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Opaul639
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Ok ok, I'm good then. I got 50 in the box.

 
Theo Wizzago
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Originally posted by King of Bling
Simply put: FG range is whatever you set it at. 50 yard range is 50, not 67. The range WILL take into account the snap and back of end zone adjustments.
(If at 50 yds, you will have to be at the opponent's 33 yard line to attempt)
SLug nailed it


While this works great for Casual, you run into a conundrum in Regular leagues (so far I didn't see anyone cover this).

So, inside the INPUTS... you can only set the LOS in 5 yard increments. Which means the FG number should be whatever point on the field you chose to set as your # to try FG's from... then + 17 yards and that's the # you put into the FG range setting. As so;

(LOS)----------(true FG distance)
20 yard line = 37 in the box.
25 = 42
30 = 47
35 = 52
40 = 57
45 = 62
50 = 67




Originally posted by Opaul639
Ok ok, I'm good then. I got 50 in the box.



Which means if your using AI's (non-casual team) then 50 can likely cause you troubles. 52 or 57 or 47 would be ok. Depends on where you set you LOS mark to try for a FG (inside your INPUTS).
 
slughead42
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Originally posted by Theo Wizzago
Which means if your using AI's (non-casual team) then 50 can likely cause you troubles. 52 or 57 or 47 would be ok. Depends on where you set you LOS mark to try for a FG (inside your INPUTS).


You don't have to set a line of scrimmage at all, though. Just use the "Inside FG Range" in that "Special Circumstance" drop-down box, and as long as you don't have anything in the line of scrimmage setting to make it get skipped, it will kick a FG if you're inside the distance that you have set.

Makes it much, much, much much easier than what you're doing, Theo.
Edited by slughead42 on Aug 26, 2023 09:02:54
 
Kenshinzen
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I don't trust anything from Borf, only what I set in my AI (like Theo mentioned). Usually is 57 or 62.
 
slughead42
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Originally posted by Kenshinzen
I don't trust anything from Borf, only what I set in my AI (like Theo mentioned). Usually is 57 or 62.


Just look at any OAI that RC26 contributed to the presets, FG is the second input in all of those, I think. See how those are set.

But, as always, you do you.
 
Kenshinzen
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I don't look other presets, I have my own offense. Why change what is working?

but surely what you mentioned can help many casual agents.
 
slughead42
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Do it however you want, if it works for you, great. I just wanted to respond to Theo's post in case it confused anyone.
 
Theo Wizzago
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Originally posted by slughead42
You don't have to set a line of scrimmage at all, though. Just use the "Inside FG Range" in that "Special Circumstance" drop-down box, and as long as you don't have anything in the line of scrimmage setting to make it get skipped, it will kick a FG if you're inside the distance that you have set.

Makes it much, much, much much easier than what you're doing, Theo.


Not that I totally agree with Ken but I can tell you from past experience that Bort's AI machine abhors a vacuum. If it finds ANY place in your AI where a down and distance are NOT EXACTLY COVERED, then it will do what IT wants to do.
When I 1st started out doing OC work, that happened to me a LOT. My 'mentor' explained to me then to be 100% sure every single number matched up... every single down and distance... every clock time... every punt and FG setup... every %... everything. Since I've been doing that I have never had another issue with Bort calling a play for me. Maybe it's OCD... maybe it's overkill... all I know is I never have that particular issue and have the team ask me "why did we punt there instead of try a FG?". Perhaps Ryan is right... but I'm not gonna change what's been working for years for me.
 
Stoned Beaver
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I looked at all of these preset AIs and I'm a bit surprised at the number of them that break the rules that are the first things I would teach anyone making an AI.

1) you should use all of the offensive depth chart slots, if you have an extra slot you should use it as a "it doesn't matter who's here" that includes all the players at the position. It can be invaluable to provide film that has non-optimum players in situations where maybe having the optimum players wouldn't be that impactful, it makes scouting your team much more difficult and puts DCs in a bind on not over-committing to any one player's presence on the field at any time.

2) you should always use catch-all inputs, offense or defense, just in case some how you don't end up covering a scenario you know Bort doesn't fire up some pass play that inevitably throws a 2 yard incomplete pass to the RB before he even gets through the line, or god forbid run any of the base defenses. (I suppose this could be a peewee thing too though, upper leagues might have less "dead" plays than we do)

3) if you are ahead by an amount you consider comfortable you should absolutely be running something different on both sides of the ball, make yourself unpredictable... it is incredibly difficult to scout plays based on what the score was at the time (like way more time consuming than basically anyone is doing) so even if you are only changing to run a defense or offensive play after you are up 21 in the 4th quarter, it puts it on film and makes the other team consider it when scouting.

All that being said.... I make new AIs for every game I care about and have a base-line AI during the regular season, which I guess is just a personal choice more than a suggestion, I like the idea of making every slight change to what I think is best at a base-line based on scouting someone, that's how I get my kicks in "coaching" but, I suppose there is the appeal to just creating a formula that works and tinkering with it slightly over time. Might be a peewee thing?

And @ OP, I've always put incredibly low numbers in this box assuming that it was already subtracting the 17, be worth testing to know for sure.
Edited by Stoned Beaver on Aug 27, 2023 23:12:57
Edited by Stoned Beaver on Aug 27, 2023 23:10:47
Edited by Stoned Beaver on Aug 27, 2023 23:10:07
 
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