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Improvements needed in FNR4

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    Improvements needed in FNR4

    -Make the jab/straight useful even if you're not using the "judge jab style/ straight style"

    -Make sure you can't KO a Heavyweight with a Featherweight

    -Inside Fighting

    -One punch Knockdowns/Flash knockdown

    -Better roster make sure you keepthe fighters from FNR3

    Add more

    #2
    they defintly need to add more new fighters. for some reason i dont like using older ones.

    Comment


      #3
      Everyone talks about roster and for me that's the last thing I care about, I'm all about gameplay, I could give a **** if I could be Mayweather or whoever. But my biggest gripe is defense and parying.

      I hate how when you or your opponent lift your hand (guard) for defense it's like hitting a brick wall, you can't get through it no matter how hard you try. There should be a offense (power) vs defense system, like if your offense (power) is higher that your opponents defense after a while, if the fight goes long your punches start to break guard.

      Parying is ****ing ******, you pary or get paried and you can land like 3 free shots, it's basically like being stunned without getting hit, how the **** does that make sense. What they should work on is a better counter punch system, working angles and stuff like that.

      Body shots need to be more effective, why not flash knockdowns by a great placed body punch?

      Comment


        #4
        Better stances. Traditional stance blocks the left hook.
        More punches. Overhand punches. Wide hooks. Short right hands. etc.
        A referee.
        Better roster. Zab Judah.
        Body shots affecting stamina.
        Cuts from headbutts.
        Inside fighting.
        Better online play.
        Lower the ease of knockouts.
        Reach plays a part in the fight.
        Right hand does more damage than the jab.
        Quicker foot movement. Able to run.
        More training exercises.
        Famous trainers. Teddy Atlas etc.
        Different ring sizes.
        Negotiate fighters purses.
        Be a promoter mode.

        Etc, etc, etc.

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          #5
          No more Rival crap.. i mean come on, i fight the same guy 9 times in my career and he never makes it past the 3rd round.. and somehow he always gets to the belt before me? its just dumb

          the parrying is far too effective and not at all realistic

          Comment


            #6
            Adding the WBC, IBF, WBA, and Ring belts. Not forcing you to move weight classes, I hate starting at Heavyweight and it forcing you down to Light Heavy then Middle. I want to stay at Heavyweight and only move if I want to.

            Comment


              #7
              I wrote about this in a notebook while waiting passing time inside a classroom:

              -Signature chants from crowds

              -Hard blows that wobble opponent, at which point the stunned person has to wiggle the joystick for 2 seconds or something similar, while it sets up a free shot for the other person, if the wobbled person is repeatedly struck while in this stunned state, he gets knocked down. Different than entering "knockdown" mode.

              -Parries allow you to strike, but it has to be quick (not 3 or 4 punches). Parrying should be difficult and on cue for fighters with a certain guard, but easy for those with the philly shell, however as a trade off they get to hit less.

              -Customized entrances: how you LOOK going into the ring, how you WALK going into the ring and what you do once INSIDE the ring. I can't stress enough how embarrassing it is to see Sonny Liston doing the electric bugaloo in Fight Night Round 2 when he's coming in...THAT'S NOT HIS STYLE. BTW, they should introduce/announce fighters once INSIDE the ring (as in the original Fight Night). In Fight Night 2 or 3, they announce fighters as they're making their way into the ring: as if it were WWE......HAS ANYBODY NOTICED THIS?!

              -Better knockdowns- The ones in FNR3 suck, they're always a rigid type of knockdown that is pre-programmed to play depending on the punch. You might think it's great, but it makes the knockdowns animations monotonous and repetitive. The ones in FNR2 were great assuming the legs didn't get tied up in some sort of weird contortionist fashion.

              -Flash knockdown to the body: they should make someone walk away and then gently kneel (for example like some of Cotto's early opponents and Jose Luis Castillo against Ricky Hatton).

              -Against the ropes getting knocked down is bad. The ropes hold you up assuming the knockout comes from an uppercut. When this happens, if you can unleash more punishment while the opponent is knocked out while being held up by the ropes (something that frequently happened in FNR2), you will win via TKO, as if the ref would step in.

              -Low blows greatly sap stamina for a while. Elbow has a great chance of opening a cut.

              Dashing in+"Wobble" Status+ Plus Jab or Straight Right=knockdown

              Comment


                #8
                Originally posted by Welter_Skelter View Post
                No more Rival crap.. i mean come on, i fight the same guy 9 times in my career and he never makes it past the 3rd round.. and somehow he always gets to the belt before me? its just dumb

                the parrying is far too effective and not at all realistic
                You play computer games? lol, I would never of thought that.

                Comment


                  #9
                  - Knockdowns not every fighter lands on there face
                  - Points victory, I went through the career mode on hard without having one points victory. I won 59 fights out of 59 all by KO
                  - Parrying. No one parry's like that, it's annoying.
                  - Flash KD's
                  - Reach is used
                  - Straight need to look like real punches rather than pitty patty punches
                  - Body shots effect stamina
                  - Make it harder to land cleanly, grazing blows
                  - Faster jabs
                  - Cuts cause by headbutts, elbows (illegal blows should be picked up on easier as well)
                  - Clinches to restore stamina
                  - More training techniques
                  - Sparring actually helps
                  - Infact get rid of parrying make a new system
                  - When training speed it shouldn't decrease power just keep it the same
                  - In career get rid of Rivals unless you go the distance or lose and win so a rubber match is made
                  - In career start declining rapidly when you come out of your prime (when your like 36-38)
                  - Roster fighters don't really fight like themselves, Hatton is a stand up fighter in the game in real life he is much lower down feet moving fast, Pacquiao's upper body is alot very jittery make sure he moves more. Basically individual animations for each roster fighter.

                  Comment


                    #10
                    I'd love to see an improved "Career Mode". I've done career on FN3 in all weight classes, and in every case the guy wins the pound for pound championship right around age 35 and is pretty much forced into retirement after about 70 fights and at age 40 because of severely depleted stats. Given that bruisers like Bernard Hopkins are still fighting for belts at age 43, there should be an expanded career mode.

                    Also agreed the "Rival" fights got a bit tedius.

                    Finally, I'd love to see some consistency in the attributes. A boxer with a 100% power rating from the welterweight class is rated significantly lower than Light heavyweight (at least if you just do a straight up fight), but if you're fighting in the career mode, your stats will still be rated the same. Thus, in FN3 if your career boxer is a welter, he can have a strength that says 100%, and a bunch of accessories to raise your power over 100%, but no way to know how much power that is in other weight classes.

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