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pottsman
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Originally posted by blankspace
Our defenders do have SA's in them; check out their builds as they are listed I believe. I want to say that the code isn't officially done (nothing is really finished until it's uploaded to the live server) so test are still being done but I don't think a LB with 10's across his SA tree is going to kill the QBs moral with one or two sacks.

As Bort said, Morale is constantly a changing factor throughout the plays, so it's no set number.


Just to be safe, could you guys possibly run a test where every defender has maxed every moral relevant ability? Trash Talk, Glare, Big Sack, Aura...if they have it, put it at 10. Just to see if the new increased morale effects can be "broken" by a massively organized, morale based defense.
 
blankspace
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Originally posted by pottsman
Originally posted by blankspace

Our defenders do have SA's in them; check out their builds as they are listed I believe. I want to say that the code isn't officially done (nothing is really finished until it's uploaded to the live server) so test are still being done but I don't think a LB with 10's across his SA tree is going to kill the QBs moral with one or two sacks.

As Bort said, Morale is constantly a changing factor throughout the plays, so it's no set number.


Just to be safe, could you guys possibly run a test where every defender has maxed every moral relevant ability? Trash Talk, Glare, Big Sack, Aura...if they have it, put it at 10. Just to see if the new increased morale effects can be "broken" by a massively organized, morale based defense.


I guess I can do that. Will take me a good bit to set up, as creating players = boring, but I'll test it out and post the link when I can.

I can do one team have the SA's, and the other team have the normal players and see if there was a difference in QB play and moral at the end of the game.
Edited by blankspace on Sep 15, 2009 13:29:06
 
Deathblade
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Originally posted by pottsman
Just to be safe, could you guys possibly run a test where every defender has maxed every moral relevant ability? Trash Talk, Glare, Big Sack, Aura...if they have it, put it at 10. Just to see if the new increased morale effects can be "broken" by a massively organized, morale based defense.


Would be really hard to tell, since QBs are already getting hurried 30some times, and sacked 10 times while completing 20% of their passes.
 
pottsman
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I'm just saying that if morale is already going to have a bigger effect on QBs...at some point, you need to set up a "WE WILL DESTROY YOUR MORALE" team. Because someone will put that team together live, and if QBs can't make a single completion against them...
 
TxSteve
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Originally posted by pottsman
I'm just saying that if morale is already going to have a bigger effect on QBs...at some point, you need to set up a "WE WILL DESTROY YOUR MORALE" team. Because someone will put that team together live, and if QBs can't make a single completion against them...


thanks potts - that's what I was trying to say
 
NiborRis
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Any word on the Team Scouting/Tagging page? Is it already done, or likely to be ready this offseason?
 
blankspace
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Originally posted by blankspace


The tagging thing is still being worked on by Bort, so we haven't even tested it yet. All these things have a possibility of being ready for this next season, but that's possibly.

As for tagging players, I can't give you an honest answer but I can give a good guess and say that Bort might have it testable by next season. When/if he does, I'll write about it of course and provide as much information as I can.


Edited by blankspace on Sep 15, 2009 16:08:05
 
pottsman
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Originally posted by TxSteve
Originally posted by pottsman

I'm just saying that if morale is already going to have a bigger effect on QBs...at some point, you need to set up a "WE WILL DESTROY YOUR MORALE" team. Because someone will put that team together live, and if QBs can't make a single completion against them...


thanks potts - that's what I was trying to say


It's basically like putting in another zone specialist. At the moment, nobody really uses the anti-QB morale SAs at a high level, except to get to the thing after it. Just like nobody used zones a while back. Then, sim changes, and people invest in ZS and it seems overpowered. If hurries are going to have a larger effect, the first thing I'm thinking is to max Trash Talk and The Glare, drive down QB morale pre snap. Max Aura, blitz all three LBs, have them invest in Fearsome and Intimidation. Have all of my front 7 get Big Sack and Snarl up, when they hit the QB, it shrinks even more.

