User Pass
Home Sign Up Contact Log In
Page:
 
Thunderoo
offline
Link
 
Sim changes so far:

- Defenders now favor backpedaling a lot more
- Defenders in coverage "default" face vector is now towards QB rather than their target
- On an Island bug fixed, should have a lot more opportunities to fire

Sim Stuff (Midday update)
- Smoothed the transition from backpedaling to sprinting


Running some scrims now; will post results for CBs with 100 man awareness and 3* OaI (along with high deflection and moderate vert/diving). Assuming the changes are live!
Edited by Thunderoo on May 12, 2014 17:37:30
Edited by Thunderoo on May 11, 2014 05:06:04
 
Parab00n
offline
Link
 
On an Island fires quite a bit more, just saw it more in 1 game than I have in 3 seasons. The new backpedaling thing is terrible, you are about to see a ton of big plays this season because defenders look completely lost on any type of Go routes.

http://glb2.warriorgeneral.com/game/replay/56208/3672409 - Not an extreme version
http://glb2.warriorgeneral.com/game/replay/56208/3671925
 
Parab00n
offline
Link
 
Guess it's time to dust off some Cover 2 now.
 
Corndog
Admin
offline
Link
 
Originally posted by Parab00n
The new backpedaling thing is terrible


I'm noticing the major problem that comes up is a jittering where they turn halfway, then go back, then turn around again. Think I might know how to fix it, but not sure.

Originally posted by Parab00n
http://glb2.warriorgeneral.com/game/replay/56208/3672409 - Not an extreme version


The WR has a lot higher sprinting, leaves defender behind after 45 yards.
 
Mezirah
offline
Link
 
Cornerback nerf. Terrible.
 
Mezirah
offline
Link
 
The corner back is forced to make a quickness turn later in coverage, which means he has less time to accelerate back to assignment.
 
Corndog
Admin
offline
Link
 
Originally posted by Corndog
The WR has a lot higher sprinting, leaves defender behind after 45 yards.


Corner routes actually seem a lot more brutal.

But yeah, the current iteration is more of a "beta test" before S4. I'm planning on making tweaks throughout the offseason.
 
Blastoh
offline
Link
 
Why cant the CBs maintain more of their momentum when turning their body around. This should not be the same type of quickness roll to change direction as it is to change their facing while maintaining their backwards momentum. There is no point really to back pedaling if you have to practically come to a complete stop to turn around.

At least maybe make some kind of coverage awareness coverage technique roll to allow them to play different coverage techniques (old way vs new back pedal way) depending on the type of route being run. The roll could be contested vs the route tech + route elusiveness of the wr.
 
Xavori
offline
Link
 
Originally posted by Blastoh
Why cant the CBs maintain more of their momentum when turning their body around. This should not be the same type of quickness roll to change direction as it is to change their facing while maintaining their backwards momentum. There is no point really to back pedaling if you have to practically come to a complete stop to turn around.

At least maybe make some kind of coverage awareness coverage technique roll to allow them to play different coverage techniques (old way vs new back pedal way) depending on the type of route being run. The roll could be contested vs the route tech + route elusiveness of the wr.


This.

If DB's can't backpedal then turn without slowing down, they're just toast.
 
Corndog
Admin
offline
Link
 
Originally posted by Xavori
This.

If DB's can't backpedal then turn without slowing down, they're just toast.


1). Can't believe I didn't think of that before
2). Trying to figure out how to make that work
 
Thunderoo
offline
Link
 
Just got 5 pds with a single player inn a single game! Loving working on an island
 
Xavori
offline
Link
 
Originally posted by Corndog
1). Can't believe I didn't think of that before
2). Trying to figure out how to make that work


Sneak an extra variable in called PreTurnSpeed then every tick a DB is backpedaling have PreTurnSpeed=CurrentSpeed. As soon as they start making the turn, then star every tick CurrentSpeed=PreTurnSpeed. When the turn completes, go back to normal speed stuffs.

This would (well...depending on how everything is coded) lock a DB's speed while they're doing the turn. This still leaves them at a slight disadvantage as they can't accelerate while turning, but since most turns only take a few ticks, it's not the end of the world.

Or maybe you could use Footwork to provide that acceleration during the turn.
 
TxSteve
Not A Mod
offline
Link
 
Tweak to the WR pathing on FB strong across?

http://glb2.warriorgeneral.com/game/replay/56228/3675798
 
Galithor
offline
Link
 
Quickness should definitely still matter on how well you transition from footwork to sprinting in the turn, but yeah, losing the momentum from footwork shouldn't be a 100 to zero type thing. Unless you've got like 20 quickness maybe.
 
Galithor
offline
Link
 
Oh, and I opened up Air Raid for scrimmages for anyone in seasoned that wants to use the passing offense for a test scrim.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.