elbow and knees also entering into the clinch is body movement is the full body movement based on Speed or is agility based because its hands hopefully both are coming into play with getting into the clinch and 1 Link to comment Share on other sites More sharing options...
Bwang Posted July 31, 2018 Author Report Share Posted July 31, 2018 My clinch work is elite. 2 Link to comment Share on other sites More sharing options...
RegularJohn Posted July 31, 2018 Report Share Posted July 31, 2018 This is the most effective "change" or "update" that can be done in the game. it doesn't require an engine update and it could have a cascade effect in the game regarding fighter build and striker vs. grappler balance. 1 Link to comment Share on other sites More sharing options...
Akihiro Posted July 31, 2018 Report Share Posted July 31, 2018 I wonder if there's 2 different fight engines 1 for MMA and the other for kickboxing if so elbows and knees should be picked up in kickboxing rather than MMA Link to comment Share on other sites More sharing options...
RegularJohn Posted July 31, 2018 Report Share Posted July 31, 2018 no, it's the same engine for KT with the ground game "excluded"; You can even see sometimes some takedown-related text popping up in the clinch during KT fights. 2 Link to comment Share on other sites More sharing options...
Loveladdy Posted July 31, 2018 Report Share Posted July 31, 2018 Agree, this has been discussed before. I agreed then, and I still do now! 3 Link to comment Share on other sites More sharing options...
kobe.monteclaro Posted August 1, 2018 Report Share Posted August 1, 2018 I agree with this. I created a fighter who has higher knees and elbows than punches lol Link to comment Share on other sites More sharing options...
jjsquirrel Posted August 9, 2018 Report Share Posted August 9, 2018 I have not played long enough to know about the current balancing of knees/elbows vs punches in the clinch. But I think the main problem with them are they fill exactly the same function as punches, just more situational, so it makes no sense in spending points on them when you can have punches instead and put the rest of your points elsewhere. Especially it makes no sense at all to spend points on both elbows and knees for the same fighter. Having them be better than punches would maybe offset part of this, but not solve the core problem of much less scope but equal cost compared to other skills. What if you replaced the specialized knees/elbows skills and the very broad clinch skill with "clinch striking" and "clinch control"? That way they will both be more in line with other skills in how broad they are. Clinch Striking: Elbows/knees/shoulder strikes/etc use MT primary, punches use boxing primary. Maybe also let kicks play a small part in knee attacks while punches help elbows and punching. Clinch Control: Entering/breaking and controlling clinch. Also used with TD or TDef for takedowns from clinch with wrestling primary, except maybe guard pulls which could use BJJ. So like current clinch skill except no longer useful for striking. Eventually I would like to see fight engine improvements like: Grappling for position in the clinch/against cage, strikes helping there to break grips and force reactions Punches being more effective on clinch breaks than inside clinch Exception to above some dominant positions like having opponent crouched against fence (maybe even little help from GnP skill there) An action or two of clinching sometimes happening unintentionally in normal standup fighting Just some wild ideas about the fight engine, but I think changing the skills first would give better possibilities for later fight engine improvements. Link to comment Share on other sites More sharing options...
RegularJohn Posted August 9, 2018 Report Share Posted August 9, 2018 it's not just that they "fill the same function", but also that punches land at a much higher rate than knees and elbows. And I don't think any of this calls for the creation of a new skill, just a tweak of the engine to make knees and elbows more effective than punches in the clinch. Striking vs. control in the clinch can be covered by the related primaries - if you have a distinct advantage in Muay thai primary plus "Clinchwork" skills at a certain level, then you should be able to light people up with knees and elbows. 4 Link to comment Share on other sites More sharing options...
jjsquirrel Posted August 9, 2018 Report Share Posted August 9, 2018 What I'm going for is actually removing one skill rather than adding a new one since elbows/knees would merge into clinch strikes and also take over part of what the clinch skill currently does. Those two skills just seem out of place with how the rest of the skill system is designed. 3 Link to comment Share on other sites More sharing options...
Bwang Posted August 29, 2018 Author Report Share Posted August 29, 2018 Great Mike! Thanks very much. Let's see how it goes. " Fight Engine Update 30th Aug I've made a change to the fight engine to re-balance clinch damage, after some discussion on the forum, as it appears most people are just using punches, making knees and elbows under-used. - Clinch elbow damage has been increased by 15%. - Clinch knees damage has been increased by 15% (both head and body). - Clinch punches to head damage has been decreased by 15%. - Clinch punches to the body have not been changed. " 6 Link to comment Share on other sites More sharing options...
RegularJohn Posted August 30, 2018 Report Share Posted August 30, 2018 Yeah great news! First thing incoming is people complaining that they're not scoring KOs left and right with elbows. But over time this will add diversity and make the game much better 3 Link to comment Share on other sites More sharing options...
ClubberWinger Posted August 31, 2018 Report Share Posted August 31, 2018 This shit is gonna be dope! Link to comment Share on other sites More sharing options...
Mooncutter Posted September 2, 2018 Report Share Posted September 2, 2018 Mike, if you're reading this. Make knees finish guys when rocked more often. Think TJ Dillawshaw vs Garbrant. Knees to the head are very hard to land, but when someone is rocked/dazed, the finish should come more often if you have them. The occassional knees VS takedown KO wouldn't hurt either! Like 1 in 10 fights if knee specialist fight takedown monsters! =) 2 Link to comment Share on other sites More sharing options...
jjsquirrel Posted September 2, 2018 Report Share Posted September 2, 2018 The occassional knees VS takedown KO wouldn't hurt either! Like 1 in 10 fights if knee specialist fight takedown monsters! =) I'm reading that as takedown spammers.. if you get too predictable a well timed knee should be easier to land. 3 Link to comment Share on other sites More sharing options...
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