Nearly all of today's change log is passing changes...
Nov 11, 2010
- Make effect of morale less in earlier quarters
- Update deep zone coverage tracking of deepest player to follow better
- New timeout logic based on user suggestion, and updated hurry/slow down logic to go with it
- Improve man coverage intercept math to keep defenders from overshooting their man
- Update kickoffs to have longer hangtime, kicks left/right, closer together kickoff team, and wedge blockers who set up and wait for KR
- Allow missed tackles near the sideline to try and push ball carrier out of bounds, based on strength
- Modify pass quality falloff curve to be sooner, making deep passes quite a bit harder and short passes easier
- Allow WR to come back to the ball for a jumping catch in high risk situations just like defender can
- Separate scramble and run QB tactic, and add a bunch of situational and improved logic for scrambling and running
- Give defense reaction bonus on 3rd/4th down vs passes
- Make aggressive guys only jump inside so far, depending on how much help they have; update semi/normal/loose positioning after the pass to react/position better
- Upped the chance for overthrow on bad passes
- Disallow pump fake on man coverage defenders who are streaking with receiver
- Make pass deflections a bit more likely, make pass deflections lower pass quality a lot more
- Up penalty to catching passes while moving fast
- Give zone reaction a little boost, and less affected by coverage delay
- Enable/increase defense coverage reaction delay in more cases
- Add end of route "get open" logic
- Change creative route running to update path every 5 ticks, resulting in smoother path
- Update method for QB to find open spot to throw to away from defenders
- Add "sweet spot" definitions to every play/route to improve QB timing
- Update and improve method/math involved in QB calculating player risk, improve QB ability to find open/less risky players beyond checkdowns
Nov 11, 2010
- Make effect of morale less in earlier quarters
- Update deep zone coverage tracking of deepest player to follow better
- New timeout logic based on user suggestion, and updated hurry/slow down logic to go with it
- Improve man coverage intercept math to keep defenders from overshooting their man
- Update kickoffs to have longer hangtime, kicks left/right, closer together kickoff team, and wedge blockers who set up and wait for KR
- Allow missed tackles near the sideline to try and push ball carrier out of bounds, based on strength
- Modify pass quality falloff curve to be sooner, making deep passes quite a bit harder and short passes easier
- Allow WR to come back to the ball for a jumping catch in high risk situations just like defender can
- Separate scramble and run QB tactic, and add a bunch of situational and improved logic for scrambling and running
- Give defense reaction bonus on 3rd/4th down vs passes
- Make aggressive guys only jump inside so far, depending on how much help they have; update semi/normal/loose positioning after the pass to react/position better
- Upped the chance for overthrow on bad passes
- Disallow pump fake on man coverage defenders who are streaking with receiver
- Make pass deflections a bit more likely, make pass deflections lower pass quality a lot more
- Up penalty to catching passes while moving fast
- Give zone reaction a little boost, and less affected by coverage delay
- Enable/increase defense coverage reaction delay in more cases
- Add end of route "get open" logic
- Change creative route running to update path every 5 ticks, resulting in smoother path
- Update method for QB to find open spot to throw to away from defenders
- Add "sweet spot" definitions to every play/route to improve QB timing
- Update and improve method/math involved in QB calculating player risk, improve QB ability to find open/less risky players beyond checkdowns