Obviously, for a real team to invest that way, it involves a lot. But teams WILL do it if Morale is having a bigger effect. And as much as I want QBs to feel that pressure, there definitely needs to be extreme anti-Morale teams involved in the testing. Testing needs to have extremes, because people will get close to those live, and if passing dies...
 
NiborRis
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Dunno how I missed that Q/A already in the thread. Thanks! I know it's one of the most anticipated features.
 
Frycicle
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Originally posted by blankspace
The tagging thing is still being worked on by Bort, so we haven't even tested it yet. All these things have a possibility of being ready for this next season, but that's possibly.

As for tagging players, I can't give you an honest answer but I can give a good guess and say that Bort might have it testable by next season. When/if he does, I'll write about it of course and provide as much information as I can.


Thank you very much. Great job working on this.
 
EagleOtto
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Originally posted by pottsman
It's basically like putting in another zone specialist. At the moment, nobody really uses the anti-QB morale SAs at a high level, except to get to the thing after it. Just like nobody used zones a while back. Then, sim changes, and people invest in ZS and it seems overpowered. If hurries are going to have a larger effect, the first thing I'm thinking is to max Trash Talk and The Glare, drive down QB morale pre snap. Max Aura, blitz all three LBs, have them invest in Fearsome and Intimidation. Have all of my front 7 get Big Sack and Snarl up, when they hit the QB, it shrinks even more.

Obviously, for a real team to invest that way, it involves a lot. But teams WILL do it if Morale is having a bigger effect. And as much as I want QBs to feel that pressure, there definitely needs to be extreme anti-Morale teams involved in the testing. Testing needs to have extremes, because people will get close to those live, and if passing dies...


Thick Skin would actually have a use....and 15 VAs would shut down entire SA trees still....
 
ijg
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While I agree that hurries should impact the QB more and that screens can be overpowered, let's not forget that the reason people throw screens instead of to WRs is that WR passes are mediocre at best and very difficult when against a zone D.

If more nerfs are going to be made to the passing game, even if they're well intentioned, don't we need to buff the QB/WR pass game so we don't end up with an unbalanced sim?
 
PING72
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Originally posted by blankspace
Originally posted by pottsman

Originally posted by blankspace


No, the live server doesn't have the Personnel Modification in the AI.


You sure? Because I;ve been using NT1/2 for two seaons now.


The new part of the Personnel Modification in the AI is the coverage distances.


Does this over-ride individual player tactics? I hope so, I hate the stupid agents who would rather get INTs than help the team. But if the agents have things set one way, and the DC has them set another...does it go with the AI, or does it blend somehow?
 
blankspace
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Originally posted by PING72
Originally posted by blankspace

Originally posted by pottsman


Originally posted by blankspace



No, the live server doesn't have the Personnel Modification in the AI.


You sure? Because I;ve been using NT1/2 for two seaons now.


The new part of the Personnel Modification in the AI is the coverage distances.


Does this over-ride individual player tactics? I hope so, I hate the stupid agents who would rather get INTs than help the team. But if the agents have things set one way, and the DC has them set another...does it go with the AI, or does it blend somehow?


I think it over rides the players settings. I know DB tested it out and it seemed to work. However, there is not option for coverage aggressiveness, as that's based on your CBs tactics. This just does the distance.
 
Deathblade
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Originally posted by pottsman
It's basically like putting in another zone specialist. At the moment, nobody really uses the anti-QB morale SAs at a high level, except to get to the thing after it. Just like nobody used zones a while back. Then, sim changes, and people invest in ZS and it seems overpowered. If hurries are going to have a larger effect, the first thing I'm thinking is to max Trash Talk and The Glare, drive down QB morale pre snap. Max Aura, blitz all three LBs, have them invest in Fearsome and Intimidation. Have all of my front 7 get Big Sack and Snarl up, when they hit the QB, it shrinks even more.

Obviously, for a real team to invest that way, it involves a lot. But teams WILL do it if Morale is having a bigger effect. And as much as I want QBs to feel that pressure, there definitely needs to be extreme anti-Morale teams involved in the testing. Testing needs to have extremes, because people will get close to those live, and if passing dies...


There's really no use campaigning for it.

I said it is untestable at the moment.
 
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