The animation was previously too hard to read because the shoulders took long to start to shift.Refined the starting animation of the transition from back side to full guard.We slowed the starting animation down considerably, but did not change the denial windows so only the fakes should be affected. The starting animation was too fast, meaning it could be faked too quickly. This is the entry for the bulldog choke and the transition to back sitting added in the previous patch.Slowed down the head peel fake from dominant back side.They can still deal significant damage through the block if the block meter is low. Since evading them is not an option, blocking the correct height is the best defense available so we made blocking them a bit better.The lead knees, which are slower, retained their previous damage. This still leaves the head knees damage slightly higher than the elbows.Reduced damage of clinch rear knees to head and body from collartie, Muay Thai, and single under by 20%.Fixed an issue where submissions were finishing before the progress bar had completed and when chains were activated at certain timing.Attempting it without such an advantage will result in the drive ending in favor of the defender.Single and low single bails now require a stamina advantage of 30%.Decreased head roundhouse bleedthrough from 20% to 10%.Decreased permanent body damage by 10%.Even in the heaviest and lightest divisions, this adjustment was small. Reduced the cost for heavier divisions and increased it for the lighter ones, with very little change to the divisions in the middle, such as lightweight.Tuned strike stamina costs between weight divisions.
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